Difference between revisions of "Raven"

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| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 +
<li> [[MASC]]
 
<li> [[GECM]]
 
<li> [[GECM]]
 
<li> [[BHP]]
 
<li> [[BHP]]
 
<li> [[C3]]
 
<li> [[C3]]
<li> [[MASC]]
 
 
<li> 1 [[HS]]
 
<li> 1 [[HS]]
 
<li> 1 [[free ton]]
 
<li> 1 [[free ton]]
Line 41: Line 41:
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 +
<li> [[MASC]]
 
<li> [[GECM]]
 
<li> [[GECM]]
 
<li> [[BHP]]
 
<li> [[BHP]]
 
<li> [[C3]]
 
<li> [[C3]]
<li> [[MASC]]
 
 
<li> 3 [[DHS]]
 
<li> 3 [[DHS]]
 
<li> 0 [[free tons]]
 
<li> 0 [[free tons]]
Line 77: Line 77:
 
| Equip C = <ul>
 
| Equip C = <ul>
 
<li> [[EOptics]]
 
<li> [[EOptics]]
 +
<li> [[MASC]]
 
<li> [[GECM]]
 
<li> [[GECM]]
 
<li> [[BHP]]
 
<li> [[BHP]]
 
<li> [[C3]]
 
<li> [[C3]]
<li> [[MASC]]
 
 
<li> 3 [[DHS]]
 
<li> 3 [[DHS]]
 
<li> 0 [[free tons]]
 
<li> 0 [[free tons]]
Line 86: Line 86:
 
</ul>
 
</ul>
  
| Price D = 46 400
+
| Price D = 44 800
 
| ArmorT D = 28 946
 
| ArmorT D = 28 946
 
| Engine D = Hermes 210 XL
 
| Engine D = Hermes 210 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li> 3x [[ERML]]
+
<li> 1x [[AC5]]
 
<li> 1x [[ERLL]]
 
<li> 1x [[ERLL]]
 +
<li> 1x [[ERML]]
 
<li> 1x [[NARC]]
 
<li> 1x [[NARC]]
 
</ul>
 
</ul>
Line 99: Line 100:
 
<li> [[BHP]]
 
<li> [[BHP]]
 
<li> [[C3]]
 
<li> [[C3]]
<li> 2 [[DHS]]
+
<li> 0 [[DHS]]
 
<li> 1 [[free ton]]
 
<li> 1 [[free ton]]
 
<li> 6t [[Armor]]
 
<li> 6t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 41 950
+
| Price E = 42 050
 
| ArmorT E = 34 352
 
| ArmorT E = 34 352
 
| Engine E = Hermes 210 XL
 
| Engine E = Hermes 210 XL
Line 116: Line 117:
 
<li> [[GECM]]
 
<li> [[GECM]]
 
<li> [[C3]]
 
<li> [[C3]]
<li> 2 [[HS]]
+
<li> 3 [[HS]]
 
<li> 1 [[free ton]]
 
<li> 1 [[free ton]]
 
<li> 7t [[Armor]]
 
<li> 7t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 44 000
+
| Price F = 43 500
 
| ArmorT F = 27 142
 
| ArmorT F = 27 142
 
| Engine F = Hermes 210 XL
 
| Engine F = Hermes 210 XL
Line 160: Line 161:
 
