Difference between revisions of "Thanatos"

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{{Mech|
 
{{Mech|
| Image = File:Thanatos.jpg
+
| Image = File:Thanatos.png
 +
| ImageGif = File:Thanatos_spin.gif
 
| Class = Heavy
 
| Class = Heavy
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 10
+
| Tickets = 11
 
| Tier = 12
 
| Tier = 12
 
| Tonnage = 75
 
| Tonnage = 75
 
| Speed = 85
 
| Speed = 85
| SpeedWithMasc = 120
 
 
| Rotation = 360
 
| Rotation = 360
 
| PitchStand = -34° to +40°
 
| PitchStand = -34° to +40°
Line 16: Line 16:
 
| Engine Prime = PlasmaStar 375 XL
 
| Engine Prime = PlasmaStar 375 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>2x [[ERLBL]]
+
<li>2x [[ERLL]]
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
 
<li>1x [[MRM30]]
 
<li>1x [[MRM30]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li> [[GECM]]
 
<li> [[GECM]]
 +
<li> [[JJ]]
 
<li> [[C3]]
 
<li> [[C3]]
<li> [[JJ]]
 
 
<li>6 [[DHS]]
 
<li>6 [[DHS]]
 
<li>1 [[free ton]]
 
<li>1 [[free ton]]
Line 34: Line 34:
 
| Weapons A = <ul>
 
| Weapons A = <ul>
 
<li>1x [[HGauss]]
 
<li>1x [[HGauss]]
<li>4x [[ERMBL]]
+
<li>4x [[ERML]]
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 +
<li> [[iJJ]]
 +
<li> [[GECM]]
 
<li> [[LAMS]]
 
<li> [[LAMS]]
<li> [[GECM]]
 
<li> [[iJJ]]
 
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
Line 50: Line 50:
 
| Engine B = PlasmaStar 375 XL
 
| Engine B = PlasmaStar 375 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>1x [[ArrowIV]]
+
<li>1x [[ArrowIV|ArrowIV-C]]
<li>1x [[ERLBL]]
+
<li>1x [[ERLL]]
 
<li>2x [[LBX2]]
 
<li>2x [[LBX2]]
 
<li>1x [[iNARC]]
 
<li>1x [[iNARC]]
Line 57: Line 57:
 
| Equip B = <ul>
 
| Equip B = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 +
<li> [[JJ]]
 
<li> [[GECM]]
 
<li> [[GECM]]
<li> [[JJ]]
 
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
 
<li>3 [[free ton]]
 
<li>3 [[free ton]]
Line 64: Line 64:
 
</ul>
 
</ul>
  
| Price C = 89 800
+
| Price C = 89 600
| ArmorT C = 71 524
+
| ArmorT C = 69 926
 
| Engine C = PlasmaStar 375 XL
 
| Engine C = PlasmaStar 375 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
 
<li>1x [[AC20]]
 
<li>1x [[AC20]]
<li>1x [[DSSRM4]]
 
 
<li>3x [[LPPC]]
 
<li>3x [[LPPC]]
 +
<li>1x [[SSRM6]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
 
<li> [[GECM]]
 
<li> [[GECM]]
<li> [[JJ]]
+
<li> [[iJJ]]
<li>3 [[DHS]]
+
<li>4 [[DHS]]
<li>3 [[free tons]]
+
<li>2 [[free tons]]
 
<li>14.5t [[Armor]]
 
<li>14.5t [[Armor]]
 
</ul>
 
</ul>
  
 
| Price D = 92 300
 
| Price D = 92 300
| ArmorT D = 71 524
+
| ArmorT D = 69 926
 
| Engine D = PlasmaStar 375 XL
 
| Engine D = PlasmaStar 375 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
Line 95: Line 95:
 
</ul>
 
</ul>
  
| Price E = 86 100
+
| Price E = 87 600
 
| ArmorT E = 65 128
 
| ArmorT E = 65 128
 
| Engine E = PlasmaStar 375 XL
 
| Engine E = PlasmaStar 375 XL
Line 104: Line 104:
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
 +
<li> [[EOptics]]
 
<li> [[iJJ]]
 
<li> [[iJJ]]
<li> [[EOptics]]
 
 
<li> [[GECM]]
 
<li> [[GECM]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
Line 112: Line 112:
 
