Difference between revisions of "Thor"

From MechWarrior: Living Legends Wiki
Jump to: navigation, search
(Variant F - "Tlaloc")
(0.13 update)
Line 12: Line 12:
 
| PitchCrouch = -24° to +50°
 
| PitchCrouch = -24° to +50°
  
| Price Prime = 96 800
+
| Price Prime = 97 050
 
| ArmorT Prime = 65 186
 
| ArmorT Prime = 65 186
 
| Engine Prime = Redline 350 XL
 
| Engine Prime = Redline 350 XL
Line 23: Line 23:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[GECM]]
 
<li>[[GECM]]
 +
<li>[[BAP]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
 
<li>6 [[DHS]]
 
<li>6 [[DHS]]
<li>2 [[free tons]]
+
<li>1 [[free tons]]
 
<li>13.5t [[Armor]]
 
<li>13.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 97 200
+
| Price A = 96 200
 
| ArmorT A = 65 186
 
| ArmorT A = 65 186
 
| Engine A = Redline 350 XL
 
| Engine A = Redline 350 XL
Line 46: Line 47:
 
</ul>
 
</ul>
  
| Price B = 97 700
+
| Price B = 96 700
 
| ArmorT B = 61 403
 
| ArmorT B = 61 403
 
| Engine B = Redline 350 XL
 
| Engine B = Redline 350 XL
Line 55: Line 56:
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
 +
<li>[[EOptics]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>[[EOptics]]
 
 
<li>5 [[DHS]]
 
<li>5 [[DHS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
Line 62: Line 63:
 
</ul>
 
</ul>
  
| Price C = 95 100
+
| Price C = 96 100
 
| ArmorT C = 65 186
 
| ArmorT C = 65 186
 
| Engine C = Redline 350 XL
 
| Engine C = Redline 350 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
<li>2x [[DSSRM4]]
+
<li>1x [[CGauss]]
<li>1x [[CLBX10]]
+
<li>1x [[CLPL]]
<li>1x [[cNARC]]
+
<li>1x [[CDSRM4]]
 +
<li>1x [[CSRM6]]
 
<li>1x [[B-Pod]]
 
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
Line 74: Line 76:
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>4 [[DHS]]
+
<li>3 [[DHS]]
 
<li>5 [[free ton]]
 
<li>5 [[free ton]]
 
<li>13.5t [[Armor]]
 
<li>13.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 95 900
+
| Price D = 94 900
 
| ArmorT D = 65 186
 
| ArmorT D = 65 186
 
| Engine D = Redline 350 XL
 
| Engine D = Redline 350 XL
Line 96: Line 98:
 
</ul>
 
</ul>
  
| Price E = 103 500
+
| Price E = 102 500
 
| ArmorT E = 57 620
 
| ArmorT E = 57 620
 
| Engine E = Redline 350 XL
 
| Engine E = Redline 350 XL
Line 111: Line 113:
 
</ul>
 
</ul>
  
| Price F = 92 600
+
| Price F = 91 600
 
| ArmorT F = 61 403
 
| ArmorT F = 61 403
 
| Engine F = Redline 350 XL
 
| Engine F = Redline 350 XL
Line 126: Line 128:
 
</ul>
 
</ul>
  
| Price G = 97 000
+
| Price G = 96 000
 
| ArmorT G = 57 620
 
| ArmorT G = 57 620
 
| Engine G = Redline 350 XL
 
| Engine G = Redline 350 XL
Line 151: Line 153:
 
| Armor LRL = 6482
 
| Armor LRL = 6482
  
| Version120 = 0.12.0
+
| Version130 = 0.13.0
 
}}
 
}}
  
Line 173: Line 175:
  
 
=== Variant C ===
 
=== Variant C ===
 +
{{fluff}}
 
Thor C's weapons package focuses on medium to close-range fighting and leans heavily on usage of the [[NARC]] launcher to mark targets for the dual [[cDSSRM4]]s and for allies carrying guidable missiles. Pilots can chain-fire the cDSSRM4s to rock the aim of opponents with screenshake while peppering them with the [[CLBX10]]. Variant has 5 free tons to keep all the ammunition dependant weapons operational for a good while and 4 [[DHS]] keeps its relatively low [[heat]] generation in check. [[B-Pod]] helps deal with enemy [[BA|Battle Armor]] who dare to come too close.  
 