| Armor CT = 3859
 
| Armor CT = 3859
 
| Armor LRT = 2536
 
| Armor LRT = 2536
 +
| Armor B = 2205
 
| Armor LRA = 2205
 
| Armor LRA = 2205
 
| Armor LRL = 2977
 
| Armor LRL = 2977
 
| Armor INT = 1786  
 
| Armor INT = 1786  
| Armor B = 2205
 
  
| Version = 0.11.3
+
| Version153 = 0.19.1
 
}}
 
}}
  
<!--Fluff current for 0.11.3-->
+
The '''Raven''' is an [[Inner Sphere]] [[Light Mech]]. Most [[variants]] are [[scout]]s or [[supporter]]s. Well-[[Armor|Armored]] and 360 degree [[torso rotation]] for [[damage spreading]] and [[kiting]].  
The ''Raven'' is an [[Inner Sphere]] [[Light Mech]] primarily used for scouting. It has a very distinctive profile, looking like a large bird beak on two chicken-like legs. Well-[[Armor|Armored]] for an Inner Sphere light mech, it can be difficult to kill. In most cases, the Raven sacrifices weapons and speed for a wealth of equipment, such as [[LAMS|Laser Anti-Missile Systems]], [[Active Radar Probes]], [[MASC|Myomer Accelerator Signal Circuitry]], [[GECM|Guardian Electronic Countermeasures]], and [[Eoptics|Enhanced Optics]]. Some variants are also equipped with [[TAG|Target Acquisition Gear]] or [[NARC]] beacon launchers, allowing them to direct friendly [[Missiles|missile]] fire. All variants are equipped with [[C3|Command/Control/Communications (C3)]], allowing them to share target information with allied vehicles in range. Due to this diverse array of target-marking and electronic warfare equipment, the Raven makes an excellent scouting and fire support platform.
+
 
 +
Note: With the exception of the Raven G, all Ravens have both [[C3]] and [[GECM]], meaning there is no benefit to using [[Radar#Passive Radar|passive radar]] with the Prime, A, B, C, D, E, or F variants except when covered by allied [[AECM]].
 +
 
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 +
===Prime===
 +
A weak [[brawling]] [[scout]] mech. Use the [[iNARC]] to spot for [[LRM]]s and [[ATM]]s.
  
===Prime===
+
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]].
The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. Two [[ML|Medium Lasers]] and a single [[Streak Short Range Missiles|Streak Short Range Missile Six-Pack]] comprise its entire compliment of weapons - where the Prime variant really shines is in reconnaissance. The Prime also has [[BHP|Bloodhound Probe]] as well as [[MASC]] and [[GECM]], making it a very capable and stealthy scout mech. Note that the Prime has only one additional [[HS|Heatsink]] which severely limits liberal use of its MASC while firing its weapons. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target.
 
  
Unlike other, slower Ravens, the Prime has an [[iNARC|improved NARC]] beacon launcher, allowing it to move in, mark a target, and leave - which in turn allows allied missiles to eliminate the target from afar. The Prime has only one [[free tons|spare ton]] available for ammo, so care must be taken when choosing targets to mark with the iNARC. Any kind of NARC is an ammo-hungry weapons system, so Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will chew through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target. Like most other Raven variants, the Prime also carries [[C3]] equipment, which rounds out its electronics package and allows the mech to share radar and contact information with allied assets. Lastly, like most Raven variants, the Prime incorporates EOptics, which - in the case of the Prime variant - can allow the pilot to effectively snipe with the iNARC.
+
{{Commentbox
 +
| Comment1=This mech lacks the armor and the range to participate in many fights, but it does have MASC to perform some hit-and-runs. It's main selling point is the [[iNARC]]. It can mark targets up to 900m away while you stay outside of most [[Radar#Detection range|radar]] detection gear except for another [[BHP#Bloodhound Active Probe|BHP]] equipped asset. Hide behind cover to increase your longevity while the iNARCs are doing their work. The iNARC is not good at directing [[Arrow IV|Arrows]] because the explosion will kill the iNARC and you will have to re-narc your target every time (and same if it's hit by a [[Mobile Long Tom|Long Tom]]). Also be especially aware of enemy [[AECM]] which will immediately destroy your iNARC if it impacts a target within the bubble. If that happens, call out that they have ACEM and find targets outside the bubble or consider other options in the moment.
 +
| Writer1= Willow}}
  
