Difference between revisions of "Osiris"

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</ul>
 
</ul>
  
| Price B = 31 400
+
| Price B = 41 100
| ArmorT B = 28 255
+
| ArmorT B = 29 693
 
| Engine B = Pharaoh 240 XL
 
| Engine B = Pharaoh 240 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>1x [[AC10]]
+
<li>1x [[Blazer]]
<li>2x [[SPL]]
+
<li>3x [[SPL]]
 
<li>2x [[Flamer]]
 
<li>2x [[Flamer]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
 +
<li>[[EOptics]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>1 [[DHS]]
+
<li>2 [[DHS]]
 
<li>0 [[Free tons]]
 
<li>0 [[Free tons]]
<li>5.5t [[Armor]]
+
<li>6t [[Armor]]
 
</ul>
 
</ul>
  
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| Armor CT = 4086
 
| Armor CT = 4086
 
| Armor LRT = 2656
 
| Armor LRT = 2656
 +
| Armor B = 2451
 
| Armor LRA = 2349
 
| Armor LRA = 2349
 
| Armor LRL = 3677
 
| Armor LRL = 3677
 
| Armor INT = 2206  
 
| Armor INT = 2206  
| Armor B = 2451
 
  
| Version149 = 0.14.9
+
| Version153 = 0.16.2
 
}}
 
}}
  
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. Advantageous 360 degree torso rotation helps spreading the damage, increasing the survivability of this lightly armored mech. Most Osirises are also equipped with [[Jump Jets]], giving pilots more options to approach and escape combat situations.
+
The '''Osiris''' is an [[Inner Sphere]] [[Light Mech]] that mostly concentrates on firepower and maneuverability. 360 degree [[torso twist]] helps with [[kiting]] and [[damage spreading|spreading the damage]], increasing the survivability of this lightly armored mech. Most Osirises are also equipped with [[Jump Jets]], giving pilots more options to approach and escape combat situations.
  
  
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===Prime===
 
===Prime===
 
{{Starter}}
 
{{Starter}}
The Osiris Prime packs a heavy-hitting close- to mid-range arsenal on a fairly maneuverable platform with the heavier armor of the Osiris brawler trio. Four [[ERML]]s provide the main punch, reaching out and damaging the enemy at appreciable range, while an [[SRM6]] gives it an extra little boost in firepower at close range. The Prime Variant is a brawler at heart, and is meant to dash into enemy lines aided by its [[iJJ|improved jump jets]], disrupting coordination and line-of-sight, all the while pummeling targets with its varied weaponry. Thanks to its battery of lasers, it also excels at hunting [[Battle Armor]], allowing larger friendly Mechs to focus on juicier targets in relative safety.
+
Excellent [[skirmisher]]. Use cover while weapons recharge. Use [[iJJ]]s to get behind cover.
  
 
===Variant A===
 
===Variant A===
 
{{Starter}}
 
{{Starter}}
The A variant focuses on [[Energy Weapons]]. Its 3 [[MXPL]]s offer impressive firepower at medium-range, and its [[SSRM4]] pack give the Osiris A a well-rounded profile. The A variant is an effective Light Mech hunter using its speed and impressive torso rotation to lay down a wall of pulse fire, even while at a full run. This variant lacks jump jets, and also has a very long window of engagement, owing to the fast-firing but low-damage per shot nature of its lasers. The second of the Osiris brawler trio, it's one of the better armored variants.
+
Amazing [[fire-support]] mech with a very high [[DPS]]. When [[overheating]], focus on using the more heat efficient [[SSRM]]s. Use the Osiris' 360° [[torso twist]] to [[kite]] enemies.
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
The Osiris B can be a struggle to pilot. Its damage output is low, it has three different projectile speeds/lead-times with each of its weapons, and two of its weapons have [[jam|overheats]] that occur at different rates. The goal of the B is to distract and disrupt enemies while allies do the real work. When close to the enemy, run [[active radar]] and shoot a few gouts of flame from the B's two [[Flamer]]s. Hopefully this will cause the enemy to shift their attention. Then run by at high speed peppering the enemy with more fire and an intense [[screen shake|screen shaking]] barrage of [[AC10]] shots. A few good hits with the B's pair of [[SPL]]s will cause at least some modest damage. Finally, after distracting the enemy and [[tanking]] for your allies, the Osiris B will need to escape combat. The Osiris is relatively fast, but most [[Clan]] starter assets will travel around the same speed, so the Osiris B can use its [[iJJ]]s to disappear behind hard cover (if any is available) in order to escape incoming enemy [[missiles]] or other weapons fire. In the unlikely event that the B is ignored, its Flamers and AC10 can cause major disruptions to enemies that are focused elsewhere.
+
A [[Generalist]] mainly focused on burst damage with its [[Blazer]]. Twin [[flamers]] disrupt enemy fire while three [[SPL|SPLs]] add on DPS. Use your high maneuverability and [[iJJ]]s to stay in cover while the blazer recharges.
  
