Difference between revisions of "Daishi"
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Two [[CLRM15]]s and a [[CLRM20]] supported by two [[CERLBL]]s form the core of the Daishi E's weapon array. With a spotting unit, this Mech can unleash a torrent of LRM fire at a distant target. Enemies looking to rush the E will be greeted by its four [[CHML]]s, capable of gutting a light Mech in two volleys. Even against heavier strike Mechs, the E can easily stand toe-to-toe against them in a brawl and emerge victorious. If this Mech has a true weakness, it is that its loadout runs quite hot, especially when the HMLs are fired. Neglecting to manage heat properly in the E can be fatal. | Two [[CLRM15]]s and a [[CLRM20]] supported by two [[CERLBL]]s form the core of the Daishi E's weapon array. With a spotting unit, this Mech can unleash a torrent of LRM fire at a distant target. Enemies looking to rush the E will be greeted by its four [[CHML]]s, capable of gutting a light Mech in two volleys. Even against heavier strike Mechs, the E can easily stand toe-to-toe against them in a brawl and emerge victorious. If this Mech has a true weakness, it is that its loadout runs quite hot, especially when the HMLs are fired. Neglecting to manage heat properly in the E can be fatal. | ||
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==Canon== | ==Canon== |
Revision as of 22:51, 4 August 2017
Daishi | ||
---|---|---|
Class: | Assault Mech | |
Faction: | Clan | |
Ticket cost: | 17 upon destruction | |
Tier: | {{{Tier}}} | |
Speed: | 54 km/h | |
Torso yaw: | 90° | |
Torso pitch: | -24° to +35° while standing -24° to +45° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: {{{Price Prime}}} CBills Total armor: 92 394 Engine Size: |
{{{Weapons Prime}}} | {{{Equip Prime}}} |
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
The Daishi (Japanese for Great Death, and the IS codename for the Dire Wolf) is a Clan Assault Mech introduced with MWLL version 0.6.0. The first sign of this mech was a placeholder xml data accidently(?) left in the beta 0.5.2 release and found by user Come and See. The final 0.5.7 pre-release media unveiled it as a planned addition for release 0.5.7 (later renamed to 0.6.0).
Contents
Roles and Gameplay Hints
Prime
Death incarnate! Sporting incredible firepower, the four CERLBLs and the CLRM10 can cut down the enemy at long ranges, and if it survives the punishment, then the two CUAC5s and the battery of CMPLs can demolish whatever remains. This amazing damage potential is only hampered by the immense heat it creates, so firing discipline is required. Its also very slow and requires good piloting to make the most of its attack windows. The Prime, along with all Daishi variants, sport some of the thickest armor found in any Mech - a whopping 19.5 tons, granting it unparalleled durability on the battlefield.
Variant A
This variant, known as the "Pain-killer", packs a trio of CLPLs in its right arm, combined with a torso-mounted CGauss and pair of ATM6 launchers loaded with standard ammo. This allows the A to induce consistent screen-shaking on an enemy while exploiting the holes in the armor with the pulse lasers. LAMS and GECM help keep this wolf in the fray until it can exhaust its ammo supply, of which the A is somewhat lacking with only a single free ton available. 13 DHSes help keep heat troubles at bay, although constant use of the LPLs will overwhelm them with little difficulty.
Variant B
The Widowmaker! This was the preferred variant used by Natasha Kerensky herself. It uses twin CERPPCs to harass distant enemies, and then crushes whatever remains with the powerfull CUAC20 and the heat-intensive battery of lasers. Two LAMS help to keep missiles at bay, and the 14 additional DHSes allow some heat control. Still, as with most Daishi variants, the pilot must be cautious with their firing rate and choose shots carefully when scoring the killing blow.
Variant C
An oddity among Daishis, the C sacrifices a large amount of direct-fire capacity to carry a Clan Arrow IV missile system. It also carries two CERPPCs for engaging heavier units and four CUAC2s for anti-air and light Mech disposal. Of all the Daishi variants, the C is best kept at distance from the enemy, operating both as artillery and fire-support, especially when TAG or NARC painting is available. GECM and LAMS enable the C to mitigate opposing LRM barrages directed at it.
Variant D
A born-and-bred brawler. The Daishi D is a true terror in urban combat with its two CUAC10s and a CUAC20 with three dual CSRM4 packs for clean-up and anti-BA duty. This Mech can, with a little pilot skill, blast an opposing Mech's head open and saturate the pilot inside with a hailstorm of SRMs. GECM and three tons of available space give the D some staying power and enable it to ambush units when it can get into position. Like all Daishis, the D is not a fast Mech and with no weapons that have a range beyond 700m, it must rely on ECM cover and support from its teammates to get into the fray without being weakened by snipers. The D's combat endurance is also quite hampered by its over-reliance on ammo-based weapons; combined with its poor speed, reloading this Mech is often not an option.
Variant E
Two CLRM15s and a CLRM20 supported by two CERLBLs form the core of the Daishi E's weapon array. With a spotting unit, this Mech can unleash a torrent of LRM fire at a distant target. Enemies looking to rush the E will be greeted by its four CHMLs, capable of gutting a light Mech in two volleys. Even against heavier strike Mechs, the E can easily stand toe-to-toe against them in a brawl and emerge victorious. If this Mech has a true weakness, it is that its loadout runs quite hot, especially when the HMLs are fired. Neglecting to manage heat properly in the E can be fatal.
Canon
The Daishi was developed by Clan Wolf scientists and lost to Clan Smoke Jaguar through trials even before being completed. It was first produced on Huntress in 3010 exclusively for the Jaguars, but in year 3017 Clan Wolf had finally aquired the rights to commence production themselves. It was one of the first mechs spotted by IS troops, and has time and again proven to be one of the most dangerous assets a warrior could possibly face.