Thor C's weapons package focuses on medium to close-range fighting and leans heavily on usage of the [[NARC]] launcher to mark targets for the dual [[cDSSRM4]]s and for allies carrying guidable missiles. Pilots can chain-fire the cDSSRM4s to rock the aim of opponents with screenshake while peppering them with the [[CLBX10]]. Variant has 5 free tons to keep all the ammunition dependant weapons operational for a good while and 4 [[DHS]] keeps its relatively low [[heat]] generation in check. [[B-Pod]] helps deal with enemy [[BA|Battle Armor]] who dare to come too close.  
 
+
<!--
 
{{Commentbox
 
{{Commentbox
 
|Comment1=The Charlie is more of a combat-narcing harasser than a pure brawler. It is defined by its ability to narc targets, shield or break contact with jumpjets, then sling SSRMs around cover or over its shoulders (the latter of which should only be done if your target is maybe a couple of hundred meters behind you; SSRMs don't turn as quickly as some other missiles). Flicking your reticle outwards relative to a target behind cover can get SSRMs to arc over barriers or around corners. It helps to keep your intended target selected so you can be sure they're within the range. If you are looking for reliable damage dealers, the Thor A, D, and G all do more far direct damage in the same range brackets and with less ammo dependency.
 
|Comment1=The Charlie is more of a combat-narcing harasser than a pure brawler. It is defined by its ability to narc targets, shield or break contact with jumpjets, then sling SSRMs around cover or over its shoulders (the latter of which should only be done if your target is maybe a couple of hundred meters behind you; SSRMs don't turn as quickly as some other missiles). Flicking your reticle outwards relative to a target behind cover can get SSRMs to arc over barriers or around corners. It helps to keep your intended target selected so you can be sure they're within the range. If you are looking for reliable damage dealers, the Thor A, D, and G all do more far direct damage in the same range brackets and with less ammo dependency.
 
|Writer1=[CJF]DireWolf2K}}
 
|Writer1=[CJF]DireWolf2K}}
 
+
-->
 
=== Variant D ===
 
=== Variant D ===
 
A brawler similar to the A, Thor D trades longer ranged weapon options for stealth.  Sporting a [[cLBX20]], 2 [[HML]]s and a shoulder mounted [[ATM#High Explossive|ATM(HE)9]], it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its [[iJJ|Improved Jumpjets]], it mounts a [[GECM]] suite. This makes it capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 5 [[DHS]] are, somewhat adequate to manage its heat generation as long as pilots respect its heat spikes and some [[coolant]] usage. [[B-Pod]] helps deal with overconfident [[Battle Armor]]
 
A brawler similar to the A, Thor D trades longer ranged weapon options for stealth.  Sporting a [[cLBX20]], 2 [[HML]]s and a shoulder mounted [[ATM#High Explossive|ATM(HE)9]], it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its [[iJJ|Improved Jumpjets]], it mounts a [[GECM]] suite. This makes it capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 5 [[DHS]] are, somewhat adequate to manage its heat generation as long as pilots respect its heat spikes and some [[coolant]] usage. [[B-Pod]] helps deal with overconfident [[Battle Armor]]
Line 193: Line 196:
 
=== Variant G ===
 
=== Variant G ===
 
A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two [[HLL]] to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its [[UAC20]], arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Despite being equipped with [[iJJ|Improved Jump Jets]], it can be argued that it wouldn't handle the added heat. 9 [[DHS]] bring heat levels fast enough, to the point that especially maniacal pilots could even try jumpsniping.
 
