Argus
Argus | ||
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Class: | Heavy Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 8 upon destruction | |
Tier: | 5 | |
Tonnage: | 60 tons | |
Speed: | 86 km/h (121 km/h with MASC) | |
Torso yaw: | 140° | |
Torso pitch: | -35° to +45° while standing -35° to +55° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 74 550 CBills Total armor: 57 062 Engine Size: |
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A: Price: 73 300 CBills Total armor: 57 062 Engine Size: |
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B: Price: 77 900 CBills Total armor: 57 062 Engine Size: |
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C: Price: 71 000 CBills Total armor: 57 062 Engine Size: |
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D: Price: 77 500 CBills Total armor: 57 062 Engine Size: |
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E: Price: 72 500 CBills Total armor: 57 062 Engine Size: |
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F: Price: 67 100 CBills Total armor: 57 062 Engine Size: |
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G: Price: 71 300 CBills Total armor: 57 062 Engine Size: |
All stats current as of release 0.15.3 </div>
Contents
Roles and Gameplay Hints
The Argus is an Inner Sphere Heavy Mech and was added with the 0.9.0 update. It ties the Rifleman as being the lightest IS heavy mech available but, unlike the glass cannon Rifleman, the Argus is a tough mech fielding 11.5 tons of ferro-fibrous armor with formidable weaponry to threaten even heavier mechs. It doesn't skimp on speed either, running at a quick 86 KPH with the B variant sprinting up to 121 KPH. Its chassis has a squat profile with relatively high mounted weapons, allowing it to mostly stay in cover while unleashing its potent firepower. All variants have enhanced optics as standard equipment. The Argus's weapons are typically arm mounted and thus potentially vulnerable from being shot off, so mechwarriors engaged in battle should liberally employ the torso rotation technique between alpha strikes to better spread the damage across the mech.
Prime
The Argus prime is a solid mech mounting both short and long range weaponry for a flexible engagement window. The right arm houses the powerful RAC5 as well as 3 extended range small beam lasers while the left arm mounts a LRM15. Twin extended range medium beam lasers are mounted in the torso. Three tons of ammo keep the Argus prime on the battlefield for extended combat periods while its laser anti-missile system gives this tough mech even more survivability. Its radar range is enhanced by 200m via beagle active probe allowing better insight on enemy movements. Antagonizing an enemy at the long range of 1000m with the LRM15 is effective but the prime really shines at ranges less than 300m, where it can unleash a long burst of rotary autocannon fire that's especially effective against vehicles and BA. While the RAC cools down, bringing the five beam lasers into play allows the enemy little respite. Mechwarriors need to keep a close eye on heat levels as 2 double heat sinks are insufficient for a constant barrage.
Variant A
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Variant B
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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
The acute brutality of the G is both it's strength and it's weakness. For the enemy to stand any chance against it - it has to shoot off it's dreaded Ultra 20 auto cannon, or die trying. Once deprived of it's main weapon the G really is much less of an threat despite the frequent sting of its Small Pulse Laser trio, and the occasional 8 short range missiles volley. While those are quite enough to finish off an desperate enemy who just stripped off Your auto-cannon, it is much more savvy to protect it by denying it the line of sight to the enemy during the duel, and, provided that You exit the fight as a winner, bring it back home for repairs. This is especially true while waiting on it to unjam or cool down. Excelling in this tactics can bring You quite few 1v1 kill-marks before in need of scrapping the asset - some even from higher tier heavy mechs. Remember the Argus G is only as good, as long You can keep it's UAC20 able to retaliate.