Difference between revisions of "Anubis"

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The '''Anubis''' is an [[Inner Sphere]] [[Light Mech]] that excels at ''stealthy scouting'' due to its unique [[Stealth Armor]] which reduces its active radar signature to only 300m. Downside of the stealth armor is that it requires the elimination of a [[coolant]] flush system, so pilots have one less option available for heat management.  
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The '''Anubis''' is an [[Inner Sphere]] [[Light Mech]]. Very fast [[skirmisher]] and [[backcapper]], great [[hit-and-run]] mech. [[Stealth Armor]] reduces its active radar signature by 700m. Difficult [[heat|heat management]] because stealth armor eliminates the [[coolant]] flush system. Can be hard to aim, because the Anubis walks funny.
  
Despite the limited armor, the slender profile combined with good speed/ maneuverability and low radar signature can make the Anubis surprisingly survivable. These traits makes it a fine choice for waltzing undetected deep into enemy territory to capture undefended capture points in the [[Terrain Control]] game mode. Another strategy: Hit and Run tactic for distracting the enemy or finishing off stragglers returning to base for repairs.
 
  
  
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===Prime===
 
===Prime===
 
{{Starter}}
 
{{Starter}}
Few [[fire-support]] assets are good [[starters]] in the [[early game]]. The Anubis Prime is probably the best one because it has more far more [[short range]] weapons than other fire-support starters. The Tbolts can be fired once the locked on sound plays, but wait for a second sound to play before firing the LRM5s. [[JJ]]s can be used to gain distance or elevation before firing missiles.
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Few [[fire-support]] assets are good [[starters]] in the [[early game]]. The Anubis Prime is probably the best one because it has far more [[short range]] weapons than other fire-support starters. The [[TBolt]]s can be fired as soon as the lock-on sound plays, but wait for a second lock-on sound to play before firing the LRM5s. [[JJ]]s can be used to gain distance or elevation before firing missiles.
  
 
===Variant A===
 
===Variant A===
 
{{Starter}}
 
{{Starter}}
Excellent stealthy [[brawler]] for the [[early game]]. Be careful of [[overheating]]. Works as a [[backcapper]] in the [[Terrain_Control_Guide#The_Middle_Game_.E2.80.93_Losing|mid game]].
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Excellent stealthy [[brawler]] for the [[early game]]. Be careful of [[overheating]].
  
 
===Variant B - ''"Set"''===
 
===Variant B - ''"Set"''===
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===Variant C===
 
===Variant C===
 
{{Starter}}
 
{{Starter}}
With two [[LPPC|Light PPCs]] and a pair of [[SRM4]]s, the Anubis C is a highly mobile close range fighter. Chain firing the light PPCs can disrupt the enemy's aim every 3 seconds while the [[SRM4]]s gradually whittle away the enemy's armor. Pilots should use their [[IJJ|Improved JumpJets]]' great maneuverability to their advantage, dodging shots and placing themselves into positions where they can coax the enemy to come straight at them, maximizing the potential of all weapons hitting. Only 1 [[DHS]] is available to remove the heat; it can be easily overwhelmed with alpha strikes and liberal [[iJJ|improved jumpjet]] use.
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Functions as a [[skirmisher]] (use [[iJJ]]s and [[group fire]]) or [[brawler]] (use [[chain fire]] to cause [[screen shake]].)
  
 
===Variant D - ''"Jaws"''===
 
===Variant D - ''"Jaws"''===
 
{{Starter}}
 
{{Starter}}
The Anubis D is the twin brother to the C variant, but replacing its SRM4s with four [[HMG|Heavy Machine Guns]]. The HMGs can keep the pressure on while the [[LPPC]]s recharge. Two [[DHS]] work well to keep the heat output in check. Tactics are similar to the C but the increased face-the-enemy time the HMG are required, exposing the D is to counter-fire. Though if the fight starts to turn against you, engage [[MASC]] to quickly get out of harms way.
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Excellent [[brawler]]. Very good [[backcapper]] in the [[Terrain_Control_Guide#The_Middle_Game_.E2.80.93_Losing|mid game]]. [[Chain fire]] the [[LPPC]]s to [[screen shake|throw off enemy aim]] while using the [[HMG]]s.
  
 
===Variant E===
 
===Variant E===
 
{{Starter}}
 
{{Starter}}
Roast and Toast - the E variant has Four [[Flamers]] that can overheat enemy mechs in short order while is 2 [[SSRM2|Streak Short Range Milssiles]] blow holes in armor and shake your opponent. Dashing into knife fight and unleashing dual [[SSRM2]]s and quad flamers is a favorite tactic by Anubis E pilots. Many pilots have bragged about overheating a massive Assault laser boat with the E, although the truth is probably closer that many have died trying to achieve such glory... Perhaps the best use of this mech is in hot climates such as [[TC_Inferno]], but watch your heat also, as the single [[DHS]] will surely struggle as well!
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[[Brawler]]. Usually a terrible choice for a [[starter]]. [[Flamer]]s aren't good weapons for earning [[rank]] or [[C-bills]]. Most useful in a [[team fight]] where allies can deal massive damage to [[overheat|overheated]] enemies. Use the [[SSRM]]s in [[chain fire]] to throw off enemy aim while using the [[Flamers]].
  