 
===Variant A===
 
===Variant A===
The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser, which requires slightly more skill than a NARC, and constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MLs with a pair of [[LPL|Large Pulse Lasers]]. This change in weaponry frees up enough tonnage to carry three [[DHS|Double Heat Sinks]]. The additional cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving it the highest sustainable speed of any Raven variant. Like many other variants, the A carries [[BHP|Bloodhound Probe]], [[C3]] and [[GECM]], as well as [[EOptics]], to fulfill its role as a scouting or direct fire support platform.
+
A strong [[direct fire]] [[scout]] throughout an entire game. Use the [[TAG]] to spot targets, especially for [[Arrow IV]]s.
 +
 
 +
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]].
 +
 
 +
{{Commentbox
 +
| Comment1=The main feature of this mech is its [[TAG|TAG Laser]]. It's great at providing guidance for Arrows, and can overcome [[AECM]] that [[NARC]]s cannot. Plus this mech also has higher [[armor]] than baseline, and the [[LPL]]s are great at slicing away components at the same time that you are [[staring]] with the TAG. This is also my preferred choice for directing [[Mobile Long Tom|Long Tom]] artillery, although any [[C3]] asset can do the job given that the LT comes with a [[C3 Master]].
 +
| Writer1= Willow}}
  
 
===Variant B===
 
===Variant B===
The B variant dramatically changes the Raven's role, packing different gear and weapons to turn this scout into a support-brawler. The signature [[GECM]] is still in place, however it is now complimented by a single [[LAMS|Laser Anti Missile System]],[[BAP|Beagle Active Probe]] making the B a less capable scout mech compared to the Prime, but an excellent choice as a support asset that stays close to its allies thanks to its 7t of [[armor]], making it one of 2 most armored Ravens. It still carries [[C3]] to relay its radar information to allies. Weapons-wise the B variant takes on a more hard-hitting loadout; three [[SPL|Small Pulse Lasers]] and one [[LBX10|Lubalin Ballistics-X AC10]]. The LBX10 offers some limited [[AA|Anti-Air]] capabilites, but is best used in ground-based operations, supporting allies and exploiting holes in enemy armor. Due to this variant's focus on short- and medium-range firepower,it lacks [[MASC]], therefore pilots must be wary of their surroundings and avoid being left behind should their team be forced to retreat or fall back.
+
{{Starter}}
 +
One of the most popular [[starter]]s. A fairly good [[brawler]], a great [[tank hunter]], and a great [[scout]].
 +
 
 +
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]].
 +
 
 +
{{Commentbox
 +
| Comment1=This Raven has some of the heaviest [[armor]] available for a [[starter]] mech at 7 tons. The cycle time on the LBX10 is very long, so it can be advantageous to use its 360 [[torso rotation|torso twist]] to do some [[twist fighting]].
 +
| Writer1= Willow}}
  
 
===Variant C===
 
===Variant C===
The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs one [[ERPPC|Extended Range Particle Projector Cannon]], allowing it to snipe targets as far away as 900m. It is usually difficult to determine where PPC sniper fire is coming from, so the C can often fire many shots while remaining relatively unnoticed. The inclusion of [[GECM]] further decreases this variant's noticeability, while [[MASC]] allows it to quickly fade behind cover after each shot, should cover be necessary. Further augmenting the C's sniping capabilities is a [[BHP]] - giving it a massive 1400m radar range - as well as [[EOptics]]. For close-range backup, the C also sports two [[ERML]]s. Mechwarriors should be aware that the C has only three [[DHS]]'s, and firing all weapons constantly will quickly overheat it, even if its [[MASC]] is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with [[C3]] to share radar information with its comrades.
+
A [[sniping]] [[scout]] mech. Comes with a [[TAG]].
 +
 
 +
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]].
 +
 
 +
{{Commentbox
 +
| Comment1=This is a rare sight on the battlefield. Two [[ERML]] and single [[ERPPC]] gives it some strong [[poke|poking]] ability and some [[screen shake]], but the [[TAG]] demands [[staring]] at the target to be effective.
 +
| Writer1= Willow}}
  
