Visigoth
Visigoth | ||
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Faction | Clan | |
Ticket cost: | 9 upon destruction | |
Tier: | 9 | |
Tonnage: | 60 tons | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Class: Attacker Price: 102 000 CBills Total Armor: 22 800 Maneuverability: 5.9 Max Speed: 458 km/h Opt. Turning: 285 km/h |
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A: Class: Fighter Price: 88 300 CBills Total Armor: 22 800 Maneuverability: 6.8 Max Speed: 487 km/h Opt. Turning: 280 km/h |
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B: Class: Attacker Price: 97 000 CBills Total Armor: 21 850 Maneuverability: 5.9 Max Speed: 458 km/h Opt. Turning: 285 km/h |
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C: Class: Fighter Price: 84 500 CBills Total Armor: 22 800 Maneuverability: 6.8 Max Speed: 487 km/h Opt. Turning: 280 km/h |
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D: Class: Attacker Price: 105 000 CBills Total Armor: 21 850 Maneuverability: 5.9 Max Speed: 458 km/h Opt. Turning: 285 km/h |
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E: Class: Bomber Price: 101 700 CBills Total Armor: 22 800 Maneuverability: 4.7 Max Speed: 438 km/h Opt. Turning: 285 km/h |
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F: Class: Bomber Price: 100 750 CBills Total Armor: 20 899 Maneuverability: 4.7 Max Speed: 438 km/h Opt. Turning: 285 km/h |
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G: Class: Bomber Price: 95 000 CBills Total Armor: 20 899 Maneuverability: 4.7 Max Speed: 438 km/h Opt. Turning: 285 km/h |
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Armor Points Distribution | ||
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All stats current as of release 0.15.3
The Visigoth is a Clan Interceptor which houses 26 tons of pod space available for weaponry and equipment thanks to its use of an XL Engine and 20 plus tons of Ironhold B-class Ferro-Aluminum armor. Carrying multiple Double Heat Sinks and five tons of fuel give the fighter good endurance in combat operations. It possess decent maneuverability and speed. The Visigoth has proven it's worth with over 100 years of front line service.
Note in Stats the; Maneuverability / Max Speed / Optimal Turning Speed, between the 3 different classes.
Contents
Roles and Gameplay Hints
Prime
Classification Attacker-class aircraft which is equally at home knocking out Aero adversaries as well as ground units. Housing Six DHS and One Free Ton of Ammo, the Prime is the only unit without added electronics. 3x Air CERML will strike fear in the face of your enemy, while at the same time drive your heat load up. Next in the firing sequence the Single Air LBX20 followed by the Dual Air SSRM4 as they are less taxing on the Heat Sinks. The final weapon before your scraping run is the Dual Air CSPL. Strapped to the under belly are two Cluster Bombs great for when you want to disrupt a column heading into battle. Remember One Free Ton of Ammo needs to be loaded up prior to takeoff and keep a watchful eye on your temperature gauge.
Variant A - "Renegade"
The first Fighter in the line up and the most expensive. EOptics for surveying the battlefield. Air GECM to mask your approach by reducing your radar signature. Single Gauss is good for ramming it up your opponents engine or sniping ground targets. 3x Air HML can really put on the hurt but drive your temps to the max and having only 1 DHS doesn't help much. 4x Machine Guns help strip Armour at 400M and below. Hunt with Care.
Variant B
Classification Attacker-class aircraft equipped with BAP for increased radar range and mounting EOptics to survey the battlefield looking for a target to unleash the pounding Dual Air UAC5. Next in the line-up are, count them, Five Air SRM6 with there high damage-per-second, high rate of fire, severe cockpit shaking power. 2 High Explosive Bombs in the belly are almost an afterthought. 2 DHS can handle the heat load and 2 Extra Tons of Ammo for pilot's choice. God help the fool who stands in your way.
Variant C
The less expensive of the two Fighters the "C" comes with EOptics for surveying the battlefield. 3 DHS and rightly so as due to the Air Extended Range Large Lasers which can really put out the damage of whatever they strike but can generate heat in the process. Strapped on are 2 Air Ultra AutoCannons2 which stream projectiles out to 1250m and add small amount to the heat load. The "C" is at home taking on other Aero as well as ground troops.
Variant D
The "D" Attacker-class employs as its main gun, a single Hyper Assault Gauss/30 - which can reach out to 1200 meters. 2x Clan Extended Range PPC's pile on the hurt and screen shake, while 5 DHS manage the heat load. Just be aware of the long reload times of the above weapons. Strapped to the under belly are 2x Laser Guided Bombs great when someone decides to NARC or TAG for you. But fret not, when dead fired, it will fly where the crosshair was pointing upon launch. 2 Extra Tons of Ammo refill the HAG30 nicely.
Variant E
Classification Bomber-class aircraft. Six, Five, Four, Bombs away. Pilots with total focus need only apply. After having loaded up with the massive 7 Tons of Ammo, 5 DHS and getting airborne select your target with the EOptics for your bombing run. At 600 meters pound away with the almighty Air UAC20. 500 meters 4x Air SRM4s continue the devastation with high damage-per-second and screen shake missles. 400 meters the impressively powerful Air HSLs burn right threw where they contact. With the target in your 2x High Explosive Bomb sights, let them fly, pull out of your dive and say goodbye to the poor soul who is no more.
Variant F
The "F" armed with the most indirect fire weapons of all three bombers and electronics to boot. Starting with paired Air LRM20's under the wings, acquire tone-lock out to 1000m and travel 1520m. Its bomb payload of two Laser-Guided Bombs can together deal devastating damage to distracted or unwary ground targets. When working in tandem with a spotter using TAG or NARC, both armaments become lethal weapons. 3x Air CERMLs provide needed protection from air attacks. A Beagle Active Probe allows it to detect enemies from 1200 meters away and lock the LRMs slightly faster. This variant also packs Air GECM, making it hard to detect until it is too late. EOptics to zero in on your prey. 9 DHS control the heat and 6 Free Tons of Ammo to distribute as needed. Tag em and Bag em. Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM20s. In order to fire all 20 missiles from an Air LRM20, the pilot must click 4 times and the next salvo of missiles will not load until all 20 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM20s because they failed to empty all of the missiles from the previous salvo. Pilots may also find LRMs to function more like a snort-range weapon if they don't have targeting support because of how long it takes to fire all 20 LRMs.
Variant G - "Grave Digger"
The last of the Bombers is as simple as it comes. Survey the landscape with your EOptics. Reach out to 900m with your CERPPC to touch someone. 2x Air UAC10s set to chain fire alternate pounding some poor soul to death. When the opportunity comes to reshape the landscape, watch them run with 2x Cluster Bombs, just remember each bomb can have a splash radius upto 40 meters. 3 DHS handle the heat and 6 Free Tons of Ammo ensure you are loaded for a fun time of annihilation. Life is Good.
History
Visigoth was the first heavy ASF added to the game and was released with MWLL 0.6.0.
Canon
Originally developed by Clan Jade Falcon in the mid 30th century, the 60-ton Visigoth was the most popular OmniFighter among the Clan Toumans until the arrival of newer designs such as the Jagatai in the decades immediately prior to Operation Revival.
The Visigoth, a 60-ton OmniFighter with 26 tons of pod space, was the second most common Aerospace Fighter amongst the Clans and originally developed by Clan Jade Falcon. Despite being a design over 100 years old, the Visigoth still served as a front line unit, though was slowly replaced by the Jagatai prior to the Clan Invasion. Its primary variant mounted an LBX10, 5 ERMLs, 2 SLs, and 2 SSRM4s
Date Introduced 2941 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Interceptor