Difference between revisions of "Osiris"
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===Variant E - ''"Bear"''=== | ===Variant E - ''"Bear"''=== | ||
{{Starter}} | {{Starter}} | ||
− | + | Poor choice on most [[terrain control]] maps. Low [[DPS]]. Excellent [[extreme-range]] [[jump sniper]] in [[organized play]]. | |
===Variant F - ''"Rudolph"''=== | ===Variant F - ''"Rudolph"''=== |
Revision as of 08:22, 5 September 2023
Osiris | ||
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Class: | Light Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 2 upon destruction | |
Tier: | 3 | |
Tonnage: | 30 tons | |
Speed: | 118.8 km/h (166 km/h with MASC) | |
Torso yaw: | 360° | |
Torso pitch: | -25° to +35° while standing -25° to +45° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 34 600 CBills Total armor: 29 693 Engine Size: Pharaoh 240 XL |
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A: Price: 33 400 CBills Total armor: 29 693 Engine Size: Pharaoh 240 XL |
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B: Price: 31 400 CBills Total armor: 28 255 Engine Size: Pharaoh 240 XL |
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C: Price: 36 650 CBills Total armor: 26 031 Engine Size: Pharaoh 240 XL |
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D: Price: 32 500 CBills Total armor: 30 808 Engine Size: Pharaoh 240 XL |
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E: Price: 34 100 CBills Total armor: 26 031 Engine Size: Pharaoh 240 XL |
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F: Price: 41 000 CBills Total armor: 30 808 Engine Size: Pharaoh 240 XL |
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G: Price: 33 200 CBills Total armor: 26 031 Engine Size: Pharaoh 240 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.16.1
The Osiris is an Inner Sphere Light Mech that mostly concentrates on firepower and maneuverability. 360 degree torso twist helps with kiting and spreading the damage, increasing the survivability of this lightly armored mech. Most Osirises are also equipped with Jump Jets, giving pilots more options to approach and escape combat situations.
Contents
Roles and Gameplay Hints
Prime
Starter Asset |
Excellent skirmisher. Use cover while weapons recharge. Use iJJs to get behind cover.
Variant A
Starter Asset |
Amazing fire-support mech with a very high DPS. When overheating, focus on using the more heat efficient SSRMs. Use the Osiris' 360° torso twist to kite enemies.
Variant B
Starter Asset |
Possibly the worst brawler in the game. Except for the SPLs, all of the B's weapons are focused on disrupting the enemy with heat or screen shake instead of damage. The B should only be used in team fights where allies can benefit from disrupted enemies.
Variant C
Starter Asset |
Good generalist capable of jump sniping, poking, and brawling. iJJs are good for getting behind cover while the PPC recharges.
Variant D
Starter Asset |
Powerful early game fire-support and AA mech. Requires staring to be effective. Twist your torso and spread damge while the RAC2s cool down.
Variant E - "Bear"
Starter Asset |
Poor choice on most terrain control maps. Low DPS. Excellent extreme-range jump sniper in organized play.
Variant F - "Rudolph"
Starter Asset |
Known as "Rudolph", the Osiris F is the most armored variant of the brawler trio, and even more brawl-oriented than the Osiris Prime due to its shorter maximum weapon range. In place of the ERMLs, the F carries 6 ERSLs which trade range for efficiency and fire rate. The Prime's SRM6 pack is replaced with an SSRM6 and this modification yields 1 free ton for carrying additional SSRMs. Equipped with Myomer Accelerator Signal Circuitry, allows it to very quickly close the gap and cripple other light Mechs, and combined with Improved Jumpjets makes it the most agile Osiris variant. However, half of the F's lasers are carried in its right arm, so care must be taken to protect it from fire. In addition, the Osiris F is the most expensive variant available, costing 41 000 CBills. It excels at the beginning of terrain control game mode, dashing quickly with its MASC and improved jump jets to take over capture zones.
Variant G
Starter Asset |
A long range alternative to the E, the Osiris G is capable of outputting its, slightly greater but still relatively mediocre, full firepower from a less extreme 900m out. The E's shortest ranged armament is an ERPPC accompanied by a duo of Standard AutoCannons2, with its damage dealing potential split relatively equally between weapon platforms. Overall, the Osiris G is an effective long-range sniper or fire support Mech and capable of jump sniping, although it carries less armor than some variants and should avoid brawls at all costs. This short-range weakness is exacerbated by the loss of iJJs, making it far more difficult to escape dangerous situations and the fact that in order to use their full firepower it must run active radar, so the pilot should do their best to stay as close to the max range of its main weapon as possible. However, the event it's in close range the trio of HMG can be extremely useful in hunting down Battle Armor, or removing armor from an opponent.
Historical
Osiris Variant E with Light Gauss - "Bear" Named in homage to our beloved senior fallen comrade Bear, who in the battle of life mounted his trusty Osiris E on February 2022 and rode off into what would become his final battle. Rest In Peace old friend, the day will come when we meet again.
Canon
The Osiris was essentially modeled after the Clan Dragonfly and designed by the same engineers who designed the Anubis. While the limits of Inner Sphere technology forced the designers to skimp on the specifications somewhat, the Osiris does maintain the same speed as the design it is based off of with its powerful Pharaoh 240 XL engine. The armor and jump capacity are sadly lacking, however, as the Osiris can only jump half as far as the Dragonfly with its four Rawlings 61 jump jets and is armored with StarGuard Ferro-Fibrous. The Osiris was designed to be a fast, hit-and-fade style offensive platform and can perform well in that capacity with its awesome speed, although it does appear to rely too heavily on its mobility to protect it from damage. Notable Pilots - RickHunter{12thVR} - IS, grog - MERC, Naikel - MERC, Mechthild - CL, Bear - MERC
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker