Solitaire
Solitaire | ||
---|---|---|
Class: | Light Mech | |
Faction: | Clan | |
Ticket cost: | 1 upon destruction | |
Tier: | {{{Tier}}} | |
Speed: | 151.2 km/h (216 km/h with MASC) | |
Torso yaw: | 90° | |
Torso pitch: | -29° to +30° while standing -29° to +30° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: {{{Price Prime}}} CBills Total armor: 25 248 Engine Size: |
{{{Weapons Prime}}} | {{{Equip Prime}}} |
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
The Solitaire released with MWLL Beta 0.7.0. It was first shown in the MWLL 0.7.0 New Assets forum thread and was a complete surprise.
The Solitaire is the fastest light mech in the game, with the ability to clock out at 216KPH while using MASC. The mech however, is also the weakest in terms of armor and can easily be destroyed if the pilot is over confident. The mech is a perfect striker using its speed and hard hitting weapons too deal a blow then outrun anything before it has a chance to really fight back. The Solitaire is similar in basic concept to a Hollander II or a Hunchback, with most variants typically using one large weapon mounted in its left torso followed by much smaller weapons on the arms.
Note: All Solitaire variants have non-standard armor distribution for Left and Right Torsos. Compared to the standard mirror image armor distribution, the Solitaire's right torso has sacrificed 25% of it's armor to shore up the armor of the left torso by the same amount. Most of this additional armor, however, is drawn from the Arms. As the Solitaire mounts it's strongest weaponry in the Left Torso on all variants, it's a calculated gamble; longer staying power for the prime weapon at the cost of the arm-mounted weaponry being significantly vulnerable.
Contents
Roles and Gameplay Hints
Prime
The Prime is probably one of the best Solitaires available. Its cHLL gives it a high-heat, high-exposure, high-damage medium-range punch. The Prime also mounts 3 cHSLs in its arms and side torso as backup weapons. At 4 DHSes, the highest number of any Solitaire, the Prime can only barely handle its heat. Being equipped with only heavy lasers means that the Prime is forced to face its opponent for extended periods of time denying the Prime the ability to torso twist after each volley to conceal it's main gun. The Prime works best when used in concert with other mechs that can soak up damage for it.
Variant A
The A is also a hot-running mech like the Prime. Instead of a cHLL, the A is equipped with a cLPL giving it a 850m range, far beyond the Prime's 600m range. For short-range the A has 3 cSRM2s. The pin-point accuracy of the A's weapons make it excellent for shooting off arms and focusing individual components, or killing Battle Armor using the SRMs in a chain-fire configuration. Clever use of the A's improved Jump Jets enable it to kite slow enemies until support can arrive.
Variant B
In effect the most manoeuvrable variant, if not the fastest ground unit, period, Solitaire B augments its blinding speed with MASC and Jump Jets. Using its agility to discreetly get into a spotting vantage point, it's capable of using its TAG to designate targets for friendly artillery units. Its main armament is a cERLBL capable of pinpoint strikes to 900m out, a range . Backing that up are a pair of cSPL for point defence and two Machineguns for long range harassment and increased protection against BA. All in all its weaponry isn't very threatening, but it's the superior choice compared to the C variant, the only other Solitaire equipped with MASC. It's not uncommon to see it as a starter in TC, picked by players hoping to get the first cap. Its two DHS have no chance of managing the careless use all of its equipment and weaponry.
Variant C
The C variant is fast - especially when MASC is engaged. It carries a Clan LBX2, an Advanced Tactical Missile 3 launcher with high explosive (HE) ammo and 4 Flamers. Two Flamers are mounted in each arm, with the ATM3 mounted in the left torso with the cLBX2 in the right torso. The C is much like the Harasser D and works well at heating up enemy assets. Unfortunately, enemy assets that die due to overheating will not result in a kill for you or in very many points. As such, the C should mostly be used to eliminate larger, highly problematic assets that your team has had difficulty in getting rid of, where its destruction is more important than earning c-bills off of it. Mechwarriors are advised to not charge too close as flamers, which already heat up one's own mech when used, have considerable splash and can cause substantial self-inflicted heat. Unlike the Harasser D, the Solitaire C has its one LBX2. By itself, the LBX2 doesn't do terribly much, but it can be used to pick off battle armor at medium- to short-range and can provide some minor harassment of aerospace units. In a pinch, the C can scout, but due to its lack of electronics (save for MASC) it is a poor substitute for a dedicated scout Mech such as a Raven.
Variant D
What used to be a variant carrying an oversized LBX20 was scaled down to keep with build rules and common sense. Solitaire D now carries a single LBX10, not as powerful as its predecessor but always reliable. A pair of Small Lasers and two Machineguns provide backup firepower for the mid to close range engagements it will find itself in, and are a collective nightmare for approaching Battle Armour. Compared to the other Solitaires it generates minimal heat, but at the same time doesn't sport any heatsinks besides those supplied with its reactor. Forgoing flashy weaponry or fancy equipment it is afforded an extra ton of armour while making it the cheapest solitaire, allowing the user to donate significant sums to fellow players at game start.
Variant E
The Solitaire E is one of the best snipers out of all light mechs. The E mounts a Clan Extended Range PPC and Standard Jump Jets, which allow for very long range Poptarting. It carries on the Solitaire tradition by mounting an array of close range weapons, including some 3 cERSBLs and 2 Machine Guns for hunting battle armor.
Variant Evaluations
These charts are supposed to give a rough evaluation on how useful the Variant in question is in different situations, and to show a more visible impression of its strengths and weaknesses.
For an explanation of the terms used visit the Evaluation Charts help page.
Variant | vs. Ground | vs. Air | vs. BA | Short Range | Med. Range | Long Range | Extreme Range | Support | Efficiency | |||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Prime | * * * * | * * | * * * | * * * | * * * | N/A | N/A | * | * * | |||
A | * * * | * * * | * * | * * | * * * | * * * | N/A | * | * * | |||
B | * * * | * * | * * | * * * * | * | * | N/A | * * | * | |||
C | * * | * * | * * * | * * | * * | * | N/A | * | * * | |||
D | * * * * | * * | * * * * | * * * * * | * | * | * | * | * | |||
E | * * * | * | * * * | * * | * * | * * * * | * | * | * * |
Canon
The Solitaire was a very fast, energy weapon-only 25-ton Mech designed by Clan Diamond Shark in 3067 using every weight-saving measure possible: ferro-fibrous armor, an endo-steel chassis and an extralight (XL) engine. This in of itself was a departure for the Clan in its design philosophies, as the Diamond Sharks were well-known for their frugality in Battlemech designs. The Solitaire made use of heavy laser technology originally developed by Clan Star Adder in 3059, mounting one heavy large laser, two mediums and a small laser. Despite its powerful bite, the Solitaire's ten double heatsinks were wholly unable to dissipate the massive waste heat generated by an alpha strike.
BattleTech Reference