A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two [[HLL]] to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its [[UAC20]], arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Despite being equipped with [[iJJ|Improved Jump Jets]], it can be argued that it wouldn't handle the added heat. 9 [[DHS]] bring heat levels fast enough, to the point that especially maniacal pilots could even try jumpsniping.
 +
  
 
==Canon==
 
==Canon==

Revision as of 17:37, 1 October 2020

Thor
Thor spin.gif
360.png
Thor.png
360.png
Class: Heavy Mech
Faction: Clan
Ticket cost: 10 upon destruction
Tier: 11
Tonnage: 70 tons
Speed: 86.4 km/h
Torso yaw: 220°
Torso pitch: -24° to +40° while standing
-24° to +50° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 97 050 CBills
Total armor: 65 186
Engine Size: Redline 350 XL
A:
Price: 96 200 CBills
Total armor: 65 186
Engine Size: Redline 350 XL
B:
Price: 96 700 CBills
Total armor: 61 403
Engine Size: Redline 350 XL
C:
Price: 96 100 CBills
Total armor: 65 186
Engine Size: Redline 350 XL
D:
Price: 94 900 CBills
Total armor: 65 186
Engine Size: Redline 350 XL
E:
Price: 102 500 CBills
Total armor: 57 620
Engine Size: Redline 350 XL
F:
Price: 91 600 CBills
Total armor: 61 403
Engine Size: Redline 350 XL
G:
Price: 96 000 CBills
Total armor: 57 620
Engine Size: Redline 350 XL
Armor Points Distribution
LE
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
4501
5402
2760
5897
5177
6482
5852
9003
5852
6482
3889

All stats current as of release 0.15.3

The Thor (Clan designation Summoner) is a low-cost Clan Heavy Mech designed around straightforward weapon packages. Combining high armor with high speed and maneuverability with its integrated Improved Jump Jets, the Thor's various configurations are well suited for a variety of engagements. While it may mount less overall firepower compared to other heavy Clan Mechs, the Thor is still a significant threat, and a pilot can compensate for any lowered firepower by using the Thor's exceptional maneuverability to his advantage. Thor variants tend to have their strongest weapon mounted on their left arm, and have more armor on this arm than on the right one.


Roles and Gameplay Hints

Prime

The Thor Prime maintains a simple and versatile load-out designed to engage targets at long to mid range, without choking when approaching shorter ranges. A cERPPC is capable of hitting targets up to 900m away, a cLBX10 delivers solid hits when targets get closer to mid ranges and the versatile cLRM5s offer decent performance on almost any range. GECM gives the Prime advantage of operating on its optimal ranges without drawing too much attention. Its 2 free tons can keep the Prime combat effective for a good while, and 6 DHS keeps the heat buildup well in check, unless constant jumpsniping with the cERPPC is practiced.

Player Comments:
Using chainfired cLRMs to keep constant pressure on the target can make returning fire more difficult.


Variant A - "Karate"

This Summoner is an skirmisher with a firing solution for any range 450m out to 900m, the main hitting fist being the overwhelming CDSSRM6, in the shortest range. Most of it's weapons come to bear at 600m, so it can be used for jump sniping in the medium range, saving it's main blow for the unlucky opponents who try deal with is toe to toe. It's only 5 DHS might be heavily taxed by the extended range lasers and the hot ultra auto cannon if used in accord with the Improved Jumpjets.
Despite sporting extended optics, and lacking any ECM, this unit is can tap into it's full potential only with active radar and in close range. Use with utmost care.

Variant B

Focused on providing long- and medium-range fire support, the B variant employs a single Hyper Assault Gauss/30 - which can reach out to 1200 meters - as its main gun, whose effectiveness is augmented by the inclusion of EOptics. For anything that gets closer, the B can unleash a punishing combination of an Heavy Large Laser and a Standard Advanced Tactical Missile-9. Two free tons for ammunition allow this variant some battlefield longevity. Despite the rather large potential damage output this variant possesses, it is not without flaws. While considerably shorter ranged than the LRM5s of the Prime, the Standard ATM9 also has a minimum effective range, which pilots must keep in mind. Additionally, the HLL builds a lot of heat when used in conjunction with the other weapons, and repeated use is not recommended. Fortunately, the Improved Jump Jets help to maintain distance from enemies as well as traverse difficult terrain, since ideal engagement range is at ~500m. While 5 Double Heat Sinks keep heat levels fairly manageable.

