Difference between revisions of "Sunder"

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(Variant G)
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===Variant G===
 
===Variant G===
The G is stealthy sniper with its [[GECM]], [[JJ]] & Three[[AC2]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m supported by an [[Free_ton|Extra Ton of Ammo]] followed by a Dual [[AC5]] at 800m. Its [[EOptics|Extended Optics]] help it aim at long range. The G's Dual [[DHS]] will struggle to keep up when constantly JumpJetting. Seasoned Pilots will know what to do while rookies will have to beware of their temperature. Players are advised to [[torso twist]] or seek cover while the Ballistic Weapons reload to avoid taking damage. Ballistic Weapons are very effective against Vehicles and Air units.
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The Sunder G is a stealthy [[jump sniper]]. [[GECM]] helps keep the G hidden while it searches for targets. [[Standard Jump Jets]] let the G [[poke|out-poke]] extreme range snipers with its [[AC2| Three Auto Cannon Twos]]. As it closes in, it can fire its [[Gauss Rifle]] out to 900m, supported by an [[Free_ton|Extra Ton of Ammo]], followed by a pair of [[AC5|Auto Cannon Fives]] at 800m. Its [[EOptics|Extended Optics]] help it aim at long range. Players are advised to [[torso twist]] or seek cover while the G's weapons reload in order to avoid taking unnecessary damage. The [[pinpoint damage]], damage multipliers, and high projectile speed of the G's weapons make it an excellent choice against [[Vehicles]] and [[Aircraft]].
  
 
==Canon==
 
==Canon==

Revision as of 04:50, 4 July 2021

Sunder
Sunder spin.gif
360.png
Sunder.png
360.png
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
B:
Price: 106 500 CBills
Total armor: 81 503
Engine Size: Hermes 360 XL
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
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
7271
2760
6968
6968
9270
7877
12118
7877
6968
9270
5562

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.


Roles and Gameplay Hints

Prime

The Prime configuration concentrates almost its entire pod-space on short range firepower, featuring an AC20 with a brace of three Short Range Missile Fours. Several lasers support this weaponry should ammunition run out, Two Large Lasers and Two Extended Range Small Lasers plus a B-Pod to disrupt Battle Armor. Improved Jump Jets, EOptics, a Free ton of ammo and 5 DHS round out the package. Thanks to the relatively low heat of standard Large Lasers, the Prime is able to run with only moderate heat buildup, sipping coolant anytime it needs to jump while in combat.

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

The Sunder G is a stealthy jump sniper. GECM helps keep the G hidden while it searches for targets. Standard Jump Jets let the G out-poke extreme range snipers with its Three Auto Cannon Twos. As it closes in, it can fire its Gauss Rifle out to 900m, supported by an Extra Ton of Ammo, followed by a pair of Auto Cannon Fives at 800m. Its Extended Optics help it aim at long range. Players are advised to torso twist or seek cover while the G's weapons reload in order to avoid taking unnecessary damage. The pinpoint damage, damage multipliers, and high projectile speed of the G's weapons make it an excellent choice against Vehicles and Aircraft.

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

BattleTech Reference