 
===Variant D - ''"Muninn"''===
 
===Variant D - ''"Muninn"''===
The Raven D sits comfortably as a jack of all trades variant. It can forefill the role of a scout with its generous electronics equipment [[BHP]], [[C3]], [[GECM]], and [[EOptics]]. Its [[ERLL|Extended Range Large Laser]] and three [[ERML|Extended Range Medium Lasers]] gives it longer range direct fire weapons than the Prime variant and is not ammo dependent. It also mounts a [[NARC]] launcher, albeit the standard shorter range version, so Mechwarriors deploying it would have to close within 460m of their targets. As the D only carries 2 [[DHS]]'s, Mechwarriors are encouraged to chain fire the ERMLs on the D for this reason. Finally, most of this variant's firepower is contained within the three ERMLs in its left arm, therefore Mechwarriors are advised to ensure that arm's survival.
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A [[long range]] [[scout]]. Good for [[poking]]. Comes with a [[NARC]].
 +
 
 +
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]].
 +
 
 +
{{Commentbox
 +
| Comment1=The main draw is going to be the [[NARC]]. You can be annoying and poke with all three of your weapons and deal some extra damage vs vehicles with the AC/5, which compliments your ability to poke and hide along with firing your NARC. I take this from time to time when there are missiles hungry for guidance and for that sweet smidgen of [[Gameplay_Tactics#Tank_Hunting|extra vehicle damage]] from its [[AC5]].
 +
| Writer1= Willow}}
  
 
===Variant E - ''"Huginn"''===
 
===Variant E - ''"Huginn"''===
The '''''"Echo"''''' was the most common Raven variant in MWLL 0.4.x mostly due to its formerly low price. It's surprisingly adept at dealing heavy, sustained damage, even late-game. The E variant has [[GECM]], [[C3]], a pair of [[MPL | Medium Pulse Lasers]], and a single heavy-hitting [[MRM20|Medium Range Missile 20-Pack]] with 1 [[Free tons | Free ton]] of ammo to feed it. The [[MPL]]'s fast fire rate, incredibly easy fire control, combined with the Raven's 360° degree torso rotation, make this variant at least somewhat decent against fast targets. One [[Flamer]] is attached for those close encounters. Where the E really excels is against slow moving, large targets like tanks, heavy mechs, and assault mechs. The E is the secont most armored, but is still a scout mech, and as such should not engage alone. Additionally, all of its weapons are mounted in its arms, so pilots should take care to protect them.
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{{Starter}}
 +
Not good in the [[early game]] (fast targets are hard to hit). Good [[fire-support]] and [[supporter]] [[starter]] for the [[mid game]] (Large targets make the [[MRM20]] more effective). Use the [[flamer]] to distract enemies and kill [[BA]].
 +
 
 +
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]].
 +
 
 +
{{Commentbox
 +
| Comment1=This is a great [[mid game]] pick if you've just joined because there are likely to be bigger and slower targets for your [[MRM20]], and you'll rack up the [[C-Bills]] with your [[tier]] difference plus your C3. It also has 7 tons of [[armor]] to take extra hits. It can also support in team fights by maintaining good DPS with its [[MPL]]s and deter [[BA]] with its [[Flamer]]. Do note that this is the only Raven without any sort of [[Active_Radar_Probes|probe]].
 +
| Writer1= Willow}}
  
 
===Variant F - ''"RoadRunner"''===
 
===Variant F - ''"RoadRunner"''===
Packing 2 [[AC2|Autocannon Class 2s]] to back up an [[ELRM15|Extended Long Range Missile 15-Pack]] give the Raven F a very long reach. With a [[TAG|TAG laser]], the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a [[BHP]], [[C3]] and [[GECM]], enabling it to take full advantage of the extended-range LRMs it carries. However, the [[AC2]]s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having 2 [[free tons]] for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.
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An [[extreme range]] [[scout]] mech, but the [[TAG]] forces it to close to 900m. Great at softening up vehicles and directing [[Arrow IV]]s.
 +
 
