Hephaestus
Hephaestus | ||
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Class: | Hovercraft | |
Faction | Clan | |
Ticket cost: | 3 upon destruction | |
Tier: | 4 | |
Tonnage: | 30 tons | |
Speed: |
84 km/h (126 km/h with boost) | |
Turret rotation: | 360° | |
Turret pitch: | -10° to +70° | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 46 100 CBills Total armor: 18 434 Engine: Fusion 110 |
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A: Price: 41 450 CBills Total armor: 18 434 Engine: Fusion 110 |
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B: Price: 40 400 CBills Total armor: 21 194 Engine: Fusion 110 |
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C: Price: 42 250 CBills Total armor: 17 055 Engine: Fusion 110 |
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D: Price: 35 750 CBills Total armor: 18 434 Engine: Fusion 110 |
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E: Price: 42 050 CBills Total armor: 18 434 Engine: Fusion 110 |
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F: Price: 39 300 CBills Total armor: 18 434 Engine: Fusion 110 |
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G: Price: 40 550 CBills Total armor: 18 434 Engine: Fusion 110 |
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Armor Points Distribution | ||
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All stats current as of release 0.16.1
The Hephaestus is a Clan scout Hovercraft. Every Hephaestus has an infantry bay. and can carry up to one Battle Armor passenger. Only the passenger can carry extra BA weapons. The pilot must exit the heph to purchase weapons.
Note: In the map menu, the Hephaestus appears as a small blue hexagon spawn point instead of an arrow.
Contents
Roles and Gameplay Hints
Prime
Very effective scout and supporter. Not effective in combat without nearby allies.
Variant A
Starter Asset |
Generalist. LRMs struggle to hit light assets. More effective as a starter in the mid-game or late-game. Good for kiting and killing BA.
Variant B
Starter Asset |
A ferocious brawler with an extra ton of armor and a close-range loadout. The GECM suite limits detection range to 500m, and because the C3 system increases passive detection to 500m, there is no reason to ever run passive radar. Gnaw on targets with small pulse lasers between salvos of high explosive ATMs, and use mobility to leave any situation where outnumbered or threatened by LBX autocannons. A powerful starter and great earner in the early game, its utility drops off once targets gain the firepower to chase it off in one or two volleys.
Note: This asset has both C3 and GECM, meaning there is no benefit to using passive radar except when covered by allied AECM.
Variant C
Starter Asset |
Underarmored by half a ton, this is a variant of the Prime that swaps pulse lasers for longer-range ER weapons. A cNARC beacon provides missile guidance for friendlies. The single cERLL and cERSL are unimpressive. Rarely seen.
Variant D
Starter Asset |
A powerful sniper or skirmisher with the power of two cUAC5s. Landing consistent shots on the same component requires a steady hand and some timing, but once mastered, the Hephaestus D can pick torsos and arms off enemy mechs from 800m while using its mobility to either kite away for safety or close in for the finishing blow. Battle armor, ASF, and VTOLs all have to respect the threat. The D is also cheap, meaning it's a great springboard for saving up for heavier assets, and cool-running on hot battlefields. It lacks any defensive ECM, but can run passive without sacrificing firepower.
Variant E
Starter Asset |
Another close-range bruiser, more visibly intimidating than the B. Two HMLs and a cDSSRM4 launcher will melt through targets, especially rival tanks and hovercraft. BAP and GECM guarantee you have the awareness to pick fights and the stealth to get back out. An extremely popular starter and probably the easiest Hephaestus to use.
Variant F
Starter Asset |
A powerful Hit an Run sniper able to lock on with its ATM6(ER Missiles while closing the gap down to 850m, then opening up with it's Clan Long Range Pulse Laser. With it's quick speed and ability to traverse almost any terrain the Hephaestus F can utilize it's TAG to a greater degree than most. One Free ton for the ATM6, so load up before you go out hunting.
Variant G
Starter Asset |
The favorite starter asset of community legend Proxema, the Hephaestus G is a safe, powerful mid-range attacker easily capable of carrying a canny player straight to a high-end assault mech. Inside 700m, the two cERMLs provide primary firepower, targeting a single component. The single ATM6 launcher provides screenshake and bursts of extra splash damage. The GECM and BAP allow you to pick fights and flee from superior foes—you can confidently tackle nearly any 1v1 fight with starter assets slower than you, but against groups, you'll need teammates as a screen. The trick to the Heph G is knowing when to get in to pursue the kill and when to get out to safety, a skill that can only be developed with experience. Battle armor and ASF may give you trouble, but your Clan medium lasers will deter if not actively destroy them. The biggest threat you'll face are fast assets with LBX autocannons rushing you down.
History
Introduced with MWLL 0.4.0. Due to improperly placed hitboxes, the Heph was more survivable than many heavy mechs and piloting it was considered to be tantamount to exploiting. The Heph was the second hover added to the MWLL beta (although there was at least one unreleased hover in an old alpha build.)
Canon
The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnaissance role, it is equipped with a fixed Active Probe and has moderate protection through five tons of armor. Five ton of weaponry allow it to defend itself against lighter opponents. The prime configuration is designed for electronic warfare, carrying TAG and ECM.
Notable Pilots: Kell - MERC, Buff Skeleton - MERC, BloodRaven - MERC, ~SJ~Proxema - MERC, [12vr]Hammerzeitgeist - MERC
Date Introduced 3064 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Scout