Vulture
Vulture | ||
---|---|---|
Class: | Heavy Mech | |
Faction: | Clan | |
Ticket cost: | 9 upon destruction | |
Tier: | {{{Tier}}} | |
Speed: | 86.4 km/h | |
Torso yaw: | 360° | |
Torso pitch: | -34° to +40° while standing -34° to +50° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 87 100 CBills Total armor: 51 315 Engine Size: |
||
A: Price: 88 900 CBills Total armor: 51 315 Engine Size: |
||
B: Price: 87 100 CBills Total armor: 51 315 Engine Size: |
||
C: Price: 82 150 CBills Total armor: 47 482 Engine Size: |
||
D: Price: 86 900 CBills Total armor: 55 148 Engine Size: |
|
|
E: Price: 89 400 CBills Total armor: 58 979 Engine Size: |
||
F: Price: 96 100 CBills Total armor: 51 315 Engine Size: |
||
G: Price: 79 300 CBills Total armor: 51 315 Engine Size: |
All stats current as of release 0.15.3
The Vulture is a Clan Heavy Mech used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful Weaponry to pick off stragglers and cripple stronger opponents. Its moderately heavy armor offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat.
Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, Equipment or Armor. However, some Vulture variants are equipped with GECM, allowing them to stalk their prey while enjoying a measure of Radar invisibility.
Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off.
Contents
Roles and Gameplay Hints
Prime
The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of Lasers backed up at long-range by Torso-mounted Missile launchers. 2 cLPLs and 2 cMPLs gives the Prime Variant potent close- to mid-range firepower, and the twin cLRM15's give it a respectable long-range punch. When used with EOptics, the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The five Double Heat Sinks provide inadequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the Madcat Prime which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.
Variant A
Informally known as the "Gauss Dog", the Vulture A variant is an excellent long-range fire support configuration. Armed with twin cGauss Rifles and a GECM suite for stealth, this combined with its EOptics suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range. Ideal for crippling slower Assault Mechs as well as picking off enemy Missile Boats. When used with skill, it is also capable of destroying light Mechs with ease. Two free tons for ammo give it considerable potency in drawn-out encounters, however its only backup weapons are two cSRM2s, which is inadequate for killing anything except Battle Armor making the mistake of standing still. That being said, staggered chain fire with these can be fairly disruptive against foes who's weapons require good aim.
Variant B
The B variant is a close-range support configuration, armed with an impressive array of two CDSSRM6's and 2 CDSSRM4's, allowing it to fire up to 40 highly-damaging missiles in a single volley. Designed for maps in which long-range combat is difficult, the B variant shines in close quarters and ambush situations. It is best used to throw off the aim of enemy pilots, allowing other friendly Mechs to engage with a gross advantage. To achieve this effect, its SRM launchers should be chain-fired to lay down an unending barrage of missiles - and also to keep heat levels in check. Four tons of ammo support the variant nicely, however the nature of brawling often means the unit will be returning for repairs well before consuming the full array of ammunition. Useful counters to this variant are long range sniping and brawling in a group of two or more units, where the one not being fired on is free to tear apart its back torso.
Variant C
Also known as the Yeoman, the Vulture C mounts two cLRM20's and two cLRM15's, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 70 missiles at a time - more LRMs than any other unit. This ridiculous firepower is offset by poor heat management, a lack of extra tons for ammo, sacrificing 1 ton of armor, as well as the inherent close-range difficulties normally associated with LRM's and Missile Boats. Slowly chain firing helps noticeably with the heat issues and provides a never ending stream of missiles impacting your foe. Another saving grace is that it can't poptart, however that can be largely negated if this variant is used in conjunction with NARC/TAG units. The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.
Variant D
Good for both longer range fire support and anti air roles, the D variant packs a straightforward configuration of 2 cERLBLs, one in each arm, and 2 torso mounted ATM9s. EOptics enhance the accuracy of the lasers, while a GECM suite provides radar cover which allows the unit to stay active for missile locking. An extra ton of armor and two tons of ammo for the ATM's helps to provide for an extended stay in the field. Care must be taken when running hot so as not to damage the five DHS when firing both lasers at the same time, as they generate a huge spike in heat; alternate fire is recommended.
Variant E
A brawling dream, the E variant has everything you could ask for in a close range variant with the exception of MASC and GECM. The Vulture E carries 2 CMPLs, 2 CERSBLs, and 2 CDSSRM6s. Four tons of reloads on the SRMs allows for liberal missile fire, 7 DHS manage heat nicely, and an impressive 2 extra tons of armor rounds the package out nicely. This variant is capable of standing against many other brawler 'Mechs in its weight and price class as a result of the thicker armor, while it will effortlessly bulldoze smaller assets with constant SSRM barrages.
Variant F
An interesting new variant, the Vulture F fields good all-range weaponry in the form of a cLBX10 and cERPPC and the EOptics to support their accuracy. The weapon variety allows for mixed rolls of sniping, anti-air, Battle Armor hunting and fire-support. Two Dual Streak SRM 4's combine with the Vulture's full torso rotation to allow for excellent backup kiting protection in the form of chain-fired screen shake. Two tons of ammo allow the pilot to pick their needs for the map.
Variant G
Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual cLRM20 launchers supported with 2 cUAC5's and 2 cSPL's. Autocannon accuracy is improved through the EOptics suite and allows for longer range passive sniping with weapons that don't trace back to their source. If caught in a close range fight or harassed by Battle Armor, the pulse lasers provide fair support to the autocannons. Should a large assault catch you in close range, don't forget that you can face the ground and fire your LRMs into their body right before you die.
Canon
Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm.