Huit

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Huit
Huit.jpg
Huit.jpg
Class: Tank
Faction Clan
Ticket cost: 9 upon destruction
Tier: 12
Speed:

54 km/h

Turret rotation: 360°
Turret pitch: -5° to +90°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 88 400 CBills
Total armor: 28 430
A:
Price: 86 300 CBills
Total armor: 28 430
B:
Price: 83 300 CBills
Total armor: 33 951
C:
Price: 88 400 CBills
Total armor: 26 589
D:
Price: 90 600 CBills
Total armor: 26 589
E:
Price: 102 200 CBills
Total armor: 41 310
F:
Price: 80 100 CBills
Total armor: 30 270
G:
Price: 92 900 CBills
Total armor: 26 589

All stats current as of release 0.15.3

The Huit (short form of Huitzilopochtli, also called Huey) is a Clan fire support tank. It is the only tank capable of bearing the ArrowIV launchers along with additional heavy weaponry.

A unique feature of the Huit is that its missile launchers, often the paired Arrow IV launchers, are mounted static on the tank chassis, not on the rotating turret like for all weapons on any other tank. This gives both advantage and disadvantage. One is that tank driver need to watch where the launchers are pointing in order to avoid hitting rocks or trees -- or friendlies. On the other hand it offers a unique possibility to hit targets behind cover, by arcing the missiles around obstacles.

The greatest weakness of the Huit is its low armor, comparable to the Partisan rather than other, more heavily armored tanks. This forces a Huit pilot to avoid any danger, even more so as a Huit's top speed is miserable.

Roles and Gameplay Hints

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Prime

The Anti-Aircraft platform. The six guns give it the most impressive firepower of all long-range Anti-Aircraft units. GECM makes it difficult to get a lock on a Huit Prime for most missile bombers before it's too late. It's weak point however is the pilot skill required to operate this unit, as one needs to keep continuous fire on the enemy by leading it.

Variant A

Missile support with additional AA capability. Twin LBX10 give it good punch against airborn targets or any lighter vehicles that try to close in. Eight tons of ammunition make it capable of moving further from supply lines while using its Arrow IV launchers.

Variant B

Anaconda.jpg

The "Anaconda", a famous CLPL variant known for its high damage output at medium range. This variant puts out the most heat out of all the huit variants and it also the second huit variant that doesn't mount ArrowIVs (the other being the prime). This variant mounts a impressive array of CLPLs, totaling up to 6 lasers backed up by 22 HSs makes this variant a deadly mid range support unit, being able to constantly lay down a deadly stream of laser fire onto a target and it comes equiped with a large electronic package as well, bring to the fight BHP, and GECM lets it find a target at range and decide if it should engage it. However being the slowest unit in MWLL and one of the more expensive huit variants leads to very few cases where this unit is seen and that issue is compounded by the light armor of the tank make it a high risk high reward tank.

Variant C

Force of Nature.jpg

The "Force of Nature", somewhat resembling the Puma C in its laser loadout, though with an additional pair of Arrow IV launchers. Compared to the Anaconda, the C variant's firepower is more heat-balanced thanks to four additional Heat Sinks, and four tons of spare ammunition make it much more base-independent. It's capable of firing a stream of Arrows for longer than any other unit, while the lasers provide decent protection against all types of targets. This variant works well using volley fire, where each trio of lasers is set to different group, allowing it to control heat more easily, while maintaining high burst damage.

Variant D

Geared more towards direct fire support it provides a heavy long range punch with its two CGauss rifles that are backed up with two MGs to help it deal with BA and to try and scare off any plane that tries to do a fly by. This huit variant also still carries two arrowIV launchers to provide extreme long range fire power provided there is a narc up for it. This huit has to be careful with its heat as only 4 heat sinks struggle to keep the heat down from the arrows and with it only packing a GECM its radar abilities are some what lacking combined with the low speed and high price you dont see many of these huits and they must take care so that they are not left behind if the front line gets pushed back towards it and with only 4 tons of ammo it can not stray too far from home before having to return to base or a APC.

Variant E

Nicknamed Steel Rain this huit variant lives up to its nickname in every sense of the word. Packing twin ATM9s backed up by two ArrowIV launchers it is able to rain missile fire down onto targets at mid to long range and even longer if there is a narc or tag single for the arrows to work off of, making it a powerful support tank for larger mechs to have around as they would take the blows done by the enemy and the huit would soften them up with lots of missiles. However if anyone decides to go after the huit it lacks have any close range weapons so care must be take to not let anyone close to it. Its ATMs are also effective at AA work provided the plane is slow like a VTOL or not turning much. This huits big down side is that it has all its weapons generating heat so care must be taken when you decide to fire off your arrows so that it doesn't red line your reactor or worse cause you to damage the tank and that the ATMs have a 150m range, so any mech that steps on it will not worry about being shot back. With 6 tons for ammo it can stay on the battle field for a good amount of time before it has to go back to resupply.

Variant F

This Huit is designed to do one thing: shoot things that fly. To this end, it packs a full six CUAC2s, with a pair of ATM6s to give it the power to steadily pick away at opposing air assets. As good as the F is on paper, it often falls short in practice -- the UAC2s require a lot of time to work their magic against larger bombers, while smaller aerospace assets are difficult to properly lead and hit. This is in contrast to the ATMs, which can and will consistently damage anything that flies.

Despite these shortcomings, the F is highly potent against VTOLs as well as light 'Mechs and tanks; it will rapidly disintegrate them in short order. As an added bonus, this Huit has AECM and can be useful as a utility unit, especially when NARCs are being deployed by the 'Evil Eye' Hawkmoth

Variant G


History

The Huit B was found to be overpowered in the first beta version of MWLL, leading to an 11 page forum thread, "BALANCE: Huit tank far too powerful for cost", along with several others. Some players decided to use Huit B in protest all the time, making them the most common tanks on some maps, most notably Marshes where it could keep constant fire for nearly a minute while standing in water. The problem was solved in Beta 0.1.0 by decreasing its heat efficiency and increasing price.

Canon

The Huitzilopochtli Assault Tank is an 85 ton artillery platform. Better known as Huey, this tank is too slow to move across distances on its own, instead being transported by Drop Ship, but the weapons it carries are most impressive. Arrow IV launchers can be packed with TAG-guided missiles, area-effect or FASCAM submunitions dropping mines on the battlefield. For close range defense it has turret-mounted Medium Pulse Lasers and ER Small Beam Lasers with additional side-mounted MGuns giving it overwhelming firepower against the troops or Battle Armors. For defense against vehicles the Huey carries UAC5. An ECM suite makes it harder to engage a Huitzilopochtli, though it's not enough to hide it entirely from the enemy sensors. A low five and a half tons of armor force it however to stay behind the lines.

Hueys were used first time by the Clan Jade Falcon during invasion on Coventry, though they are manufactured by other Clans as well.
BattleTech Reference