 
===Variant C===
 
===Variant C===
 
{{Starter}}
 
{{Starter}}
The C variant mounts 1 standard IS [[PPC]], which gives it impressive striking power for a light Mech. This is backed by 3 [[SL]]s and an [[SRM6]] pack for close-range work. Thanks to its high speed, 360° torso [[yaw|twist]] and good range, it can be used as a effective harasser and hit-and-run Mech, well suited to [[kiting]] enemies at range and finishing them off up close. A brawler at heart, it may find itself outgunned by other units at long range, but dedicated brawlers can still overwhelm it if not softened from afar.
+
Good [[generalist]] capable of [[jump sniping]], [[poking]], and [[brawling]]. [[iJJ]]s are good for getting behind cover while the [[PPC]] recharges.
  
 
===Variant D===
 
===Variant D===
 
{{Starter}}
 
{{Starter}}
The Osiris D is capable of providing sustained direct fire support and limited Anti-Air duties- in a pinch. The pair of [[RAC2]] can reach out to 800m, however it takes a skilled pilot to lead these projectiles against fast, light mechs effectively that far out. The bulk of the damage lies within 250m where the three [[MG|Machine Guns]] sting in full effect. Focusing this deadly spray of lead on one component will make quick work of any mech that close, and possibly quicker work of [[ASF]] or [[VTOL]]; which [[RAC2]] and [[MG]] deal [[damage type|bonus damage]] to. Osiris D pilots need to exercise caution, in combination with good map awareness and [[radar]] discipline- this variants thickened armor won't make up too long for a big mistake or miss calculation.<br>
+
Powerful [[early game]] [[fire-support]] and [[AA]] mech. Requires [[staring]] to be effective. [[torso twist|Twist your torso]] and [[Damage spread|spread damge]] while the [[RAC2]]s cool down.
If fleeing from the enemy, remember to [[Gameplay_Tactics#Twisting_and_Damage_Spreading|twist away]] the most ablated sections, possibly shooting back at him when navigation permits it.
 
  
 
===Variant E - ''"Bear"''===
 
===Variant E - ''"Bear"''===
 
{{Starter}}
 
{{Starter}}
The Osiris E carries a [[Light Gauss]], its signature weapon. Two [[ERML]]s give it some backup weaponry. This variant sacrifices a lot of damage potential to enjoy its range advantage- and won't be able to go toe-to-toe against more aggressive light 'mechs. Combined with [[EOptics]], its [[iJJ]]s and 1 [[Free tons|free tons]] for carrying additional ammunition, the Osiris E is capable of striking at extreme distance and [[Gameplay Tactics#poptarting|jump sniping]] with relative ease. The Osiris E pilot should always be thinking of ways to use the [[iJJ|improved jumpjets]] to put a obstacles and distance between them and their enemies; and to keep an eye on the sky for pesky [[Aerospace]] that you can send scurrying back to repair with carefully aimed shots of [[Light Gauss]].
+
Poor choice on most [[terrain control]] maps. Low [[DPS]]. Excellent [[extreme-range]] [[jump sniper]] in [[organized play]].
  