 +
{{Commentbox
 +
| Comment1=A seemingly popular pick amongst new pilots. None of its weapons have the DPS earn fast money nor to secure kills, but it can use all its weapons at the [[TAG|TAG's]] maximum range. I would suggest keeping it on the flanks and move it within TAG range at first, then move it out of range if it grabs attention, and then use its 360 [[torso rotation|torso twist]] to keep engaging while dragging enemies away. The [[AC2]]s and [[ELRM]]s can be effective at softening up vehicles because they are big targets, and the standard autocannons will do [[tank hunter|bonus vehicle damage]], and it can also deter some [[ASF]]s with just how persistent ELRMs can be despite their slow speed.
 +
| Writer1= Willow}}
  
 
===Variant G===
 
===Variant G===
A departure from other Ravens, the G variant mounts a brawling [[RAC5|Rotary AC5]] with 1 [[Free tons | extra ton of ammo]] and 3 [[SXPL | Small X-Pulse Lasers]] plus 2 [[DHS]] to support it's firepower, the former of which allows it to wreak havoc into any target in range and SXPL to close the times the auto-canon cools down or unlocks from a jam. An [[AECM|Angel ECM]] takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for nearby allies along with [[LAMS]] for some missile protection. All the time providing radar info with its [[C3]] suite. This turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. [[BAP]] is included for increased radar range revealing enemy locations at distance. Although it is one of the cheaper Ravens, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it. Even more care must be taken to keep both arms, as they house this variant's only means of defense.<br>
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A high DPS [[brawling]] [[support]] mech with a heavy electronic warfare suite including [[AECM]] and [[LAMS]]. Stick with your teammates to utilize your AECM and to participate in front-line brawls.
The right mech for the warlord in the early game - rely info from the BAP radar, deny enemy NARCs for nearby units, finish off tougher targets in the kill zone and lead your units into epic pushes and brawls.
+
 
 +
{{Commentbox
 +
| Comment1=This is an amazing brawl mech! It comes with 6.5 tons of [[armor]] to survive brawls and give you time to use your [[stare]] weapons. I would focus on using the [[RAC]] first and then use the [[SXPL]]s when the RAC is on cooldown. If you have an opportunity to use both the RAC and SXPLs at the same time, remember to carefully sip on [[coolant]] in order to maximize your DPS. It will print money like crazy. Plus the [[BAP]] and [[C3]] at the front will help scan for hidden enemies, plus spot BA for nearby VTOLs to shoot. If your armor runs low, move to second line or behind cover and just continue to provide AECM as best you can until you win or are forced to retreat. A loss of your mech will only cost 4 tickets, so it could be worth the risk to stick around for longer than other AECM assets, especially in [[late game]] fights.
 +
| Writer1= Willow}}
  
 
==Trivia==
 
==Trivia==
The Raven - as a chassis - has built-in C3, meaning every variant will have C3 that takes up no extra tonnage. While this frees up some weight, it still affects each variant's total price. This trait was introduced with update 0.9.0.
+
The Raven - as a chassis - has built-in C3, meaning every variant will have C3 that takes up no extra tonnage. While this frees up some weight, it still affects each variant's total price. This trait was introduced with update [[Mechwarrior:_Living_Legends/Versions#0.9.0|0.9.0.]]
  
