Difference between revisions of "Owens"

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</ul>
 
</ul>
  
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| Armor H = 1380
 
| Armor CT = 4718
 
| Armor CT = 4718
 
| Armor LRT = 3067
 
| Armor LRT = 3067
 +
| Armor B = 2831
 
| Armor LRA = 2713
 
| Armor LRA = 2713
 
| Armor LRL = 4246
 
| Armor LRL = 4246
 
| Armor INT = 2548
 
| Armor INT = 2548
| Armor H = 1380
 
| Armor B = 2831
 
  
| Version140 = 0.14.0
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| Version153 = 0.16.1
 
}}
 
}}
  
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===Prime===
 
===Prime===
 
{{Starter}}
 
{{Starter}}
[[Asset_Roles#LRM_Boat|LRM boat]] and [[scout]]. Good [[starter asset]] for late joiners in [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]].
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[[Asset_Roles#Missile_Boat|LRM boat]] and [[scout]]. Good [[starter asset]] for late joiners in [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]]. Usually not effective in the [[Terrain_Control_Guide#The_Early_Game|early-game]]
 
{{Commentbox  
 
{{Commentbox  
| Comment1=[[Chain-fire]] the [[LRM5]]s to spread out [[screen-shake]]. [[Group-fire]] them when the enemy has [[LAMS]]. [[Lock on]] is fast, but unnecessary, the Prime can use [[TAG]] for quick shots without a lock and for extending [[range]].
+
| Comment1=[[Chain-fire]] the [[LRM5]]s to spread out [[screen-shake]]. [[Group-fire]] them when the enemy has [[LAMS]]. [[Lock on]] is fast, but unnecessary, the Prime can use [[Self TAG|TAG]] for quick shots without a lock and for extending [[range]]. Watch out for the LRM's [[minimum range]]. Good on open [[maps]]. Not good on maps with a lot of [[cover]].
 
| Writer1= - Warlord Kentax}}
 
| Writer1= - Warlord Kentax}}
  
 
===Variant A===
 
===Variant A===
 
{{Starter}}
 
{{Starter}}
Filling a similar role to the Owens G, the Owens A is a midrange [[skirmisher]]. The A doesn't have the impressive close combat weapons or speed of [[MWLL_Asset_Bible#Brawlers_.28Point-Blank_to_Close_Range.29|brawling]] Owens, but it can hold its own against enemies in close combat by [[damage spreading]] or briefly taking cover while its two [[AC5]]s recycle. This long recycle time also allows the A to effectively [[MWLL_Players_Slang_Guide#Generic_Slang|poke]] at long range. And the AC5s' slim profile help ensure that the A's arms will stay attached despite enemies' attempts to remove them. Two [[SL]]s may seem like an afterthought, but they further improve the A's ability to brawl and differentiate it from the Owens G. The A's main downside is a lack of [[spare ammo]]. Players are advised to keep an eye on their ammo counter to ensure that they don't run out at a crucial moment.
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Effective [[early-game]] [[skirmisher]] and [[scout]], good at [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|cutting off individual components]]. Can function as a [[twist fighter]] when in [[close-range]].
 +
{{Commentbox
 +
| Comment1=Limited [[ammo]]. [[Group-fire]] the [[AC5]]s except against [[BA]]. Focus on destroying [[tanks]] and 'Mech arms, legs, and externals.
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant B===
 
===Variant B===
 
{{Starter}}
 
{{Starter}}
The new Owens B is the only pure close-range brawler Owens at game start, capable of circling its prey, pummeling it with a continuous barrage of fire. The B variant mounts 2 [[SSRM4]]s, 2 [[SPL]]s, and carries 2 [[free tons]] for ammo. It can be considered the younger brother of the D and F variants, combining dual launchers with the lock on capabilities of [[SSRM]]s. Despite having lost the MASC of its previous iteration for the sake of lowering its price, it's one of the most survivable assets at game start by merit of being an Owens. Like most Owens variants, the Owens B also employs [[C3]] in conjunction with a [[BAP]]. Its [[TAG]] lets it paint hostile targets for missile barrages. Its heat is now more manageable, but that is more due to losing its MASC rather than the second [[HS]] it gained.
+
Effective [[early-game]] [[brawler]], [[tanker]], and [[scout]].
 +
 