</ul>
 
</ul>
  
| Price F = 81 100
+
| Price F = 84 650
 
| ArmorT F = 65 128
 
| ArmorT F = 65 128
 
| Engine F = PlasmaStar 375 XL
 
| Engine F = PlasmaStar 375 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
<li>1x [[LBX10]]
+
<li>1x [[UAC20]]
<li>1x [[LBL]]
+
<li>2x [[ERML]]
<li>2x [[MBL]]
+
<li>2x [[ERSL]]
<li>4x [[ERSBL]]
 
 
<li>1x [[LRM20]]
 
<li>1x [[LRM20]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 
<li> [[GECM]]
 
<li> [[GECM]]
 +
<li> [[BAP]]
 
<li>3 [[DHS]]
 
<li>3 [[DHS]]
<li>1 [[free tons]]
+
<li>2 [[free tons]]
 
<li>13.5t [[Armor]]
 
<li>13.5t [[Armor]]
 
</ul>
 
</ul>
Line 134: Line 134:
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 
<li>1x [[Gauss]]
 
<li>1x [[Gauss]]
<li>2x [[ERLBL]]
+
<li>2x [[ERLL]]
 
<li>1x [[LRM10]]
 
<li>1x [[LRM10]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 +
<li> [[JJ]]
 
<li> [[GECM]]
 
<li> [[GECM]]
<li> [[JJ]]
 
 
<li>3 [[DHS]]
 
<li>3 [[DHS]]
 
<li>1 [[free tons]]
 
<li>1 [[free tons]]
Line 151: Line 151:
 
| Armor B = 6240
 
| Armor B = 6240
 
| Armor LRA = 5460
 
| Armor LRA = 5460
 +
| Armor LRL = 7489
 
| Armor INT = 4493
 
| Armor INT = 4493
| Armor LRL = 7489
+
 
 +
| Version153 = 0.16.1
 
}}
 
}}
<!-- Current for 0.10.3 -->
 
  
The '''Thanatos''' is a large, powerful, [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. With its heavy armor, wide array of [[Weapons]], and high speed and maneuverability for an IS heavy Mech, with 360° torso twist, the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of [[Equipment]], making it a very adaptable [[Mechs|Mech]] capable of excelling in nearly any combat situation. Particularly, '''EVERY''' Thanatos come with [[GECM]], making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.
+
The '''Thanatos''' is a large, powerful, [[Inner Sphere]] [[Heavy Mechs|Heavy Mech]]. With its heavy armor, wide array of [[Weapons]], and high speed and maneuverability for an IS heavy Mech, with 360° torso [[yaw|twist]], the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of [[Equipment]], making it a very adaptable [[Mechs|Mech]] capable of excelling in nearly any combat situation. Particularly, '''EVERY''' Thanatos come with hard mounted [[GECM]], making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.
 +
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLBL]]s and 2 [[ERMBL]]s.  This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly.  [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities.  The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.
+
The Thanatos Prime packs an [[Energy Weapon]]-heavy loadout consisting of an 2 [[ERLL]]s and 2 [[ERML]]s.  This diverse array of [[Lasers]] lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its [[MRM30]], the Thanatos Prime can put alot of hurt on a target very quickly.  [[GECM]] and [[C3]] allows it to stay relatively concealed while sharing its radar information with allies, while [[JJ|Standard Jump Jets]] afford it additional maneuverability and [[Gameplay Tactics#Poptarting|poptarting]] capabilities.  The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 [[DHS]], it suffers a bit when it comes to heat management. Also, due to the [[MRM30]]s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.
 +
 
 +
Note: This asset has both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] except when covered by allied [[AECM]].
  