 
==Gallery==
 
==Gallery==
 
<gallery mode=packed heights=150px style="text-align:left">
 
<gallery mode=packed heights=150px style="text-align:left">
 +
File:Raven_Concept.jpg|Pre-alpha high-poly concept model
 
File:Raven.jpg|An earlier version of the Raven Prime (ca. 0.3.0)
 
File:Raven.jpg|An earlier version of the Raven Prime (ca. 0.3.0)
 
File:Raven three views.jpg|Left, front, and rear views of a Raven sporting desert camo (ca. 0.7.1)
 
File:Raven three views.jpg|Left, front, and rear views of a Raven sporting desert camo (ca. 0.7.1)
 
</gallery>
 
</gallery>
 +
  
 
==Canon==
 
==Canon==
The ''Raven'' was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the ''Raven'' was one of the best dedicated scouting platforms the Inner Sphere had to offer.
+
The ''Raven'' was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the ''Raven'' was one of the best dedicated scouting platforms the Inner Sphere had to offer. Notable Pilots - [FRR] Erazzmus - IS, SilverShark[Lil'] - IS, Skynet_Harry - IS
  
 
Date Introduced 3048 during the Era known as "Late Succession War - Renaissance" (3020 - 3049) - Unit Role: Striker
 
Date Introduced 3048 during the Era known as "Late Succession War - Renaissance" (3020 - 3049) - Unit Role: Striker

Latest revision as of 03:48, 23 July 2026

Raven
Raven spin.gif
360.png
RavenPrime.png
360.png
Class: Light Mech
Faction: Inner Sphere
Ticket cost: 4 upon destruction
Tier: 4
Tonnage: 35 tons
Speed: 97.2 km/h (136 km/h with MASC)
Torso yaw: 360°
Torso pitch: -35° to +45° while standing
-35° to +55° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 50 200 CBills
Total armor: 27 142
Engine Size: Hermes 210 XL
A:
Price: 54 500 CBills
Total armor: 30 748
Engine Size: Hermes 210 XL
B:
Price: 42 950 CBills
Total armor: 34 352
Engine Size: Hermes 210 XL
C:
Price: 53 100 CBills
Total armor: 27 142
Engine Size: Hermes 210 XL
D:
Price: 44 800 CBills
Total armor: 28 946
Engine Size: Hermes 210 XL
E:
Price: 42 050 CBills
Total armor: 34 352
Engine Size: Hermes 210 XL
F:
Price: 43 500 CBills
Total armor: 27 142
Engine Size: Hermes 210 XL
G:
Price: 49 750 CBills
Total armor: 32 550
Engine Size: Hermes 210 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2205
2070
2205
2205
2977
2536
3859
2536
2205
2977
1786

All stats current as of release 0.19.1

The Raven is an Inner Sphere Light Mech. Most variants are scouts or supporters. Well-Armored and 360 degree torso rotation for damage spreading and kiting.

Note: With the exception of the Raven G, all Ravens have both C3 and GECM, meaning there is no benefit to using passive radar with the Prime, A, B, C, D, E, or F variants except when covered by allied AECM.

Roles and Gameplay Hints

Prime

A weak brawling scout mech. Use the iNARC to spot for LRMs and ATMs.

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

Player Comments:
This mech lacks the armor and the range to participate in many fights, but it does have MASC to perform some hit-and-runs. It's main selling point is the iNARC. It can mark targets up to 900m away while you stay outside of most radar detection gear except for another BHP equipped asset. Hide behind cover to increase your longevity while the iNARCs are doing their work. The iNARC is not good at directing Arrows because the explosion will kill the iNARC and you will have to re-narc your target every time (and same if it's hit by a Long Tom). Also be especially aware of enemy AECM which will immediately destroy your iNARC if it impacts a target within the bubble. If that happens, call out that they have ACEM and find targets outside the bubble or consider other options in the moment.
Willow


Variant A

A strong direct fire scout throughout an entire game. Use the TAG to spot targets, especially for Arrow IVs.

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

Player Comments:
The main feature of this mech is its TAG Laser. It's great at providing guidance for Arrows, and can overcome AECM that NARCs cannot. Plus this mech also has higher armor than baseline, and the LPLs are great at slicing away components at the same time that you are staring with the TAG. This is also my preferred choice for directing Long Tom artillery, although any C3 asset can do the job given that the LT comes with a C3 Master.
Willow


Variant B

Starter Asset

One of the most popular starters. A fairly good brawler, a great tank hunter, and a great scout.