 +
{{Commentbox
 +
| Comment1=[[Chain-fire]] the SSRMs to spread out [[screen shake]] improving the B's [[tanking]] ability. Can [[self-TAG]] against targets with a long [[lock on]] time.
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant C===
 
===Variant C===
Owens C is a close-in to medium range knife fighter. It carries 4 [[ML]]s and 2 [[SL]]s, which gives it fearsome medium to close-range pin-point damage.  The heat generated by 6 [[Lasers]] is mostly offset by the addition of 3 [[Heat Sinks]], allowing the Owens C to use its [[MASC]] for longer periods of time. Using [[Energy Weapons]] also means the Owens C isn't constrained by ammunition, allowing it to fight for much longer than other mechs. It basically can stay out until it needs repairs. The impressive sustained speed from the heat sinks and MASC, coupled with [[C3]], [[BAP]], and [[TAG]] makes the Owens C one of the best high-speed scout mechs in the game, and a perfect match for long range artillery like [[Long Tom]]s or [[Arrow]]s.
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Good  [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]] [[scout]] and [[back capper]].
 +
 
 +
{{Commentbox
 +
| Comment1=Fastest [[IS]] [[back capper]] 'Mech besides the [[Anubis]]
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant D===
 
===Variant D===
The 'D' variant is very similar in nature to the B. Instead of 2 [[SPL]]s, the D mounts 2 [[SL]]s, generating less heat and dealing less damage over time for the sake of a higher alpha. The D's two [[SRM6]]s don't have the tracking of the B's missile system, but makes up for it with a tighter missile spread and larger launcher size. Just like the B variant, the D has 2 [[free tons]] of ammo. It's one of two Owens variants equipped with [[MASC]], and along with the combination of missile launchers that don't need a lock and higher alpha lasers make it capable of rushing in, unloading an alpha strike and diving behind the nearest cover before the enemy has much time to react. Its [[Heat Sinks|sole single heatsink]], along with its now reduced heat requirements, allow for decent use of the MASC system and the fact that it has [[BAP]] makes it an excellent scout and hit-and-run mech. A mech pilot who can land every shot from this mech can deal out massive damage over a short period of time. Like all the other Owens it too has [[TAG]] but most pilots leave the tagging to other TAG equipped mechs.
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[[Early-game]] [[back capper]], [[scout]], and [[brawler]]. Good [[under-buy]] after gaining one [[rank]].
 +
 
 +
{{Commentbox
 +
| Comment1=High speed and good [[alpha]] make the D capable of [[hit and run]] tactics, but isn't very stealthy because of [[C3]]. Less effective at [[back capping]] than the [[Owens#Variant C|Owens C]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant E===
 
===Variant E===
 
{{Starter}}
 
{{Starter}}
The Owens E, carrying some hefty hitting power in the form of two [[MRM10]]s backed by 2 [[ML]]s, is easily the most heavily armed Owens variant. However, it is less useful early game due to the relative inaccuracy of MRMs. It is, however, a god-send for latecomers, allowing them to threaten heavier, slower, more expensive mechs in the late game, and still having enough speed to run away should things go badly. The Owens E also does an excellent job of mopping up starter tanks and hovercraft at short range, though not too close due to the [[minimum range]] of [[MRM]]s. The E has no [[free tons|extra tons]] of ammo and the [[MRM]]s should be fired conservatively to avoid running out. Being an Owens, the E can quickly return to base for more ammo, but Mechwarriors should be cautious of their ammo consumption just the same. While the E does have [[BAP]] it is far from the best Owens for scouting. The C or D variants work much better for scouting. All of the weapons that the E carries are in it's arms, unlike most other Owens that carry some weapons in the torso. Mechwarriors should be careful to protect their arms while piloting the E. Again, like all Owens variants, the E has [[TAG]].
+
[[Skirmisher]] and [[scout]]. Can function as a [[twist fighter]]. Good [[starter asset]] for late joiners in [[Terrain_Control_Guide#The_Middle_Game|mid- to late-game]].  
 +
{{Commentbox
 +
| Comment1=Struggles against fast-moving targets, difficult to use as a [[starter]]. Stay away from [[close combat]], the [[MRM]]s have a [[minimum range]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant F===
 
