Corsair

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Corsair
Corsair.jpg
Corsair.jpg
Faction Inner Sphere
Ticket cost: 6 upon destruction
Tier: 7
Variant Armament
Variant Weapons Equipment
Prime:
Class: Fighter
Price: 66 900 CBills
Total Armor: 21 000
Maneuverability: 9.1
Max Speed: 442 km/h
Opt. Turning:
A:
Class: Fighter
Price: 67 250 CBills
Total Armor: 21 000
Maneuverability: 9.1
Max Speed: 442 km/h
Opt. Turning:
B:
Class: Fighter
Price: 63 000 CBills
Total Armor: 21 000
Maneuverability: 9.1
Max Speed: 442 km/h
Opt. Turning:
C:
Class: Attacker
Price: 77 900 CBills
Total Armor: 19 000
Maneuverability: 7.6
Max Speed: 424 km/h
Opt. Turning:
D:
Class: Attacker
Price: 65 000 CBills
Total Armor: 19 000
Maneuverability: 7.6
Max Speed: 424 km/h
Opt. Turning:
E:
Class: Attacker
Price: 77 500 CBills
Total Armor: 19 000
Maneuverability: 7.6
Max Speed: 424 km/h
Opt. Turning:
F:
Class: Bomber
Price: 71 000 CBills
Total Armor: 17 000
Maneuverability: 5.8
Max Speed: 408 km/h
Opt. Turning:
G:
Class: Bomber
Price: 75 000 CBills
Total Armor: 17 000
Maneuverability: 5.8
Max Speed: 408 km/h
Opt. Turning:
H:
Class: Bomber
Price: 72 000 CBills
Total Armor: 17 000
Maneuverability: 5.8
Max Speed: 408 km/h
Opt. Turning:

All stats current as of release 0.15.3

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The Corsair is a 50 ton Inner Sphere Aerospace fighter that was released with MWLL version 0.6.0.

The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.

Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawndart.

Roles and Gameplay Hints

Section Out of Date
This section contains out-of-date information since the release of version 0.8.6. You may help MWLL Wiki by logging in and updating it.

Prime

The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of ERLBL, for longest range poking. Next come a pair of Air ERMBL for 500m engagement and more efficiency. Finishing off, a pair of tiny Air ERSBL provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the Air ERMBL and ERLBL are safe to use against ground targets without risk of collision. Air GECM keeps a low profile, but 6 DHS will struggle to handle alpha strikes.

Variant A

The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of Air RAC2, spitting a wall of lead out to 800M. Backing this up are two heavy hitting Air TBolt launchers, and 2 free tons of ammo. BAP helps lock faster and keep the eyes open for assets far away. The Air TBolt will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity

Variant B

A different flavour of firepower from the A, the Corsair B Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of Air MXPL, delivering a constant stream of energy out to 600m. Backing this up is a NARC launcher with 2 free tons, for some ground support capabilities, and BHP gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.

Variant C

The Ostrogoth is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful Air LBX10 backed up with a Air SSRM6 can savage enemy aircraft, and the triple Air ERMBL can take out engines at range. A pair of laser guided bombs allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. BHP allows it to spot inbound threats from far away. The Ostrogoth is agile enough to take on heavy aircraft like the Shiva and Visigoth, but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. A single free ton is available for the LBX10 or SSRM6.

Variant D

The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot Air MRM20 launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin Cluster bombs can damage entire formations with careful bombing. A pair of Air ERMBL give it some token point defense. While it is an exceptionally cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. Two free tons are available for the MRM launchers.

Variant E


Variant F

The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted PPC and fuselage-mounted Air SRM6 give it potent direct firepower. Two High explosive bombs allow it to send just about any mech back to the repair pad with careful flying. Six free tons of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.

Variant G


Variant H


Canon

Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service.

The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against AA-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters.
BattleTech Reference