===Variant A===
+
===Variant A - ''"Big Iron"''===
The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty [[HGauss]].  Supplemented by 4 [[ERMBL]]s, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added [[LAMS]] and [[GECM]] systems also afford it decent survivability. [[iJJ|Improved Jump Jets]] can make it a devastating ambusher when used with [[Passive Radar]]. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra [[DHS|Dual Heat Sinks]], and though carrying 2 [[free tons]], ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is it's greatest strength - The Heavy Gauss mounted on its arm is a very easy target with little armor, leaving it the first thing aware pilots shoot at. After taking down the primary gun, this variant remains relatively harmless.
+
The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty [[HGauss]].  Supplemented by 4 [[ERML]]s, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added [[LAMS]] and [[GECM]] systems also afford it decent survivability. [[iJJ|Improved Jump Jets]] can make it a devastating ambusher when used with [[Passive Radar]]. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra [[DHS|Dual Heat Sinks]], and though carrying 2 [[free tons]], ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is its greatest strength - The Heavy Gauss mounted on its left arm is a very easy target with little armor, it is the first thing observant pilots shoot at. After losing its primary gun, this variant becomes relatively harmless. Players are advised to regularly [[damage spreading|spread damage]] to the A's right side. For players not needing the A's impressive maneuverability, the [[Avatar#Variant C|Avatar C]] may be a better choice, as it retains far more firepower after losing its Heavy Gauss arm. Players that don't need the extra armor or jump jets may find the [[Avatar#Variant C|Avatar C]] to be a better, more heavily-armed choice.
  
 
===Variant B===
 
===Variant B===
The [[Inner Sphere]]'s only part time Arrow boat, the Thanatos B sports a single [[ArrowIV]] launcher, backed by a duo of [[LBX2]] and an [[ERLBL]]. The Arrow launcher, with all of its quirks, forces the asset's operation to revolve around it. This mean you will need a forward observer to direct your artillery fire, or a vantage point that affords you to crouch in order to get a manual lock. An iNARC launcher allows the variant to attach targeting beacons to targets 900m out. The backup weapons are not too formidable damage-wise, but allow it provide decent direct fire support up to 1350m away with its autocannons and out to 800m with its [[ERLBL]]. In practice, its 2 [[DHS]] mean significant heat issues, especially when taking its [[JJ|Jump Jets]] into account, which are better off being used by themselves while getting into position or escaping, rather than for jumpsniping purposes.
+
The [[Inner Sphere|Inner Sphere's]] only part-time Arrow [[asset]], the Thanatos B sports a single [[Cluster ArrowIV]] launcher, backed by a duo of [[LBX2]]s and an [[ERLL]]. The Arrow launcher, with all of its quirks, forces the B's operation to revolve around it. In order to get [[target lock]]s, because the B lacks any improved [[radar]], it is necessary to [[crouch]] or make use of the B's impressive [[Self NARCing]] ability with its 900m-[[range]]d [[iNARC]] launcher. When enemies charge the B, although it has the [[armor]] and [[twist|360° torso twist]] to be an effective [[damage spreader]], it lacks the weaponry to defend itself. Charging enemies call for a swift retreat, and thanks to the B's 360° torso twist, it can more than adequately [[kite]] enemies and pepper them with LBX, Arrows, and laser fire as it runs away. When operating at a distance from allies, the B greatly benefits from [[NARC]] or [[TAG]] [[support]] from allies, and greatly benefit from increased [[battlefield awareness]] on a high vantage point. Such high points are accessible by the B, thanks to its [[JJ]]s. [[Dumb-firing]] the ArrowIVs is certainly an option, although with diminished effectiveness. With only two [[DHS]] the B struggles with [[heat]] from using all of its weapons in concert with its JJs and as such, benefits from some modestly restrained jumping or withholding the ERLL when jumping to fire Arrows from a higher elevation.
  
===Variant C - ''Judo''===
+
===Variant C - ''"Judo"''===
The ''"Bully's"'' flying twin brother, separated at birth, '''"Judo"''' sporting blistering close range firepower. The Thanatos C caries the [[AC20]], a most formidable ballistic weapon by itself, accompanied by an trio of [[LPPC]]s and a quite pondering [[DSSRM4]]. Only three [[DHS]], while able to keep the autocannon and missile launcher in check, will choke on every particle-cannon's trio volley. Save for the most dire moments, it is strongly advised to fire the later in succession rather than at once. 3 [[Free tons]] left for ammo, idealy for 1 AC 2 SRM.
+
The ''"Bully's"'' flying twin brother, separated at birth, the '''"Judo"''' sports an onslaught of rattling close range firepower. The Judo caries the [[AC20]], a most formidable ballistic weapon by itself, accompanied by a trio of [[LPPC]]s and a modest [[SSRM6]]. All three weapons deliver considerable [[screen shake]]. Four [[DHS]] help keep the Judo running cool while firing all of its weapons and enable the Judo's [[Improved Jump Jets]] in a pinch. It is strongly advised to [[chain fire]] the Judo's Light PPCs to aid in cooling and to provide continual screen shake. Two [[Free tons]] of ammo give the Judo substantial staying power. One ton of AC20 ammo and one ton of SSRM ammo should be sufficient. While the Bully is capable of laying down much greater [[burst damage]] and [[DPS]], the Judo's continual screen shake gives it an even longer lifespan on the battlefield beyond what its extremely heavy armor would otherwise grant it.
Difference from Bully is the continual screen shake delivery to the enemy, strong power of night vision denial, near permanent EMP output capacity and its ability to use [[JJ|Jump Jets]] to engage or disengage its foes.
 
