Difference between revisions of "Lobo"

From MechWarrior: Living Legends Wiki
Jump to: navigation, search
(Variant D)
(Variant G - "Swolo")
Line 211: Line 211:
 
===Variant G - ''"Swolo"''===
 
===Variant G - ''"Swolo"''===
  
 +
Slightly more armoured than it's siblings, the Lobo golf can be devastating under the right conditions. Follow your lance-mates close
 +
(300m or less) in order for them to profit off your [[AECM]]. 5x [[CSSRM4]] will make short work of lighter [[assets]] or provide near continuous
 +
[[screenshake]] against heavier [[assets]] by [[chain-firing]] them. 2x [[CERSL]] will help in snipping-off those components you have already damaged.
 +
The role this mech plays will vary depending on how early or late in a match you've bought this. Early, it can spearhead "cap" pushes if
 +
the other team is still in lights. Late, it becomes a disruptor due to it's [[AECM]] , single [[LAMS]] and prolonged [[screenshake]] capabilities.
  
 
==Canon==
 
==Canon==

Revision as of 13:29, 31 August 2024


Lobo
Lobo spin.gif
360.png
Lobo.png
360.png
Class: Medium Mech
Faction: Clan
Ticket cost: 6 upon destruction
Tier: 7
Tonnage: 40 tons
Speed: 97 km/h
Torso yaw: 220°
Torso pitch: -30° to +35° while standing
-30° to +45° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 58 300 CBills
Total armor: 41 211
Engine Size: 240 XL
A:
Price: 61 600 CBills
Total armor: 41 211
Engine Size: 240 XL
B:
Price: 58 700 CBills
Total armor: 41 211
Engine Size: 240 XL
C:
Price: 55 700 CBills
Total armor: 41 211
Engine Size: 240 XL
D:
Price: 60 400 CBills
Total armor: 41 211
Engine Size: 240 XL
E:
Price: 60 600 CBills
Total armor: 41 211
Engine Size: 240 XL
F:
Price: 62 500 CBills
Total armor: 41 211
Engine Size: 240 XL
G:
Price: 65 000 CBills
Total armor: 43 347
Engine Size: 240 XL
Armor Points Distribution
LE
BT
RE
HD
LA
LL
LT
CT
RT
RA
RL
INT
1869
3205
1869
2760
3072
3072
4087
3472
5342
3472
3072
4087
2452

All stats current as of release 0.17.0

The Lobo is a Clan Medium Mech introduced in update 0.17.0. A generalist design, the Lobo is often capable of attacking at multiple range brackets. Though its damage output and speed are respectable for its weight class, the machine lacks the agility offered by MASC and Jump Jets and seldom incorporates any electronic warfare equipment. Fewer enhancements results in a lower price, however, fitting the Lobo into the price gap between the more expensive but lesser-armored Cougar and Puma and the more specialized and better armored Shadowcat and Hellhound. Pilots should note the Lobo's rather obvious external mounts, which can be easily lost during combat.


Roles and Gameplay Hints

Prime

The Lobo Prime is a good medium-long range fire support mech. The Prime can poke out to 900m with its CERLL. Two ATM6 (STD) can be chain-fired for screenshake and heat management. The fragile armor of the Prime, compared to other tier 7 mechs, makes it best to avoid becoming the center of attention. Following too distant from the front line puts the Prime's two HMLs out of range. It's a delicate balance to keep the HMLs within their 400m range while also staying outside of the ATM's 120m minimum range. On many maps, the Prime's 2 DHS cannot handle consecutive alpha strikes, chain fire and avoid firing the CERLL when it gets too hot.

Variant A

Another medium-long range fire support mech, this one runs cooler than the prime so it could be a wiser choice on hot maps. The HAG20 can engage enemies up to 1200m, but most of your firepower is unleashed at 700m where you can put your 3x CERML to use alongside the HAG20. The Lobo alpha has no need for missile lock on, so staying in passive radar can help reduce return fire from enemies. Always fire the HAG20 until it jams as it will cycle faster than if allowed to cool down.

Variant B - "Bob"

Equipped with very versatile weapons, "Bob" is more than well suited to skirmishing. Not only can you start doing damage and screenshake at 900m with the CERPPC, a CLBX10 will also come into play at 700m for some bonus damage to vehicles and air assets. It's 2x CSRM4 are nothing to scoff at within 355m. Add your 4x MG to every other weapon grouping for a bit more DPS. Duck behind cover while your weapons cycle and play peek-a-boo until all threats are removed.

Variant C - "Loco"

The Lobo Charlie has an interesting high risk/high reward loadout. You will want to get close to the action to put all your weapons to use, but also ensure you are positioned well out of harms way. While your Advanced Tactical Missile (HE) launchers are locking on, you should already be giving the CRAC5 a whirl to maximize your dps. Follow through with 4x CERSL while your missiles are cycling or just before heading for cover as even 100 ton assets will not be able to ignore you for long. Chain firing the Advanced Tactical Missiles (HE) is a good idea when possible, as they will generate a good ammount of heat alongside the CERSLs(and prolong your screenshake). The CRAC5 itself does not generate heat per say, but will prevent cooling as long as it is firing. The 2 free tons of ammo should go to the CRAC5. One indeed has to be 'Loco' to both pilot and not pilot this mech!

Variant D

A good choice for the pilot who wants to harass but also remain in (relative) safety. Mounted with GECM , the Lobo delta can stealthily launch volley after volley of missiles up to 1000m with it's 2x CLRM10. A single CLPL will pile on more damage starting at 850m and 2x CMPL will come into play at 500m. Once all your lasers are in range, it's better to prioritize their pinpoint accuracy over the CLRMs if you are struggling with heat.

Variant E

Variant F

Variant G - "Swolo"

Slightly more armoured than it's siblings, the Lobo golf can be devastating under the right conditions. Follow your lance-mates close (300m or less) in order for them to profit off your AECM. 5x CSSRM4 will make short work of lighter assets or provide near continuous screenshake against heavier assets by chain-firing them. 2x CERSL will help in snipping-off those components you have already damaged. The role this mech plays will vary depending on how early or late in a match you've bought this. Early, it can spearhead "cap" pushes if the other team is still in lights. Late, it becomes a disruptor due to it's AECM , single LAMS and prolonged screenshake capabilities.

Canon

For some time, Clan Wolf had been looking for a lighter companion to their highly successful Timber Wolf design—a complementing system of missiles and energy weapons. The problem was not in designing a chassis that could mount their choices, it was in the missile launcher selection. Khan Vladimir Ward did not want to bother with short-range missiles, LRMs were too heavy for a middleweight BattleMech, and the Inner Sphere’s development of Medium Range Missiles seemed a step in the wrong direction to most Clan scientists. Then Clan Coyote developed their Advanced Tactical Missile Systems, neatly solving Khan Ward’s problems. The Lobo was already on the design boards when Clan Coyote debuted their new ATMs. Winning the technology in a brief and bloody batchall, Khan Ward quickly ordered the Lobo redesigned to field test the ATM. In order to accommodate the ATMs, endo steel construction material and XL engine technology had to be used to save critical space and weight. This has placed a lot of superior technology in what is, ostensibly, a second-line ’Mech for Clan Wolf. However, if this BattleMech proves successful, Khan Ward has already vowed to order his scientists to recreate the Lobo as a new OmniMech.


Date Introduced 3060 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Striker

BattleTech reference