Difference between revisions of "Owens"
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===Variant D=== | ===Variant D=== | ||
− | [[Early-game]] [[scout]] and [[brawler]]. Good [[under-buy]] after gaining one [[rank]]. | + | [[Early-game]] [[back capper]], [[scout]], and [[brawler]]. Good [[under-buy]] after gaining one [[rank]]. |
{{Commentbox | {{Commentbox |
Revision as of 07:46, 8 September 2022
Owens | ||
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Class: | Light Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 3 upon destruction | |
Tier: | 6 | |
Tonnage: | 35 tons | |
Speed: | 129.6 km/h (181 km/h with MASC) | |
Torso yaw: | 180° | |
Torso pitch: | -19° to +30° while standing -19° to +40° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 42 750 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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A: Price: 40 750 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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B: Price: 42 650 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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C: Price: 44 050 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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D: Price: 48 650 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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E: Price: 40 450 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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F: Price: 45 550 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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G: Price: 42 150 CBills Total armor: 34 077 Engine Size: VOX 280 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
The Owens is primarily a scout, but can fill other roles as it is in a 4-way tie for the starter asset with the most armor. All Owens come with excellent electronics: C3, BAP, and TAG. Owens have single heat sinks, making them cool more slowly than most other starters.
Contents
Roles and Gameplay Hints
Prime
Starter Asset |
LRM boat and scout. Good starter asset for late joiners in mid- to late-game. Usually not effective in the early-game
Variant A
Starter Asset |
Effective early-game skirmisher and scout, good at cutting off individual components. Can function as a twist fighter when in close-range.
Variant B
Starter Asset |
Effective early-game brawler, tanker, and scout.
Variant C
Good mid- to late-game scout and back capper.
Variant D
Early-game back capper, scout, and brawler. Good under-buy after gaining one rank.
Variant E
Starter Asset |
Skirmisher and scout. Can function as a twist fighter. Good starter asset for late joiners in mid- to late-game.
Variant F
The F variant the most expensive and one of the hardest-hitting Owens, mounting 3 Medium Pulse Lasers, combined with an SSRM6 w/ Lock on Guidance and 1 extra to of ammo for some disruptive power and a powerful punch. Not as capable of hit and run as the C, due to its lack of MASC, but the lock on nature of its launcher and large array of pulse lasers coupled with BAP radar means this mech is meant to stay close and brawl it out. While having an easier time of consistently dealing full damage, it has a harder time spreading damage simultaneously, as it needs to keep staring its opponent down in order to maintain lock and for the pulse laser damage to build up. 2 Heat Sinks allows the F some ability to handle the massive heat load from the pulse lasers and because the F has no MASC there is no other system on the mech competing for heat capacity.
Variant G
Starter Asset |
The Owens G carries 1 ERLL and 1 LL giving it a range much longer than that of other light mechs. At only 42,150 CBills, the G is barely available at the start of a match. Unfortunately, most Mechs so early in the game are very fast and will close on the G too quickly for it to make proper use of it's long range. Unless a good sniping position is readily available, the G can find itself unable to leverage its superior range and pinpoint accuracy. Both of the weapons that the G carries are in it's arms, unlike most other Owens that carry some weapons in the torso. Mechwarriors should be careful to protect their arms while piloting the G. Where the G really shines is using its BAP, C3, and TAG as a long range scout for missile boats. This is especially effective against large groups of slower targets at the 1300m maximum range of TAG. This makes the G a good late game joiner if your team has acquired a few long range missile assets.
Gallery
Canon
The Owens is intended to be an OmniMech upgrade of the Jenner BattleMech. The intended role for the Owens is as a cavalry 'Mech that can move along the enemy lines and designate targets for bombardment with Arrow IV artillery attacks. The Owens is a strong spotting unit for artillery and Semi-Guided LRMs as well as a point 'Mech for C3 lances with its permanently mounted TAG laser designator and C3 Slave unit. The Owens is also outfitted with a permanently mounted Beagle Active Probe that allows the 'Mech to detect hidden enemy units. The Owens has a top speed of 129.6 km/h and is protected with seven tons of armor. The 'Mech's unique mix of speed, armor, and electronic warfare equipment make the Owens a valuable asset in urban and dense woods or jungle environments where it can find an enemy unit that is hidden, designate them for an artillery strike, and then leave the area at high speeds. Notable Pilots - Silvercraft -MERC, Bear "OEM" - IS, _Recoil_ - CL
Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Missile Boat