  
===Variant D===
+
===Variant D - ''"The Bully"''===
Nicknamed '''"The Bully"''' , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. Equipped with an [[LBX20]] on one arm, a [[DSRM6]] on the other and a trio of [[MPL]] on its torsos, '''Bully'''can make use of a tighter window of engagement despite sacrificing some dps compared to the C thanks to swapping autocannon models. 4 [[DHS]] mean heat is harder to manage and the laser array will often have to go unused. The remaining tonnage is enough for 3 [[free tons]] of ammo can keep its weapons fed for a good while, without completely relieving it of ammo woes.
+
Nicknamed '''"The Bully"''' , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. The Bully is equipped with an [[LBX20]] on one arm, a [[DSRM6]] on the other, and a trio of [[MPL]]s split evenly between its side torsos and LBX arm. Four [[DHS]] give the Bully reasonable cooling, but players will often find themselves having to choose between firing the MPLs or expending some [[Coolant]]. The remaining tonnage is enough for 3 [[free tons]] of ammo and can keep its weapons fed for a good while, without completely relieving it of ammo woes. Players are advised to purchase one ton of LBX ammo and two tons of SRM ammo. The Bully's [[DPS]] is so high that it can often take on [[Assault Mech]]s and live.
  
 
===Variant E===
 
===Variant E===
This one is as "[[Gameplay Tactics#Poptarting|poptart]]" as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ|Standard Jump Jets]] ends up heavily taxing the two [[DHS]]. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.
+
This one is as "[[Gameplay Tactics#Poptarting|poptart]]" as one gets. The 2 [[SRM2]] launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool [[LBX5|LB 5-X]] trio and the [[ERPPC]], are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot [[ERPPC]] on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the [[LBX5|LB 5-X]] trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its [[JJ|Improved Jump Jets]] ends up heavily taxing the two [[DHS]]. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.
  
 
===Variant F===
 
===Variant F===
The cheapest Thanatos variant due to a complete lack of supporting equipment and plain weaponry, the Thanatos F is by no means weak. Its weaponry consists of an [[LRM20]] launcher for long range indirect fire support, an [[LBX10]] for anything medium range or closer, and an array of beam lasers covering every size and range, from a single [[LBL]], to a pair of [[MBL]] and 4 [[ERSBL]]. The Thanatos F is a versatile mech capable of engagements at every range, but a very tight sweet spot where all guns can fire, existing between the 400m reach of the small lasers and its missile launcher's minimum range of ~150m. 3 [[DHS]] struggle with the bursts of heat generated by the laser array and missile launcher, while its single [[free tons|free ton]] usually carries an extra nine shots of LRMs. Despite being able to rely on energy weapons, the asset will find itself making ammo runs often if it wants to sustain its peak damage potential.
+
While the F is the cheapest Thanatos variant available, it is by no means worth overlooking. The F can easily pump out damage on par with its more popular and expensive brothers. The [[LRM20|Long Range Missile 20]] is nothing to scoff at, delivering [[screen shake]] and whittling away the [[armor]] of approaching enemies. The F relies on its [[GECM]] to protect it from enemy radar during the LRM20's long [[lock on]] time, which itself is somewhat shortened thanks to [[BAP]]. Providing some minor medium range damage, the F has two [[ERML|Extended Range Medium Lasers]]. Once the F comes into brawling range, its two [[ERSL|Extended Range Small Lasers]] and massive [[UAC20|Ultra Auto-Cannon 20]] can make quick work of other brawlers that were weakened by the F's LRM20. The F functions best when utilizing its 360 degree torso [[yaw|twist]] on open maps like [[TC_Dune|Dune]] or [[TC_DeathValley|Death Valley]] where the F can [[kite]] its enemies between 350m and 160m to keep all of its weapons in range and out of [[minimum range]]. With only 2 [[free tons]] of ammo the F has limited staying power and will have to make frequent return trips for [[ammo]].
  