===Variant F===
The F variant the most expensive and one of the hardest-hitting Owens, mounting 3 [[MPL|Medium Pulse Lasers]], combined with an [[SSRM6|SSRM6 w/ Lock on Guidance]] and 1 [[Free ton|extra to of ammo]] for some disruptive power and a powerful punch. Not as capable of hit and run as the C, due to its lack of MASC, but the lock on nature of its launcher and large array of pulse lasers coupled with [[BAP|BAP radar]] means this mech is meant to stay close and brawl it out. While having an easier time of consistently dealing full damage, it has a harder time spreading damage simultaneously, as it needs to keep staring its opponent down in order to maintain lock and for the pulse laser damage to build up. 2 [[HS|Heat Sinks]] allows the F some ability to handle the massive heat load from the pulse lasers and because the F has no MASC there is no other system on the mech competing for heat capacity.  
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[[Early-game]] [[scout]], and [[brawler]]. Good [[under-buy]] after gaining one [[rank]]. Very good on cold [[maps]].
 +
{{Commentbox
 +
| Comment1=Can [[self-TAG]] targets with a long [[lock on]] time. Lots of [[ammo]], doesn't need frequent [[resupply|resupplies]]. [[Group-fire]] the [[MPL]]s. Assign a second button to [[chain-fire]] the MPLs to deal with [[BA]] and excessive [[heat]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant G===
 
===Variant G===
 
{{Starter}}
 
{{Starter}}
The Owens G carries 1 [[ERLL]] and 1 [[LL]] giving it a range much longer than that of other light mechs. At only 42,150 CBills, the G is barely available at the start of a match. Unfortunately, most Mechs so early in the game are very fast and will close on the G too quickly for it to make proper use of it's long range. Unless a good sniping position is readily available, the G can find itself unable to leverage its superior range and pinpoint accuracy. Both of the weapons that the G carries are in it's arms, unlike most other Owens that carry some weapons in the torso. Mechwarriors should be careful to protect their arms while piloting the G. Where the G really shines is using its [[BAP]], [[C3]], and [[TAG]] as a long range scout for missile boats. This is especially effective against large groups of slower targets at the 1300m maximum range of [[TAG]]. This makes the G a good late game joiner if your team has acquired a few long range missile assets.
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Very [[lead|accurate]] [[early-game]] [[skirmisher]] and [[scout]], good at [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|cutting off individual components]]. Never needs a [[resupply]].
 
+
{{Commentbox
 +
| Comment1= Less effective in most situations than the [[Owens#Variant A|Owens A]], but isn't [[ammo]]-dependent.
 +
| Writer1= - Warlord Kentax}}
  
 
==Gallery==
 
==Gallery==

Latest revision as of 03:42, 27 July 2023

Owens
Owens spin.gif
360.png
Owens.png
360.png
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 3 upon destruction
Tier: 6
Tonnage: 35 tons
Speed: 129.6 km/h (181 km/h with MASC)
Torso yaw: 180°
Torso pitch: -19° to +30° while standing
-19° to +40° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 42 750 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
A:
Price: 40 750 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
B:
Price: 42 650 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
C:
Price: 44 050 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
D:
Price: 48 650 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
E:
Price: 40 450 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
F:
Price: 45 550 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
G:
Price: 42 150 CBills
Total armor: 34 077
Engine Size: VOX 280 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2831
1380
2713
2713
4246
3067
4718
3067
2713
4246
2548

All stats current as of release 0.16.1

The Owens is primarily a scout, but can fill other roles as it is in a 4-way tie for the starter asset with the most armor. All Owens come with excellent electronics: C3, BAP, and TAG. Owens have single heat sinks, making them cool more slowly than most other starters.