Variant C

Thor C's weapons package focuses on medium to close-range fighting and leans heavily on usage of the NARC launcher to mark targets for the dual cDSSRM4s and for allies carrying guidable missiles. Pilots can chain-fire the cDSSRM4s to rock the aim of opponents with screenshake while peppering them with the CLBX10. Variant has 5 free tons to keep all the ammunition dependant weapons operational for a good while and 4 DHS keeps its relatively low heat generation in check. B-Pod helps deal with enemy Battle Armor who dare to come too close.

Variant D

A brawler similar to the A, Thor D trades longer ranged weapon options for stealth. Sporting a cLBX20, 2 HMLs and a shoulder mounted ATM(HE)9, it is capable of a brutal opening alpha strike. In order to get close enough to be able to even jump to its optimal range of 300m with its Improved Jumpjets, it mounts a GECM suite. This makes it capable of concealing its radar signature while running active, a necessity to effectively use its missiles. Its amazing alpha strike power, manoeuvrable jumpjets and need for close spaces make it a no-brainer for urban engagements. Two free tons extend its operating time on the field, while 5 DHS are, somewhat adequate to manage its heat generation as long as pilots respect its heat spikes and some coolant usage. B-Pod helps deal with overconfident Battle Armor

Variant E - "Xolotl"

A new take on the popular long-range fire support role, the E variant has a straight forward and simple design. As usual, the primary weapon is mounted in the well protected left arm, in this case a Clan Gauss Rifle. Two cERPPCs round the unit out nicely, the shoulder mounted one is great for just peaking over a rise and fading back below, or using its improved jump jets to poptart, however a total of 8 heat sinks will be main limiting factor of the fire rate.

Variant F - "Tlaloc"

A straightforward long range mech, the Thor F sports three cERLL and a shoulder mounted ATM12(ER). Assisted by EOptics the unit is perfectly happy standing all the way back at the edge of 900m and blasting targets with its full firepower. Extra 3 tons of ammo keeps the missile launcher fed for a long time. But even with 8 DHS, pilots will often need to control the lasers' heat spikes with chain fire or smaller fire groups, especially when using the Jump Jets at the same time.

Player Comments:
Aside from being a great skirmisher, the Fox is an excellent anti-air platform. What the variant lacks in specialized anti-ASF modifiers like with Gauss or LBX it makes up for in mobility, precision, and reach. Hitting all 3 CERLL on wings will hurt even the heaviest ASF, and the ability to snap off shots without lead means you'll be able to put out that damage consistently. ERATMS fly quickly and for long distances, and thus make great finishers for fleeing ASF. Like all missiles, ERATMs hit ASF most often if you fire just as they exit their run, as they're ascending away from you. The mech's pitch isn't exceptional but the its handling characteristics combined with bursts of iJJ can usually get you a decent firing angle on ASF, or at least help you avoid the brunt of their attack run if they're focusing you. The Thor is also an exceptionally good mech for uppercutting (i.e. colliding with ASF by jumping up as they finish their dive at close range) thanks to its combination of strong jumpjets and tall frame.
- [CJF]DireWolf2K


Variant G

A mid to short range brawler, the Thor G stands between the A and D in its ratio of alpha strike damage to dps potential, while generating enough heat to fry all three of them. From 600m in the variant can make use of its two HLL to deliver precise damage to enemies, giving it the ability to skirmish from further away. As soon as it enters close combat it can use its UAC20, arguably the most fearsome brawling weapon in the game, to pummel its target into submission. The unforgiving heat means that pilots will have to chain fire their lasers, and don't have much leeway to use them as long as their autocannon is still firing. Despite being equipped with Improved Jump Jets, it can be argued that it wouldn't handle the added heat. 9 DHS bring heat levels fast enough, to the point that especially maniacal pilots could even try jumpsniping.


Canon

A heavy OmniMech with good mobility, the Summoner, dubbed the Thor in the Inner Sphere, has often been unfairly compared to the Timber Wolf (Mad Cat). The Summoner handles cleanly and conversely better than its seventy-five ton counterpart, while carrying less firepower. Its main weapons load out (LB-10X AC, ER PPC and LRM 15) gives it hitting power at all ranges, but little staying power once the ammunition runs out, a common trait to most of its base configurations. The 'Mech originated with the Jade Falcons, and remains a popular design in the heavy and assault clusters of the Falcon touman.

Date Introduced 2872 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper

BattleTech Reference