 
===Variant G===
 
===Variant G===
G is for ''[[Gauss]]'' here - the spare ton, the jump jets, and the enhanced optics all aid to exploit the best of the 31st century's ballistic weapons: the all mighty Gauss. Low heat, fast projectiles, low recoil - you name it - it has got it. The [[ERLBL]] pair compliments the arsenal even for even the fastest of targets up to 800 meters, because the mighty Gauss can fire only every so often. The direct fire arsenal is further complimented by an not as powerful, but somewhat better ranged, as well as faster paced [[LRM10]] launcher. However the usual two [[DHS]], even if kept functional at all times, will struggle heavily to keep it running cool, especialy when its [[JJ|Standard Jump Jets]] are used to [[Gameplay Tactics#Poptarting|poptart]].<br>
+
Very few mechs' can make a single [[Gauss]] rifle look so good. Two cool [[ERLL]] complement the [[Gauss]] pinpoint accuracy, and the [[LRM10]] batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. [[Jump_Jets|Jump Jets]], [[GECM]] and 86kph mean you're a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle [[aerospace]] as well, considering your entire arsenal has strong AA capabilities, and well timed jumps can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.
The selling point of this Variant may be how well all its weapon systems fare against aerial targets.
 
  
 
==Canon==
 
==Canon==
 
The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate [[Thor]] capabilities hit the market.
 
The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate [[Thor]] capabilities hit the market.
  
The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an [[ERLBL|Extended Range Large Laser]], 2 [[ERMBL|Extended Range Medium Lasers]], a single [[MPL|Medium Pulse Laser]] and an impressive set of electronics including an [[GECM|ECM Suite]], a [[C3]] slave and [[Jump Jets]]. 13 tons of armor gave this Mech respective defense.
+
The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an [[ERLL|Extended Range Large Laser]], 2 [[ERML|Extended Range Medium Lasers]], a single [[MPL|Medium Pulse Laser]] and an impressive set of electronics including an [[GECM|ECM Suite]], a [[C3]] slave and [[Jump Jets]]. 13 tons of armor gave this Mech respective defense. Notable Pilots - _Recoil_ - CL, ognajD - MERC, Bleihamster - MERC, ouch - MERC
  
 
Date Introduced 3061 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Skirmisher
 
Date Introduced 3061 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Skirmisher

Latest revision as of 08:37, 5 September 2023

Thanatos
Thanatos spin.gif
360.png
Thanatos.png
360.png
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 11 upon destruction
Tier: 12
Tonnage: 75 tons
Speed: 85 km/h
Torso yaw: 360°
Torso pitch: -34° to +40° while standing
-35° to +49° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 87 100 CBills
Total armor: 68 325
Engine Size: PlasmaStar 375 XL
A:
Price: 90 700 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
B:
Price: 86 800 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
C:
Price: 89 600 CBills
Total armor: 69 926
Engine Size: PlasmaStar 375 XL
D:
Price: 92 300 CBills
Total armor: 69 926
Engine Size: PlasmaStar 375 XL
E:
Price: 87 600 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
F:
Price: 84 650 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
G:
Price: 86 500 CBills
Total armor: 65 128
Engine Size: PlasmaStar 375 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
6240
2760
5460
5460
7489
6760
10921
6760
5460
7489
4493

All stats current as of release 0.16.1

The Thanatos is a large, powerful, Inner Sphere Heavy Mech. With its heavy armor, wide array of Weapons, and high speed and maneuverability for an IS heavy Mech, with 360° torso twist, the Thanatos is a formidable Mech marred by its bulky, wide chassis and occasional Heat problems. All variants of the Thanatos come with varied pieces of Equipment, making it a very adaptable Mech capable of excelling in nearly any combat situation. Particularly, EVERY Thanatos come with hard mounted GECM, making them excellent options if avoiding radar detection is of utmost importance. However, it is important to note that the Thanatos has a very large and very noticeable profile; it's relatively tall and extremely wide, making it easy to spot from a distance, as well as somewhat limiting the types of cover it can effectively utilize.