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

Player Comments:
This Raven has some of the heaviest armor available for a starter mech at 7 tons. The cycle time on the LBX10 is very long, so it can be advantageous to use its 360 torso twist to do some twist fighting.
Willow


Variant C

A sniping scout mech. Comes with a TAG.

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

Player Comments:
This is a rare sight on the battlefield. Two ERML and single ERPPC gives it some strong poking ability and some screen shake, but the TAG demands staring at the target to be effective.
Willow


Variant D - "Muninn"

A long range scout. Good for poking. Comes with a NARC.

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

Player Comments:
The main draw is going to be the NARC. You can be annoying and poke with all three of your weapons and deal some extra damage vs vehicles with the AC/5, which compliments your ability to poke and hide along with firing your NARC. I take this from time to time when there are missiles hungry for guidance and for that sweet smidgen of extra vehicle damage from its AC5.
Willow


Variant E - "Huginn"

Starter Asset

Not good in the early game (fast targets are hard to hit). Good fire-support and supporter starter for the mid game (Large targets make the MRM20 more effective). Use the flamer to distract enemies and kill BA.

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

Player Comments:
This is a great mid game pick if you've just joined because there are likely to be bigger and slower targets for your MRM20, and you'll rack up the C-Bills with your tier difference plus your C3. It also has 7 tons of armor to take extra hits. It can also support in team fights by maintaining good DPS with its MPLs and deter BA with its Flamer. Do note that this is the only Raven without any sort of probe.
Willow


Variant F - "RoadRunner"

An extreme range scout mech, but the TAG forces it to close to 900m. Great at softening up vehicles and directing Arrow IVs.

Player Comments:
A seemingly popular pick amongst new pilots. None of its weapons have the DPS earn fast money nor to secure kills, but it can use all its weapons at the TAG's maximum range. I would suggest keeping it on the flanks and move it within TAG range at first, then move it out of range if it grabs attention, and then use its 360 torso twist to keep engaging while dragging enemies away. The AC2s and ELRMs can be effective at softening up vehicles because they are big targets, and the standard autocannons will do bonus vehicle damage, and it can also deter some ASFs with just how persistent ELRMs can be despite their slow speed.
Willow


Variant G

A high DPS brawling support mech with a heavy electronic warfare suite including AECM and LAMS. Stick with your teammates to utilize your AECM and to participate in front-line brawls.

Player Comments:
This is an amazing brawl mech! It comes with 6.5 tons of armor to survive brawls and give you time to use your stare weapons. I would focus on using the RAC first and then use the SXPLs when the RAC is on cooldown. If you have an opportunity to use both the RAC and SXPLs at the same time, remember to carefully sip on coolant in order to maximize your DPS. It will print money like crazy. Plus the BAP and C3 at the front will help scan for hidden enemies, plus spot BA for nearby VTOLs to shoot. If your armor runs low, move to second line or behind cover and just continue to provide AECM as best you can until you win or are forced to retreat. A loss of your mech will only cost 4 tickets, so it could be worth the risk to stick around for longer than other AECM assets, especially in late game fights.
Willow


Trivia

The Raven - as a chassis - has built-in C3, meaning every variant will have C3 that takes up no extra tonnage. While this frees up some weight, it still affects each variant's total price. This trait was introduced with update 0.9.0.

Gallery


Canon

The Raven was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the Raven was one of the best dedicated scouting platforms the Inner Sphere had to offer. Notable Pilots - [FRR] Erazzmus - IS, SilverShark[Lil'] - IS, Skynet_Harry - IS

Date Introduced 3048 during the Era known as "Late Succession War - Renaissance" (3020 - 3049) - Unit Role: Striker

BattleTech Reference