Roles and Gameplay Hints

Prime

Starter Asset

LRM boat and scout. Good starter asset for late joiners in mid- to late-game. Usually not effective in the early-game

Player Comments:
Chain-fire the LRM5s to spread out screen-shake. Group-fire them when the enemy has LAMS. Lock on is fast, but unnecessary, the Prime can use TAG for quick shots without a lock and for extending range. Watch out for the LRM's minimum range. Good on open maps. Not good on maps with a lot of cover.
- Warlord Kentax


Variant A

Starter Asset

Effective early-game skirmisher and scout, good at cutting off individual components. Can function as a twist fighter when in close-range.

Player Comments:
Limited ammo. Group-fire the AC5s except against BA. Focus on destroying tanks and 'Mech arms, legs, and externals.
- Warlord Kentax


Variant B

Starter Asset

Effective early-game brawler, tanker, and scout.

Player Comments:
Chain-fire the SSRMs to spread out screen shake improving the B's tanking ability. Can self-TAG against targets with a long lock on time.
- Warlord Kentax


Variant C

Good mid- to late-game scout and back capper.

Player Comments:
Fastest IS back capper 'Mech besides the Anubis
- Warlord Kentax


Variant D

Early-game back capper, scout, and brawler. Good under-buy after gaining one rank.

Player Comments:
High speed and good alpha make the D capable of hit and run tactics, but isn't very stealthy because of C3. Less effective at back capping than the Owens C.
- Warlord Kentax


Variant E

Starter Asset

Skirmisher and scout. Can function as a twist fighter. Good starter asset for late joiners in mid- to late-game.

Player Comments:
Struggles against fast-moving targets, difficult to use as a starter. Stay away from close combat, the MRMs have a minimum range.
- Warlord Kentax


Variant F

Early-game scout, and brawler. Good under-buy after gaining one rank. Very good on cold maps.

Player Comments:
Can self-TAG targets with a long lock on time. Lots of ammo, doesn't need frequent resupplies. Group-fire the MPLs. Assign a second button to chain-fire the MPLs to deal with BA and excessive heat.
- Warlord Kentax


Variant G

Starter Asset

Very accurate early-game skirmisher and scout, good at cutting off individual components. Never needs a resupply.

Player Comments:
Less effective in most situations than the Owens A, but isn't ammo-dependent.
- Warlord Kentax


Gallery


Canon

The Owens is intended to be an OmniMech upgrade of the Jenner BattleMech. The intended role for the Owens is as a cavalry 'Mech that can move along the enemy lines and designate targets for bombardment with Arrow IV artillery attacks. The Owens is a strong spotting unit for artillery and Semi-Guided LRMs as well as a point 'Mech for C3 lances with its permanently mounted TAG laser designator and C3 Slave unit. The Owens is also outfitted with a permanently mounted Beagle Active Probe that allows the 'Mech to detect hidden enemy units. The Owens has a top speed of 129.6 km/h and is protected with seven tons of armor. The 'Mech's unique mix of speed, armor, and electronic warfare equipment make the Owens a valuable asset in urban and dense woods or jungle environments where it can find an enemy unit that is hidden, designate them for an artillery strike, and then leave the area at high speeds. Notable Pilots - Silvercraft -MERC, Bear "OEM" - IS, _Recoil_ - CL

Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Missile Boat

BattleTech Reference