Difference between revisions of "Hephaestus"

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Revision as of 22:39, 27 September 2020

Hephaestus
Hephaestus spin.gif
360v2.png
Hephaestus.png
360v2.png
Class: Hovercraft
Faction Clan
Ticket cost: 3 upon destruction
Tier: 4
Tonnage: 30 tons
Speed:

84 km/h (126 km/h with boost)

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 46 100 CBills
Total armor: 18 434
Engine: Fusion 110
A:
Price: 38 500 CBills
Total armor: 17 055
Engine: Fusion 110
B:
Price: 40 400 CBills
Total armor: 21 194
Engine: Fusion 110
C:
Price: 42 250 CBills
Total armor: 17 055
Engine: Fusion 110
D:
Price: 35 750 CBills
Total armor: 18 434
Engine: Fusion 110
E:
Price: 42 050 CBills
Total armor: 18 434
Engine: Fusion 110
F:
Price: 36 300 CBills
Total armor: 18 434
Engine: Fusion 110
G:
Price: 40 550 CBills
Total armor: 18 434
Engine: Fusion 110
Armor Points Distribution
H
L
R
F
T
B
1875
3029
3029
4039
3433
3029

All stats current as of release 0.15.3

The Hephaestus is a Clan light scouting and spotting Hovercraft introduced with MWLL 0.4. All variants are equipped with advanced electronics packages, allowing it to spot enemies early with BHP while remaining undetected itself using GECM or providing cover for friendly units with AECM. Every Hephaestus has a infantry bay that serves as a spawn point and buy zone for Battle Armor. The Hephaestus can carry up to one Battle Armor passenger in addition to the driver. The driver, however, cannot hold any BA weapons, but can exit the vehicle and purchase weapons if needed. In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.

Roles and Gameplay Hints

Prime

Scout and electronics support platform with a precise mid-range sting thanks to its small pulse laser and twin medium pulse lasers. Needs the extra half-ton of armor, since the powerful emissions of the C3 system make it easy to target even when running passive, and the AECM suite will cover nearby friendlies so the enemy sees no targets except the Hephaestus Prime. The BHP's extreme range provides a premium intelligence take for the C3 feed, but this variant is simply too undergunned and expensive to risk pushing into fights, making it a rare pick in the early game. One glaring weakness of hovercraft is their sensitivity to terrain; it's hard to keep weapons on target while moving quickly across obstacles you may not even be looking at.

Player Comments:
The Hepheastus Prime is somewhat atypical to most variants, sporting an offensive armament consisting entirely of pulse lasers, namely 2 CMPL and 1 CSPL. Coupled with the usual electronics package, supplemented with AECM, this allows this bad boi to endlessly excrete CBills in the presence of both allies and enemies. This, combined with a TAG, allows the user of this asset to reap untold profits from simultaneously supplying radar information, providing AECM cover and directing a storm of missiles onto a target, potentially turning the tide of an engagement.
- Arcticus


Variant A

An LRM support hovercraft with a BHP for rapid lock-on and a TAG for self-spotting or team missile guidance. The A can easily handle long term deployments without a reload due to its two free tons for LRM ammo. A rare sight on the battlefield due to its limited firepower and inability to push into occupied cap points due to the minimum range of its LRMs. However, the Hephaestus is a good chassis for kiting and the LRMs on the A are the perfect weapon to do so.

Variant B

Starter Asset

A ferocious brawler with an extra ton of armor and a close-range loadout. The GECM suite limits detection range to 500m, and because the C3 system increases passive detection to 500m, there is no reason to ever run passive radar. Gnaw on targets with small pulse lasers between salvos of high explosive ATMs, and use mobility to leave any situation where outnumbered or threatened by LBX autocannons. A powerful starter and great earner in the early game, its utility drops off once targets gain the firepower to chase it off in one or two volleys.

Variant C

Underarmored by half a ton, this is a variant of the Prime that swaps pulse lasers for longer-range ER weapons. A cNARC beacon provides missile guidance for friendlies. The single cERLL and cERSL are unimpressive. Rarely seen.

Variant D

Starter Asset

A powerful sniper or skirmisher with the power of two cUAC5s. Landing consistent shots on the same component requires a steady hand and some timing, but once mastered, the Hephaestus D can pick torsos and arms off enemy mechs from 800m while using its mobility to either kite away for safety or close in for the finishing blow. Battle armor, ASF, and VTOLs all have to respect the threat. The D is also cheap, meaning it's a great springboard for saving up for heavier assets, and cool-running on hot battlefields. It lacks any defensive ECM, but can run passive without sacrificing firepower.

Variant E

Starter Asset

Another close-range bruiser, more visibly intimidating than the B. Two HMLs and a cDSSRM4 launcher will melt through targets, especially rival tanks and hovercraft. BAP and GECM guarantee you have the awareness to pick fights and the stealth to get back out. An extremely popular starter and probably the easiest Hephaestus to use.

Variant F

Although perhaps useful for sniping at much larger assets in the late game, this variant specializes in a role that is rarely effective outside of organized play scenarios. It unlikely to make a real difference in a typical Terrain Control battle.

Variant G

Starter Asset

The favorite starter asset of community legend Proxema, the Hephaestus G is a safe, powerful mid-range attacker easily capable of carrying a canny player straight to a high-end assault mech. Inside 700m, the two cERMLs provide primary firepower, targeting a single component. The single ATM6 launcher provides screenshake and bursts of extra splash damage. The GECM and BAP allow you to pick fights and flee from superior foes—you can confidently tackle nearly any 1v1 fight with starter assets slower than you, but against groups, you'll need teammates as a screen. The trick to the Heph G is knowing when to get in to pursue the kill and when to get out to safety, a skill that can only be developed with experience. Battle armor and ASF may give you trouble, but your Clan medium lasers will deter if not actively destroy them. The biggest threat you'll face are fast assets with LBX autocannons rushing you down.


Canon

The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnessaince role, it is equipped with a fixed Active Probe and has moderate protection through five tons of armor. Five ton of weaponry allow it to defend itself against lighter opponents. The prime configuration is designed for electronic warfare, carrying TAG and ECM.

Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout

Battletech Reference