 
===Variant F===
 
===Variant F===
 
{{Starter}}
 
{{Starter}}
A medium to close range fighter is the F variants role. It can reach out to 500m with its dual [[ML]]s to do pinpoint damage on enemy assets. Its pair of [[SSRM4|Streak short range missile]]s coupled with 2 [[Free tons]] of ammo will track targets up to 350m away and do the majority of the damage. Having two [[free tons]] give the Anubis F a good combat time while the cool running beam lasers only require one [[DHS]] allowing many alphastrikes before overheating.
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Works best as a [[skirmisher]] shooting off an [[alpha strike]] and then repositioning. Easy to use, but lower [[DPS]] than other Anubis.
  
 
===Variant G - ''"Kane"''===
 
===Variant G - ''"Kane"''===
 
{{Starter}}
 
{{Starter}}
The heaviest hitting Anubis is the G variant. Boasting 5 [[ERSL]], a [[LPPC|Light PPC]] and an [[UAC5]] this variant can unleash some serious damage in a short amount of time. Its prime fighting range is 400m and under where it can bring all of its weapons to bear. The UAC5 is effective to 800m and can do 3 quick bursts before having to cool down. Though, the G can stay in combat for a relative short while before having to return to base for reloads since it lacks any [[free tons]] of ammo. Two [[DHS]] keep the heat somewhat in check. This variant is one of the lightest armored, so care must be taken not to brawl at point blank range. Use its speed and [[JJ]] mobility to your advantage and keep the range around 300m.
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[[Generalist]] that is more [[mid range]] capable. Maneuverable thanks to [[JJ]]s.
 
 
  
 
==Canon==
 
==Canon==

Latest revision as of 22:32, 15 July 2024

Anubis
Anubis spin.gif
360.png
Anubis.png
360.png
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 3 upon destruction
Tier: 4
Tonnage: 30 tons
Speed: 130 km/h (181 km/h with MASC)
Torso yaw: 240°
Torso pitch: -24° to +35° while standing
-24° to +35° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 41 700 CBills
Total armor: 27 508
Engine Size: Ceres Motors 240 XL
A:
Price: 42 600 CBills
Total armor: 29 143
Engine Size: Ceres Motors 240 XL
B:
Price: 38 700 CBills
Total armor: 29 143
Engine Size: Ceres Motors 240 XL
C:
Price: 42 200 CBills
Total armor: 29 143
Engine Size: Ceres Motors 240 XL
D:
Price: 41 600 CBills
Total armor: 29 143
Engine Size: Ceres Motors 240 XL
E:
Price: 42 800 CBills
Total armor: 29 143
Engine Size: Ceres Motors 240 XL
F:
Price: 37 800 CBills
Total armor: 29 143
Engine Size: Ceres Motors 240 XL
G:
Price: 40 000 CBills
Total armor: 27 508
Engine Size: Ceres Motors 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2249
1380
2043
2043
3374
2624
3749
2624
2043
3374
2024

All stats current as of release 0.16.1

The Anubis is an Inner Sphere Light Mech. Very fast skirmisher and backcapper, great hit-and-run mech. Stealth Armor reduces its active radar signature by 700m. Difficult heat management because stealth armor eliminates the coolant flush system. Can be hard to aim, because the Anubis walks funny.


Roles and Gameplay Hints

Prime

Starter Asset

Few fire-support assets are good starters in the early game. The Anubis Prime is probably the best one because it has far more short range weapons than other fire-support starters. The TBolts can be fired as soon as the lock-on sound plays, but wait for a second lock-on sound to play before firing the LRM5s. JJs can be used to gain distance or elevation before firing missiles.

Variant A

Starter Asset

Excellent stealthy brawler for the early game. Be careful of overheating.

Variant B - "Set"

Starter Asset

Great generalist and tank hunter. Functions well in a twist fight. Great at poking. The Set's team will lose more team fights in the early game if the Set tries to be a sniper.

Variant C

Starter Asset

Functions as a skirmisher (use iJJs and group fire) or brawler (use chain fire to cause screen shake.)

Variant D - "Jaws"

Starter Asset

Excellent brawler. Very good backcapper in the mid game. Chain fire the LPPCs to throw off enemy aim while using the HMGs.

Variant E

Starter Asset

Brawler. Usually a terrible choice for a starter. Flamers aren't good weapons for earning rank or C-bills. Most useful in a team fight where allies can deal massive damage to overheated enemies. Use the SSRMs in chain fire to throw off enemy aim while using the Flamers.

Variant F

Starter Asset

Works best as a skirmisher shooting off an alpha strike and then repositioning. Easy to use, but lower DPS than other Anubis.

Variant G - "Kane"

Starter Asset

Generalist that is more mid range capable. Maneuverable thanks to JJs.

Canon

Designed by two engineers from Fredonian Industrial Technologies, Gittleman and Abzug, the Anubis was originally designed to compliment the Osiris BattleMech in use by the Federated Suns. They turned to Detroit Consolidated MechWorks only after the design was turned down by Achernar BattleMechs. The Mech incorporates a large number of advanced technologies that reach the Capellan Confederation's allies in the Magistracy of Canopus and Taurian Concordat. The Anubis is built on a weight-saving Detroit Type III Endo Steel chassis. The Mech's lightweight chassis carries a powerful Ceres Motors 240 XL engine that gives the Anubis a top speed of 129.6 km/h and is covered in a protective skin of five and a half tons of Hellespont Lite Stealth Armor, making the Anubis extremely hard to hit at long range. In addition, an ECM Suite is used for protection against advanced electronic warfare systems.

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

BattleTech reference