Difference between revisions of "Regulator"
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===Prime=== | ===Prime=== | ||
− | This variant mounts a [[HVAC10]] as | + | This variant mounts a [[HVAC10]] as its main gun that delivers lots of screenshake at long range, partially denying accurate return fire. Backed up with a trio of [[HMG]]s great for whittling down [[armor]]. It is capable of darting in and out of combat, or retreating quickly out of range while returning suppressive HVAC10 fire. Two [[Free_tons|spare tons]] of reload space and [[EOptics]] give it plenty of combat longevity and 1[[HS]]. |
===Variant A - ''"Musketeer"''=== | ===Variant A - ''"Musketeer"''=== |
Revision as of 20:58, 12 June 2024
Regulator | ||
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Class: | Hovercraft | |
Faction | Inner Sphere | |
Ticket cost: | 6 upon destruction | |
Tier: | 5 | |
Tonnage: | 45 tons | |
Speed: |
100 km/h (150 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -25° to 65° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 56 300 CBills Total armor: 21 374 Engine: GM 170 Fusion |
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A: Price: 56 700 CBills Total armor: 25 511 Engine: GM 170 Fusion |
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B: Price: 57 100 CBills Total armor: 22 751 Engine: GM 170 Fusion |
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C: Price: 55 800 CBills Total armor: 21 374 Engine: GM 170 Fusion |
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D: Price: 59 400 CBills Total armor: 21 374 Engine: GM 170 Fusion |
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E: Price: 56 100 CBills Total armor: 21 374 Engine: GM 170 Fusion |
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F: Price: 56 300 CBills Total armor: 21 374 Engine: GM 170 Fusion |
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G: Price: 54 600 CBills Total armor: 21 374 Engine: GM 170 Fusion |
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Armor Points Distribution | ||
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All stats current as of release 0.16.1
An Inner Sphere counterpart to the Clan's Epona, the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own.
Contents
Roles and Gameplay Hints
Prime
This variant mounts a HVAC10 as its main gun that delivers lots of screenshake at long range, partially denying accurate return fire. Backed up with a trio of HMGs great for whittling down armor. It is capable of darting in and out of combat, or retreating quickly out of range while returning suppressive HVAC10 fire. Two spare tons of reload space and EOptics give it plenty of combat longevity and 1HS.
Variant A - "Musketeer"
The Musketeer is the most aggressive and heavily armored of the two short range Regulator variants. It is equipped with a focus on whittling away armor with the high DPS of a RAC5. Three SRM2s provide quick firing and accurate splash damage which can be chain fired during a brawl to increase screen shake. The Regulator's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover while the main weapon cools down, as the three SRM2s do not provide enough damage on their own to justify exposing one's self. Three spare tons for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often.
Variant B
A short range combat asset, the B relies on an LBX20 as it's main weapon for blasting armor off at alarming rates coupled with two MGs for additional support. The addition of LAMS helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 Free tons on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagments.
Variant C - "Meteo"
This variant brings a massive short range barrage to bear with an MRM30. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two MPL provide some additional power at very low heat loads. If it must retreat, the MRM30 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two spare tons of ammo, the MRM30 only has 18 missile barrages before it must return for reload. EOptics aid in planning an attack pattern and point defence system helps dealing with enemy BA.
Variant D
The Regulator D is best used with a teammate TAGing or NARCing. On it's own, the TBolt class 20 brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own TAG. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two ERSL won't do much but provide some defense against Battle Armor and drilling through the last few grams of armor left behind by your primary weapon's blasts.
Variant E
The Regulator E is a somewhat mediocre sniper with only one ERPPC. While the Regulator Prime straddles the roles of sniper and brawler, the E straddles the roles of sniper and skirmisher since its second weapon is an AC10. The E has very poor DPS and therefore functions as a low-damage poker, a very lacking sniper, or as screen-shake-focused fire support asset. Close combat should be avoided without adequate support from allies. Kiting is a useful option on level surfaces as the E can run away at full throttle while unloading both of its weapons at any pursuer, a dangerous tactic on uneven terrain, though.
Variant F - "Flare"
The F brings precision firepower to the field with three ERLL and EOptics for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two heat sinks, and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters.
Variant G - "Ghandi"
Bringing a Cluster ArrowIV onto the field for the least amount of cash, the G is a long range support vehicle. Two tons of reloads allow it some longevity as it provides heavy splash damage and enough Cluster missiles to help overwhelm enemy LAMS. However, the Arrow launcher is the Ghandi's only weapons system making assistance from allies or quick retreat its only option against enemies that can close the distance. While the Ghandi has no improved radar, it can lock on to its own targets by deploying. Alternatively the Ghandi can dumb-fire its ArrowIVs for an area-of-effect attack. Generally speaking though, the Ghandi variant is mostly dependent upon allies for TAG or NARC target acquisition.
Canon
The Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.
Notable Pilots: BloodRaven - MERC, Plotting-Raccoon - IS, Buff Skeleton - MERC, [12vr]Hammerzeitgeist - MERC
Date Introduced 3057 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper