Difference between revisions of "Sunder"
m (→Variant C: fluff) |
(0.14.2 update) |
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Line 12: | Line 12: | ||
| PitchCrouch = -20° to +45° | | PitchCrouch = -20° to +45° | ||
− | | Price Prime = | + | | Price Prime = 102 100 |
− | | ArmorT Prime = | + | | ArmorT Prime = 83 360 |
| Engine Prime = Hermes 360 XL | | Engine Prime = Hermes 360 XL | ||
| Weapons Prime = <ul> | | Weapons Prime = <ul> | ||
<li>1x [[AC20]] | <li>1x [[AC20]] | ||
<li>2x [[LL]] | <li>2x [[LL]] | ||
− | <li> | + | <li>2x [[ERSL]] |
<li>3x [[SRM4]] | <li>3x [[SRM4]] | ||
<li>1x [[B-Pod]] | <li>1x [[B-Pod]] | ||
</ul> | </ul> | ||
| Equip Prime = <ul> | | Equip Prime = <ul> | ||
− | <li>[[ | + | <li>[[iJJ]] |
<li>[[EOptics]] | <li>[[EOptics]] | ||
− | <li> | + | <li>5 [[DHS]] |
<li>1 [[free tons]] | <li>1 [[free tons]] | ||
− | <li> | + | <li>17t [[Armor]] |
</ul> | </ul> | ||
Line 132: | Line 132: | ||
</ul> | </ul> | ||
− | | Price G = | + | | Price G = 100 000 |
| ArmorT G = 79 897 | | ArmorT G = 79 897 | ||
| Engine G = Hermes 360 XL | | Engine G = Hermes 360 XL | ||
| Weapons G = <ul> | | Weapons G = <ul> | ||
<li>1x [[Gauss]] | <li>1x [[Gauss]] | ||
− | <li> | + | <li>2x [[AC5]] |
− | <li> | + | <li>3x [[AC2]] |
</ul> | </ul> | ||
| Equip G = <ul> | | Equip G = <ul> | ||
+ | <li>[[JJ]] | ||
<li>[[GECM]] | <li>[[GECM]] | ||
<li>[[EOptics]] | <li>[[EOptics]] | ||
− | <li> | + | <li>2 [[DHS]] |
<li>1 [[free tons]] | <li>1 [[free tons]] | ||
<li>16.5t [[Armor]] | <li>16.5t [[Armor]] | ||
Line 156: | Line 157: | ||
| Armor LRL = 9270 | | Armor LRL = 9270 | ||
− | | | + | | Version142 = 0.14.2 |
}} | }} | ||
Line 165: | Line 166: | ||
==Roles and Gameplay Hints== | ==Roles and Gameplay Hints== | ||
===Prime=== | ===Prime=== | ||
+ | {{fluff}} | ||
The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an [[AC20]] with a brace of three [[SRM4|Short Range Missiles 4]], to exploit any armor breaches. Several lasers support this weaponry should ammunition run out, Two [[LL|Large Lasers]] and Two [[ERSL|Extended Range Short Lasers]] plus a [[B-Pod]] to disrupt Battle Armor. [[JJ|Standard Jump Jets]], [[EOptics]], a [[Free_ton]] and 6 [[DHS]] round out the package. The Prime and Alpha variants often fight together in pairs, where the Alpha provides longer range support. | The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an [[AC20]] with a brace of three [[SRM4|Short Range Missiles 4]], to exploit any armor breaches. Several lasers support this weaponry should ammunition run out, Two [[LL|Large Lasers]] and Two [[ERSL|Extended Range Short Lasers]] plus a [[B-Pod]] to disrupt Battle Armor. [[JJ|Standard Jump Jets]], [[EOptics]], a [[Free_ton]] and 6 [[DHS]] round out the package. The Prime and Alpha variants often fight together in pairs, where the Alpha provides longer range support. | ||
Line 183: | Line 185: | ||
This unit barely breaks the definition of an jump sniper. [[JJ|Standard Assault Class Jump Jets]], the [[HGauss|Heavy Gauss Rifle]] and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 350 meter range of the [[LPPC|Light PPC array]] and 250 meter maximum effective range of the [[HMG|Heavy Machine Gun array]] means staying up close and intimate to the enemy pays in best effect on target.<br> | This unit barely breaks the definition of an jump sniper. [[JJ|Standard Assault Class Jump Jets]], the [[HGauss|Heavy Gauss Rifle]] and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 350 meter range of the [[LPPC|Light PPC array]] and 250 meter maximum effective range of the [[HMG|Heavy Machine Gun array]] means staying up close and intimate to the enemy pays in best effect on target.<br> | ||
Further attention is to be paid to plan for prolonged "ballet" during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.<br> | Further attention is to be paid to plan for prolonged "ballet" during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.<br> | ||
− | Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease. | + | Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease. |
===Variant F - ''"Big-O"''=== | ===Variant F - ''"Big-O"''=== | ||
Although only equipped with standard [[Jump Jets|jump jets]], the Sunder F is an amazing mid-range [[Poptarting|jump sniper]]. The F is capable of dealing considerable burst damage out to 700m, with its twin [[LBX10]]s and triple [[Tbolt5]]s. [[GECM]] helps prevent the enemy from detecting the player while searching for, and [[lock on|locking on]] to, targets in [[active radar|active radar mode]]. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three [[ERML]]s. The F can [[chain fire]] its Tbolt5s to conserve heat and increase screen shake, or [[Group fire|group fire]] them to help evade enemy [[LAMS]]. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy [[BA]] at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its [[B-Pod]]. | Although only equipped with standard [[Jump Jets|jump jets]], the Sunder F is an amazing mid-range [[Poptarting|jump sniper]]. The F is capable of dealing considerable burst damage out to 700m, with its twin [[LBX10]]s and triple [[Tbolt5]]s. [[GECM]] helps prevent the enemy from detecting the player while searching for, and [[lock on|locking on]] to, targets in [[active radar|active radar mode]]. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three [[ERML]]s. The F can [[chain fire]] its Tbolt5s to conserve heat and increase screen shake, or [[Group fire|group fire]] them to help evade enemy [[LAMS]]. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy [[BA]] at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its [[B-Pod]]. | ||
− | |||
===Variant G=== | ===Variant G=== | ||
+ | {{fluff}} | ||
The only Sunder without any kind of [[Jump Jets]], the G is quite stealthy with its [[GECM]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m supported by an [[Free_ton|Extra Ton of Ammo]]. Its [[EOptics|Extended Optics]] help it aim at long range. Once it comes within 500m of its enemies, stealth is out of the question as it is equipped with a dazzling array of five [[MXPL|Medium X-Pulse Lasers]] making the G one very effective brawler with an impressive [[DPS]]. An added bonus of a [[SRM2]] for that final blow or pesky [[BA]]s. All this fire power comes with a price: heat. The G's eight [[DHS]] struggle to keep up when firing constantly. Seasoned Pilots will know what to do while rookies will have to beware of their temperature. Much like the [[Awesome#Variant D|Awesome D]] or the [[Rifleman#Variant G|Rifleman G]], the Sunder G stares intently at its targets. Enemies can take advantage of this and easily focus the G's center torso. Players are advised to [[torso twist]] after each Gauss shot at long range to avoid taking damage to the center torso. | The only Sunder without any kind of [[Jump Jets]], the G is quite stealthy with its [[GECM]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m supported by an [[Free_ton|Extra Ton of Ammo]]. Its [[EOptics|Extended Optics]] help it aim at long range. Once it comes within 500m of its enemies, stealth is out of the question as it is equipped with a dazzling array of five [[MXPL|Medium X-Pulse Lasers]] making the G one very effective brawler with an impressive [[DPS]]. An added bonus of a [[SRM2]] for that final blow or pesky [[BA]]s. All this fire power comes with a price: heat. The G's eight [[DHS]] struggle to keep up when firing constantly. Seasoned Pilots will know what to do while rookies will have to beware of their temperature. Much like the [[Awesome#Variant D|Awesome D]] or the [[Rifleman#Variant G|Rifleman G]], the Sunder G stares intently at its targets. Enemies can take advantage of this and easily focus the G's center torso. Players are advised to [[torso twist]] after each Gauss shot at long range to avoid taking damage to the center torso. | ||
Revision as of 11:19, 11 June 2021
Sunder | ||
---|---|---|
