Difference between revisions of "Warhammer"
(→Variant A) |
(→Variant C) |
||
Line 181: | Line 181: | ||
===Variant C=== | ===Variant C=== | ||
− | + | Somewhat [[GECM|stealthy]], good at pushing and holding [[objective]]s. Offers better [[screen-shake|Screen Shaking]], [[LAMS|anti-LRM]] and [[scouting]] [[support]] capabilities, and [[battlefield awareness]] than similar [[brawlers]]. | |
+ | |||
+ | {{Commentbox | ||
+ | | Comment1=[[Chain-fire]] the [[LPPC]]s to increase [[screen shake]]. Even though the "C" has [[GECM]], go [[passive]] in order to turn off the [[LAMS]] if you really need to [[hide]] | ||
+ | | Writer1= - Warlord Kentax}} | ||
===Variant D=== | ===Variant D=== |
Revision as of 21:43, 30 August 2022
Warhammer | ||
---|---|---|
Class: | Heavy Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 8 upon destruction | |
Tier: | 10 | |
Tonnage: | 70 tons | |
Speed: | 64 km/h | |
Torso yaw: | 260° | |
Torso pitch: | -33° to +41° while standing -33° to +51° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 67 900 CBills Total armor: 64 474 Engine Size: VOX 280 STD |
||
A: Price: 89 200 CBills Total armor: 61 312 Engine Size: VOX 280 XL |
||
B: Price: 77 500 CBills Total armor: 61 312 Engine Size: VOX 280 XL |
||
C: Price: 89 150 CBills Total armor: 64 474 Engine Size: VOX 280 XL |
||
D: Price: 78 500 CBills Total armor: 64 474 Engine Size: VOX 280 XL |
||
E: Price: 75 000 CBills Total armor: 64 474 Engine Size: VOX 280 XL |
||
F: Price: 79 250 CBills Total armor: 64 474 Engine Size: VOX 280 XL |
||
G: Price: 77 500 CBills Total armor: 61 312 Engine Size: VOX 280 XL |
||
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
The Warhammer is a heavily armed and moderately armored Inner Sphere Heavy Mech, possessing modest speed and maneuverability. Able to dish it out and take it in, the Warhammer is a powerful force on the battlefield, capable of shredding Light Mechs and Vehicles, as well as standing toe to toe against other Heavies.
Warhammer's large spotlight can be turned on with the [L] key. It functions differently than the standard Mech spotlights, as it has a much longer range. When fighting Battle Armor in the Warhammer, players can turn on the spotlight to discern the battlearmor from the surroundings. The Mech also has a narrow vertical field of view, which may make it hard to deal with Aerospace fighters and VTOLs.
Contents
Roles and Gameplay Hints
Prime
Inexpensive twist fighter and tanker. Good at pushing and holding objectives.
Variant A
The Warhammer A operates a bit hot, but is a formidable asset with robust pinpoint accuracy and screen shake backup weapons - an excellent medium range mech that can turn into a brawler in a pinch. The A, however, has no spare ammo for its pair of SSRM6s. The A should focus on being sustainable medium range firepower when in long engagements and avoid close combat unless resupply is near. Players should utilize group fire for the A's impressive array of three Large Pulse Lasers and chain fire for its SSRM6s to maximize screen shake. If more than two mouse buttons are available, a third, chain fired group containing the three pulse lasers will help when trying to even out heat or shoot at pesky BA.
Variant B
Good at suppressing snipers in open terrain. Can lead a push onto an objective if needed.
Variant C
Somewhat stealthy, good at pushing and holding objectives. Offers better Screen Shaking, anti-LRM and scouting support capabilities, and battlefield awareness than similar brawlers.
Variant D
The Warhammer D is the wolf-in-sheep's-clothing of the Warhammer line. 2 LLs and 2 Tbolt5s will lure your targets in for an easy kill of an long ranged helpless low DPS sniper. Brawlers will weather the storm, closing on you with the intent of scoring a quick kill. Once they arrive, however, they'll be in for a nasty surprise as the D variant's main weapon, a single UAC20, roars into life. This weapon is capable of immense burst damage, and will quickly tear into any dents the enemy took from their approach, coring smaller enemy mechs in a few seconds of fire. Furthermore, it is also placed high on the mech's shoulder, allowing the mechwarrior to fire double AC rounds at enemies while in partial cover. 4 DHS give the D variant acceptable heat management, and an extra ton of free space ensures that its autocannon has more ammo should the enemy prove tougher than expected.
The selling point of this Variant is to have a foot in both of the worlds - snipers and brute brawlers.
Variant E
The Warhammer E is a medium range poking mech. All of its main weapons deal high burst damage with a relatively low DPS. Because of this, the E's two AC5, two ERLLs, and one LBX10 should be fired optimally at their combined maximum range of 700m. The E is a good low-heat option for hot maps since it has three DHS, more than enough to deal with its weapons' heat. Once the E is in brawling range, all of its weapons, with the exception of its two SLs, are best suited towards a damage spreading twist fight, and staring should be avoided.
Variant F
The Warhammer F excels at close combat and can provide modest mid-range support. 2 RAC5s, the F's primary weapon systems, are able to dish out serious damage allowing the F to engage other heavies as well as strip the armor from assaults at close range. A single MRM30 supplements the already great damage provided by the rotary autocannons, and 3 flamers give the Warhammer F the ability to punish any energy-focused mechs that are foolish enough to get close. 3 DHS help dump the waste heat flamers will saddle you with, while 3 free tons give you some staying power before returning to rearm.
Variant G
When we speak about this War Hammer, we speak about minding busyness in our neighbor's back yard and in his neighbor's back yard too. We are speaking serious long range and serious punch.
Speaking of serious, be sure you will be facing serious heat levels as well, for the while the two Double Heat Sinks struggle to cool off the waste heat from the two mighty ERPPC. The trusty Extended Long Range Missile launcher of class 15 isn't too cold either, so the only slack that's cut to you is from the four extremely ranged AC2.
If you come to haste, due to an stray Battle Armor trying to take it out on you, the very situational BPod might bring the tide of the battle in your favor, but only if you manage to capitalize on it otherwise - alone it won't matter too much.
On the other hand, if you look on the ELRM15 launcher as a spare weapon, and use the two ERPPC as a primary group each, putting the four AC2 in the tertiary group, forgoing any DPS plan in favor of opportune lucky strikes by either single ERPPC jolt or "Alpha" shooting form a totally cold state, you might actually secure a kill steal from an unsuspected angle. This implies superb position seeking and that extrasensory feeling for the battle tide.
A long range sniper with a backup ELRM15 launcher.
Canon
The Warhammer BattleMech was introduced by StarCorps Industries in 2515 to be "a mobile 'Mech with enough firepower to destroy or severely damage any 'Mech of the same weight class or lower." In the mission it was designed for, the Warhammer proved to be a very capable 'Mech, and for centuries practically defined the entire class of heavy 'Mechs. Boasting incredible firepower and respectable armoring, the Warhammer served prominently in the Star League Defense Force and was one of the premier 'Mechs in the Gunslinger Program. Indeed, many of the greatest MechWarriors in history were Warhammer pilots. Being more lightly armored then other mechs of its class, the Warhammer preferred to stay at range where its weaponry was most effective. In addition to PPCs, SRMs, and Lasers, it had two machine guns for defense against infantry. Date Introduced 2515 during the Era known as "Age of War" (2005 - 2570) - Unit Role: Brawler
Amongst BT fans, the Warhammer, along with other Mechs designed for the Macross Anime series, is referred as the Unseen. Another Unseen Mech (which was originally planned to appear in MWLL) is the Marauder.