Difference between revisions of "Cauldron-Born"
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===Variant B=== | ===Variant B=== | ||
− | + | The asset worthy of an true lance commander - two [[cLPL]] that punish up to 850 afar - with pinpoint and hit-scan accuracy. Even further the [[cERPPC]] hits up to 900m, combined with [[cNARC]] provides for control for ''who's NARC-ed and who's not'' - being friend or foe - regardless. However , the [[TAG]] facilitates prolonged target designation even in events of NARC disruption.<br> | |
+ | Selling point? Are you ''The Master of Puppets''? Can You afford it? Yes? What are You waiting for? | ||
===Variant C=== | ===Variant C=== |
Revision as of 12:44, 1 June 2018
Cauldron-Born | ||
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Class: | Heavy Mech | |
Faction: | Clan | |
Ticket cost: | 10 upon destruction | |
Tier: | 12 | |
Tonnage: | 65 tons | |
Speed: | 86 km/h (120 km/h with MASC) | |
Torso yaw: | 200° | |
Torso pitch: | -29° to +35° while standing -30° to +44° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 87 500 CBills Total armor: 61 462 Engine Size: 325 XL Fusion |
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A: Price: 89 900 CBills Total armor: 61 462 Engine Size: 325 XL Fusion |
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B: Price: 104 400 CBills Total armor: 61 462 Engine Size: 325 XL Fusion |
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C: Price: 90 100 CBills Total armor: 59 577 Engine Size: 325 XL Fusion |
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D: Price: 87 600 CBills Total armor: 61 462 Engine Size: 325 XL Fusion |
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E: Price: 89 900 CBills Total armor: 63 342 Engine Size: 325 XL Fusion |
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F: Price: 98 900 CBills Total armor: 63 342 Engine Size: 325 XL Fusion |
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G: Price: 94 600 CBills Total armor: 63 342 Engine Size: 325 XL Fusion |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3 </div>
By Operation BULLDOG the Cauldron-Born made up a large proportion of the heavy 'Mechs of the rebuilding Smoke Jaguars, and following their Annihilation the design proliferated the remaining Clans, save the Jade Falcons Wolves and Coyotes who continued to favour the Hellbringer. Following the Wars of Reaving the Ebon Jaguar had finally supplanted the Hellbringer in most Homeworld Clans save the Coyotes who remained loyal to redeeming the honor of their design
Contents
Roles and Gameplay Hints
Prime
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Variant A
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Variant B
The asset worthy of an true lance commander - two cLPL that punish up to 850 afar - with pinpoint and hit-scan accuracy. Even further the cERPPC hits up to 900m, combined with cNARC provides for control for who's NARC-ed and who's not - being friend or foe - regardless. However , the TAG facilitates prolonged target designation even in events of NARC disruption.
Selling point? Are you The Master of Puppets? Can You afford it? Yes? What are You waiting for?
Variant C
Focusing on precision medium range skirmishing, the C variant packs a HAG30 for long range deterrence or shorter range component removal. Two ATM6 bring splash damage and cockpit shake inside 750 meters. Once shorter distances have been achieved, a trio of CMPL rapidly exploit the holes punched by the HAG and ATMS. This variant shines at the 400-600 meter range, preferably using cover to approach to bring all three weapon types to bear. The single spare ton of ammo rack space should always be dedicated to the HAG as it is deadly at any distance.
Care must be taken that opponents do not get inside the ATM-6's 125 meter arming range, though careful pilots can use the HAG to devastating effect at short distances.
Variant D
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Variant E
A precision focused brawler, the E fields a wide array of short to medium range weaponry. From 600 meters out, both a CHLL and CUAC10 can provide heavy damage, though are best used independently against smaller targets due to the long duration of the Heavy Laser and flight time of the Autocannon shells. Opponents that close further face two Heavy Medium lasers, and four CSRM2's. The four SRM2's are best chain fired approximately every second for maximum cockpit shake. Precision targeting must be used due to the differing lead times of the four weapon systems, though careful pilots are rewarded with consistent, heavy damage. While the E can pack a punch, care must be taken as the Heavy lasers and UAC10 both generate copious heat. Long engagement times can also prove problematic due to the chassis's large torso; pilots are advised to rotate armor when possible lest they fall to the same precision fire required to utilize this variant.
Variant F
A sibling to the Vulture E, this 'Mech is also an SSRM-boat. It trades the two DSSRM6 racks of the Vulture for a trio of DSSRM4s, giving slightly more shots before requiring a reload, while trading the MPLs and ERSBLs for a HAG20 and two SPLs. Generally, this Cauldron Born will perform slightly better in a brawl due to the additional screenshake and burst capability of the HAG. It pays for that in having inferior mobility in comparison, slightly less ammo and for being more expensive.
Overall, the F will give you slightly more durability and greater punch for a similar heat profile to the Vulture E, provided you can afford it.
Variant G
This variant is relatively unique among heavy 'Mechs -- it carries both MASC and GECM, giving it incredible submerged mobility and is one of the best 'striker' 'Mechs available. Combined with its short-ranged loadout featuring two MPLs, two HMLs, a pair of SRM4s and a shoulder-mounted ATM9 with HE rounds, the G can rapidly flank opponents, run down fleeing targets or charge into a battle from an unexpected angle. With eight DHSes, a pilot can maintain MASC for extended periods of time or lean on their weapons almost continuously -- skilled pilots can run this variant right on the brink of overheating, wringing as much performance as possible with judicious use of coolant when needed.
Unfortunately, the G will fare poorly when placed against a dedicated brawler in its price bracket and like most Cauldron Borns, the poor turning radius can be very problematic in a circle-strafe situation. It is also not well-suited to fighting from behind cover in a more static combat scenario. Use your speed with MASC to fall back if you stumble into more resistance than you expected.
Canon
Introduced in 3049 to address flaws in the venerable Hellbringer, by Operation REVIVAL the Ebon Jaguar had only just started to spread through the Jaguar's touman with the Inner Sphere first encountering the design during the Battle of Luthien. Facing it for the first time when engaging the First Jaguar Guards Cluster in the Kado-Guchi Valley, the 'Mech's ability to take damage and remain operational led the Inner Sphere warriors who fought it to call it the Cauldron-Born after the unstoppable zombies of Irish myth. Paradoxically many of the other Clans also used the Inner Sphere Cauldron-Born reporting name, having first learned detailed information of the design from Inner Sphere sources.