Class: | Assault Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 13 upon destruction | |
Tier: | 14 | |
Tonnage: | 90 tons | |
Speed: | 65 km/h | |
Torso yaw: | 220° | |
Torso pitch: | -20° to +35° while standing -20° to +45° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 102 100 CBills Total armor: 83 360 Engine Size: Hermes 360 XL |
||
A: Price: 106 500 CBills Total armor: 84 718 Engine Size: Hermes 360 XL |
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B: Price: 106 500 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
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C: Price: 109 800 CBills Total armor: 84 718 Engine Size: Hermes 360 XL |
||
D: Price: 109 800 CBills Total armor: 83 360 Engine Size: Hermes 360 XL |
||
E: Price: 106 100 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
||
F: Price: 105 900 CBills Total armor: 81 503 Engine Size: Hermes 360 XL |
||
G: Price: 100 000 CBills Total armor: 79 897 Engine Size: Hermes 360 XL |
||
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
Sunder is an Inner Sphere OmniMech Assault Mech. Don't be misled by it's boxy configuration as by using information gleaned from captured Clan Loki and Thor chassis, Draconis Combine scientists were able to re-engineer an OmniMech designed to perform in similar roles as those Clan ’Mechs. Actuator wear and missile exhaust issues prevented widespread Sunder deployment until late in 3056. While the Sunder is capable of carrying 36 tons of pod-mounted equipment, its slower speed and the inherent quality difference between Inner Sphere and Clan technology allows it to accomplish its intended tasks marginally well.
Contents
Roles and Gameplay Hints
Prime
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an AC20 with a brace of three Short Range Missiles 4, to exploit any armor breaches. Several lasers support this weaponry should ammunition run out, Two Large Lasers and Two Extended Range Short Lasers plus a B-Pod to disrupt Battle Armor. Standard Jump Jets, EOptics, a Free_ton and 6 DHS round out the package. The Prime and Alpha variants often fight together in pairs, where the Alpha provides longer range support.
Variant A
The Sunder A is the Inner Sphere counterpart to the Clan Novacat E. The A's configuration mounts a devastating Ultra 20 AutoCannon for close range, supported by two Extended Range PPCs for long-range barrages and six MGs to whittle away armor. For mobility, instead of MASC like the Novacat, the Sunder A is equipped with Improved Jump Jets allowing it to poptart and get to hard to reach places. One Free ton to feed the hungry UAC20.
Variant B - "Ionized"
Long to mid range assult starting with LRM15 to soften up incoming attackers. The Heavy class PPC will more than disrupt an unsuspecting victim from as much as 650m out, quite a lot for an brutal iJJ pop-tarter even against a fresh assault, let alone any weaker opponent. The Large Pulse Laser duo will more than add insult to injury, while the HPPC recharges. EOptics helps keeping distance while 11 DHS work to control the heat.
Variant C
The Sunder C may have some medium range weapons, in the form of two UAC5s, but it functions much more effectively as a brawler. UAC5s require the user to stare at their target for a bit of time, to reduce return fire from one's enemy, the C's three SSRM6s should be chain fired to maximize screen shake. GECM helps the C avoid being detected until it gets into close combat. Six SLs function as more than adequate backup weapons, their DPS is nothing to scoff at so long as they are fired repeatedly and often. The C can use its Improved Jump Jets to retreat to cover whenever its UAC5s overheat, or simply to rocket into the sky to deny one's opponent of line of sight for a few seconds. The C has a hefty 17.5 tons of armor, three spare tons of ammo for either its UAC5s or SSRM4s (not both), but only 2 DHS. Players may find themselves drinking coolant if they use their jump jets in combat.