Roles and Gameplay Hints

Prime

The Thanatos Prime packs an Energy Weapon-heavy loadout consisting of an 2 ERLLs and 2 ERMLs. This diverse array of Lasers lends the Prime variant decent damage capabilities at nearly any range, and when supplemented by its MRM30, the Thanatos Prime can put alot of hurt on a target very quickly. GECM and C3 allows it to stay relatively concealed while sharing its radar information with allies, while Standard Jump Jets afford it additional maneuverability and poptarting capabilities. The Prime variant has excellent combat longevity due to both its large Energy Weapon arsenal, as well as the free ton for MRM30 reloads; however, with only 6 DHS, it suffers a bit when it comes to heat management. Also, due to the MRM30s long reload time and relatively challenging use, the Prime typically deals less damage over time compared to the other variants so Mechwarriors should be wary of not trying to bite off more than one can chew.

Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.

Variant A - "Big Iron"

The A variant is a fearsome mid-range fighter, stripping Heat Sinks and weaponry in order to cram in a mighty HGauss. Supplemented by 4 ERMLs, the Thanatos A is an excellent Mech in finishing-off the heavily damaged opponents. Added LAMS and GECM systems also afford it decent survivability. Improved Jump Jets can make it a devastating ambusher when used with Passive Radar. Although note the LAMS will break stealth on any enemy rockets passing by. Heat can be a bit of a concern, as the Thanatos A mounts only 2 extra Dual Heat Sinks, and though carrying 2 free tons, ammo can be a serious concern as this only affords a total of 18 HGauss rounds(6 loaded, 12 extra). The greatest weakness of this variant is its greatest strength - The Heavy Gauss mounted on its left arm is a very easy target with little armor, it is the first thing observant pilots shoot at. After losing its primary gun, this variant becomes relatively harmless. Players are advised to regularly spread damage to the A's right side. For players not needing the A's impressive maneuverability, the Avatar C may be a better choice, as it retains far more firepower after losing its Heavy Gauss arm. Players that don't need the extra armor or jump jets may find the Avatar C to be a better, more heavily-armed choice.

Variant B

The Inner Sphere's only part-time Arrow asset, the Thanatos B sports a single Cluster ArrowIV launcher, backed by a duo of LBX2s and an ERLL. The Arrow launcher, with all of its quirks, forces the B's operation to revolve around it. In order to get target locks, because the B lacks any improved radar, it is necessary to crouch or make use of the B's impressive Self NARCing ability with its 900m-ranged iNARC launcher. When enemies charge the B, although it has the armor and 360° torso twist to be an effective damage spreader, it lacks the weaponry to defend itself. Charging enemies call for a swift retreat, and thanks to the B's 360° torso twist, it can more than adequately kite enemies and pepper them with LBX, Arrows, and laser fire as it runs away. When operating at a distance from allies, the B greatly benefits from NARC or TAG support from allies, and greatly benefit from increased battlefield awareness on a high vantage point. Such high points are accessible by the B, thanks to its JJs. Dumb-firing the ArrowIVs is certainly an option, although with diminished effectiveness. With only two DHS the B struggles with heat from using all of its weapons in concert with its JJs and as such, benefits from some modestly restrained jumping or withholding the ERLL when jumping to fire Arrows from a higher elevation.

Variant C - "Judo"

The "Bully's" flying twin brother, separated at birth, the "Judo" sports an onslaught of rattling close range firepower. The Judo caries the AC20, a most formidable ballistic weapon by itself, accompanied by a trio of LPPCs and a modest SSRM6. All three weapons deliver considerable screen shake. Four DHS help keep the Judo running cool while firing all of its weapons and enable the Judo's Improved Jump Jets in a pinch. It is strongly advised to chain fire the Judo's Light PPCs to aid in cooling and to provide continual screen shake. Two Free tons of ammo give the Judo substantial staying power. One ton of AC20 ammo and one ton of SSRM ammo should be sufficient. While the Bully is capable of laying down much greater burst damage and DPS, the Judo's continual screen shake gives it an even longer lifespan on the battlefield beyond what its extremely heavy armor would otherwise grant it.