 
===Variant F - ''"Rudolph"''===
 
===Variant F - ''"Rudolph"''===
 
{{Starter}}
 
{{Starter}}
Known as "Rudolph", the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 [[ERSL|ERSLs]] which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an [[SSRM|SSRM6]] and this modification yields 1 [[free ton]] for carrying additional SSRMs. Equipped with [[MASC|Myomer Accelerator Signal Circuitry]], allows it to very quickly close the gap and cripple other light Mechs, and combined with [[iJJ|Improved Jumpjets]] makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.
+
Good [[brawler]], great at [[arming]], and an amazing [[backcapper]]. Be careful when using [[MASC]] while in combat, the Rudolph can [[overheat]]. Focus on using the [[SSRM6]] when overheating, since it's more heat efficient.
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an [[ERPPC]] accompanied by a duo of [[AC2|Standard AutoCannons2]], with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of [[Gameplay Tactics#poptarting|jump sniping]], although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is exacerbated by the loss of [[iJJ]]s, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the event it's in close range the trio of [[HMG]] can be extremely useful in hunting down [[Battle Armor]], or removing armor from an opponent.
+
[[Generalist]]. Mostly focused on [[jump sniping]]. Good [[tank hunter]] when in [[short-range]].
  
 
==Historical==
 
==Historical==

Latest revision as of 19:14, 11 February 2024

Osiris
Osiris spin.gif
360.png
Osiris.png
360.png
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 2 upon destruction
Tier: 3
Tonnage: 30 tons
Speed: 118.8 km/h (166 km/h with MASC)
Torso yaw: 360°
Torso pitch: -25° to +35° while standing
-25° to +45° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 34 600 CBills
Total armor: 29 693
Engine Size: Pharaoh 240 XL
A:
Price: 33 400 CBills
Total armor: 29 693
Engine Size: Pharaoh 240 XL
B:
Price: 41 100 CBills
Total armor: 29 693
Engine Size: Pharaoh 240 XL
C:
Price: 36 650 CBills
Total armor: 26 031
Engine Size: Pharaoh 240 XL
D:
Price: 32 500 CBills
Total armor: 30 808
Engine Size: Pharaoh 240 XL
E:
Price: 34 100 CBills
Total armor: 26 031
Engine Size: Pharaoh 240 XL
F:
Price: 41 000 CBills
Total armor: 30 808
Engine Size: Pharaoh 240 XL
G:
Price: 33 200 CBills
Total armor: 26 031
Engine Size: Pharaoh 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2451
1380
2349
2349
3677
2656
4086
2656
2349
3677
2206

All stats current as of release 0.16.2

The Osiris is an Inner Sphere Light Mech that mostly concentrates on firepower and maneuverability. 360 degree torso twist helps with kiting and spreading the damage, increasing the survivability of this lightly armored mech. Most Osirises are also equipped with Jump Jets, giving pilots more options to approach and escape combat situations.


Roles and Gameplay Hints

Prime

Starter Asset

Excellent skirmisher. Use cover while weapons recharge. Use iJJs to get behind cover.

Variant A

Starter Asset

Amazing fire-support mech with a very high DPS. When overheating, focus on using the more heat efficient SSRMs. Use the Osiris' 360° torso twist to kite enemies.

Variant B

Starter Asset

A Generalist mainly focused on burst damage with its Blazer. Twin flamers disrupt enemy fire while three SPLs add on DPS. Use your high maneuverability and iJJs to stay in cover while the blazer recharges.

Variant C

Starter Asset

Good generalist capable of jump sniping, poking, and brawling. iJJs are good for getting behind cover while the PPC recharges.

Variant D

Starter Asset

Powerful early game fire-support and AA mech. Requires staring to be effective. Twist your torso and spread damge while the RAC2s cool down.

Variant E - "Bear"

Starter Asset

Poor choice on most terrain control maps. Low DPS. Excellent extreme-range jump sniper in organized play.

Variant F - "Rudolph"

Starter Asset

Good brawler, great at arming, and an amazing backcapper. Be careful when using MASC while in combat, the Rudolph can overheat. Focus on using the SSRM6 when overheating, since it's more heat efficient.

Variant G

Starter Asset

Generalist. Mostly focused on jump sniping. Good tank hunter when in short-range.

Historical

Osiris Variant E with Light Gauss - "Bear" Named in homage to our beloved senior fallen comrade Bear, who in the battle of life mounted his trusty Osiris E on February 2022 and rode off into what would become his final battle. Rest In Peace old friend, the day will come when we meet again.

Canon

The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL engine. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage. Notable Pilots - RickHunter{12thVR} - IS, grog - MERC, Naikel - MERC, Mechthild - CL, Bear - MERC

Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker

BattleTech Reference