Variant D
The Sunder D allows a player to bring Angel ECM onto the battlefield with the armor of an assault mech, without the low speed of an Atlas. The D is also one of only two mechs in the game with AECM and Jump Jets. A single LAMS gives further incentive to run the D in active radar mode and makes it an even better support mech. It's dual PPCs and its MRM30 allow it to cause violent screen shaking, especially against larger targets, and, although the D is not as efficient as the F, it is perfectly capable of Poptarting. If the D finds itself in closer combat, its two Medium Pulse Lasers and its two Extended Range Small Lasers function as modest backup weapons. If the D gets in too close, it can avoid the minimum range of its MRM30 by jumping backwards with its Standard Jump Jets. The D is rounded out by one free ton of Ammo and a whopping seven DHS allowing for cool operation.
Variant E - "El Diablo"
This unit barely breaks the definition of an jump sniper. Standard Assault Class Jump Jets, the Heavy Gauss Rifle and the compliment of backup weapons. While the Gauss is on paper capable of reaching full 700 meter, it is worth noting the full damage reaches up to only 450 meter and drops to about half at the extreme end. That fact coupled with the 350 meter range of the Light PPC array and 250 meter maximum effective range of the Heavy Machine Gun array means staying up close and intimate to the enemy pays in best effect on target.
Further attention is to be paid to plan for prolonged "ballet" during the somewhat longer weapon reloads - in the sense to spread damage across as much armor as practically possible, instead of futile staring at the target while soaking up damage on a single section or component.
Short range means brawling, Jump Jets mean ambush, ample escape opportunities and additional heat-load this unit can bear with ease.
Variant F - "Big-O"
Although only equipped with standard jump jets, the Sunder F is an amazing mid-range jump sniper. The F is capable of dealing considerable burst damage out to 700m, with its twin LBX10s and triple Tbolt5s. GECM helps prevent the enemy from detecting the player while searching for, and locking on to, targets in active radar mode. Although it risks being detected at closer ranges, the F can bring even more mid-range firepower to bear once it's within 600m with a set of three ERMLs. The F can chain fire its Tbolt5s to conserve heat and increase screen shake, or group fire them to help evade enemy LAMS. Group firing the F's LBX10s and ERMLs is ideal for poptarting, but chain firing them can help deal with enemy BA at medium to short ranges. Once the BA is within 10m, the Sunder is unable to aim its weapons down far enough and will have to rely on its B-Pod.
Variant G
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
The only Sunder without any kind of Jump Jets, the G is quite stealthy with its GECM. As it closes in, it can fire its Gauss Rifle out to 900m supported by an Extra Ton of Ammo. Its Extended Optics help it aim at long range. Once it comes within 500m of its enemies, stealth is out of the question as it is equipped with a dazzling array of five Medium X-Pulse Lasers making the G one very effective brawler with an impressive DPS. An added bonus of a SRM2 for that final blow or pesky BAs. All this fire power comes with a price: heat. The G's eight DHS struggle to keep up when firing constantly. Seasoned Pilots will know what to do while rookies will have to beware of their temperature. Much like the Awesome D or the Rifleman G, the Sunder G stares intently at its targets. Enemies can take advantage of this and easily focus the G's center torso. Players are advised to torso twist after each Gauss shot at long range to avoid taking damage to the center torso.
Canon
The Sunder is the product of what was learned from captured Loki and Thor OmniMechs. The Sunder weighs ninety tons and uses a Hermes 360 XL Engine to save weight while giving the 'Mech a top speed of 65 km/h, a respectable speed for a ninety ton 'Mech. The Sunder carries sixteen and a half tons of armor protection and fifteen double heat sinks to handle the assault 'Mech's heavy heat load. The Sunder houses a chaotic and powerful mix of weapons and equipment in all of its configurations. It has proven itself time and again against both Clan and Inner Sphere adversaries.
Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: OmniMech Assault