Variant D - "The Bully"

Nicknamed "The Bully" , Thanatos D will charge you at your weakest moment and turn you into slag while laughing off your attempts to retaliate. The Bully is equipped with an LBX20 on one arm, a DSRM6 on the other, and a trio of MPLs split evenly between its side torsos and LBX arm. Four DHS give the Bully reasonable cooling, but players will often find themselves having to choose between firing the MPLs or expending some Coolant. The remaining tonnage is enough for 3 free tons of ammo and can keep its weapons fed for a good while, without completely relieving it of ammo woes. Players are advised to purchase one ton of LBX ammo and two tons of SRM ammo. The Bully's DPS is so high that it can often take on Assault Mechs and live.

Variant E

This one is as "poptart" as one gets. The 2 SRM2 launchers are there to threaten enemy's aim rather than its welfare. To maximize this effect the pilot is advised to fire them in succession of the other weapons instead of at once. Utilizing this break for the other two weapon groups, the cool LB 5-X trio and the ERPPC, are best used interchangeably as they become ready to fire. It goes without saying that this deadly ballet is rather a game of tough nerves than one of who shoots the fastest. Especially with the ever hot ERPPC on the table. The two main weapon groups both converge on 900 meters making thus the range slightly below 900m its sweet spot or a kill zone for slower targets. Cutting no slack for flyers or fast movers, the LB 5-X trio’s pellets move notably faster than a ppc bolt, meaning less target leading is required. The LBX also receives a bonus against flying targets and tanks. The weary pilot is advised to remember; firing both weapon types and simultaneously using its Improved Jump Jets ends up heavily taxing the two DHS. All in all, the E is a formidable, far reaching mech, ideal for a seasoned pilot who keeps an eye on his heat when the push comes to shove.

Variant F

While the F is the cheapest Thanatos variant available, it is by no means worth overlooking. The F can easily pump out damage on par with its more popular and expensive brothers. The Long Range Missile 20 is nothing to scoff at, delivering screen shake and whittling away the armor of approaching enemies. The F relies on its GECM to protect it from enemy radar during the LRM20's long lock on time, which itself is somewhat shortened thanks to BAP. Providing some minor medium range damage, the F has two Extended Range Medium Lasers. Once the F comes into brawling range, its two Extended Range Small Lasers and massive Ultra Auto-Cannon 20 can make quick work of other brawlers that were weakened by the F's LRM20. The F functions best when utilizing its 360 degree torso twist on open maps like Dune or Death Valley where the F can kite its enemies between 350m and 160m to keep all of its weapons in range and out of minimum range. With only 2 free tons of ammo the F has limited staying power and will have to make frequent return trips for ammo.

Variant G

Very few mechs' can make a single Gauss rifle look so good. Two cool ERLL complement the Gauss pinpoint accuracy, and the LRM10 batter and shake any attempts to return fire. This variant shines brightest floating around the 800-900m mark, persistently chewing through mechs while shrugging off return fire with its tremendous armor. Jump Jets, GECM and 86kph mean you're a menace across the map, always able to position yourself wherever your enemies want you least. As a bonus, this chassis can effectively handle aerospace as well, considering your entire arsenal has strong AA capabilities, and well timed jumps can both keep you safe from enemy bombs, and knock out enemy bombers who dare fly too low. This variant should be careful to avoid engagements with fast, close range brawlers, who can close into an uncomfortably close distance where your relatively low DPS' exceptional range means nothing.

Canon

The Thanatos was designed as the first OmniMech of StarCorps Industries to be sold for Lyran Alliance or Armed Forces of the Federated Suns, though neither of them was interested in a new Omni design by the time prototype was ready. Because of large investment in R&D the chassis could not be abandoned easily, so the company management decided to transform it into a regular BattleMech. And so in 3061 a Mech made to duplicate Thor capabilities hit the market.

The Thanatos, with maximum speed of 86 km/h and a jump range of 150m, is very maneuverable for a heavy BattleMech, making it a superb cavalry unit. Base weaponry includes an MRM20 launcher with 2 tons of spare ammunition, an Extended Range Large Laser, 2 Extended Range Medium Lasers, a single Medium Pulse Laser and an impressive set of electronics including an ECM Suite, a C3 slave and Jump Jets. 13 tons of armor gave this Mech respective defense. Notable Pilots - _Recoil_ - CL, ognajD - MERC, Bleihamster - MERC, ouch - MERC

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

BattleTech Reference