Difference between revisions of "Mithras"
RickHunter (talk | contribs) (→Variant A) |
RickHunter (talk | contribs) (→Variant A) |
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===Variant A=== | ===Variant A=== | ||
− | With a 900m range and hard hitting power of its [[cERPPC|clan ERPPC]] aided by [[EOptics]], the A variant's primary roll is sniping. Its twin [[cSPL|clan small pulse lasers]] and dual [[ | + | With a 900m range and hard hitting power of its [[cERPPC|clan ERPPC]] aided by [[EOptics]], the A variant's primary roll is sniping. Its twin [[cSPL|clan small pulse lasers]] and dual [[flamer]]s serve as close-in backup weaponry while the ERPPC recharges. Though, it's best to keep your enemies at long range though as this variant can't take much punishment going toe to toe with another brawly light asset. If caught at close range against an opponent with laser weaponry, use the flamers as your primary weapon to overheat them. Battlearmors are also easy picking for the flamers. |
===Variant B=== | ===Variant B=== |
Revision as of 22:39, 11 June 2018
Mithras | ||
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Class: | Tank | |
Faction | Clan | |
Ticket cost: | 2 upon destruction | |
Tier: | 4 | |
Tonnage: | 25 tons | |
Speed: |
90 km/h (104 km/h with boost) | |
Turret rotation: | 360°° | |
Turret pitch: | -24° to +44° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 34 000 CBills Total armor: 21 871 Engine: Fusion 150 |
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A: Price: 34 000 CBills Total armor: 21 871 Engine: Fusion 150 |
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B: Price: 42 700 CBills Total armor: 21 871 Engine: Fusion 150 |
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C: Price: 38 800 CBills Total armor: 21 871 Engine: Fusion 150 |
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D: Price: 40 800 CBills Total armor: 21 871 Engine: Fusion 150 |
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E: Price: 31 500 CBills Total armor: 21 871 Engine: Fusion 150 |
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F: Price: 36 700 CBills Total armor: 21 871 Engine: Fusion 150 |
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G: Price: 41 500 CBills Total armor: 21 871 Engine: Fusion 150 |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
Contents
Roles and Gameplay Hints
Prime
An excellent scout tank available with starting C-bills its dual ER-Medium Lasers and the CUAC-5 can deal respectable pinpoint damage to light 'mechs. However the rate of fire is sub-par, and the autocannon can jam easily with repeat firing. The Prime is better suited to cutting off weaker components such as arms or legs, or already damaged torso pieces. 1v1 engagements should be avoided, as at best it will only be an even fight. Rather, use your speed to capture undefended bases, and engage targets alongside your comrades making sure to use them to protect your very light armour. A free ton for an extra magazine of UAC5 ammo allows for greater freedom with the trigger, though can be careful to avoid a jam.
Variant A
With a 900m range and hard hitting power of its clan ERPPC aided by EOptics, the A variant's primary roll is sniping. Its twin clan small pulse lasers and dual flamers serve as close-in backup weaponry while the ERPPC recharges. Though, it's best to keep your enemies at long range though as this variant can't take much punishment going toe to toe with another brawly light asset. If caught at close range against an opponent with laser weaponry, use the flamers as your primary weapon to overheat them. Battlearmors are also easy picking for the flamers.
Variant B
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Variant C
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Variant D
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Variant E
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Variant F
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Variant G
This Variant's "fluff" text is missing or out of date. Please help us fix it by logging in. |
Canon