Argus

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Argus
Argus.png
Argus.png
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:
A:
Price: 73 300 CBills
Total armor: 57 062
Engine Size:
B:
Price: 77 900 CBills
Total armor: 57 062
Engine Size:
C:
Price: 71 000 CBills
Total armor: 57 062
Engine Size:
D:
Price: 77 500 CBills
Total armor: 57 062
Engine Size:
E:
Price: 72 500 CBills
Total armor: 57 062
Engine Size:
F:
Price: 67 100 CBills
Total armor: 57 062
Engine Size:
G:
Price: 71 300 CBills
Total armor: 57 062
Engine Size:

All stats current as of release 0.15.3 </div>

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


Variant B


Variant C


Variant D


Variant E

Highly praised by seasoned players, this unit comes all in a sign of five: a trio of Thunder bolt 5 class missile launchers, and the pair of the Ultra 5 auto cannons gives this mech the long ranged potential to injure, while the Extended Range Large Beam Laser rounds it up to an ever classical 1-2-3 setup. The unique Tbolt5 trio makes this a very special asset. Being an Solaris Arena invention, the Thunder bolt takes the best from few weapons while avoiding more of their inhernet flaws. Able to deliver it's full damage potential form point blank out to it's maximal reach of 1000m, it's worth remembering that it only locks on up to 700m. This and the screen shake makes each of the three Thunder bolt 5 missile launchers an valuable source of retaliation protection, provided they hit the opponent. To maximize this effect it is best to fire them in succession. The only occasion where they are best fired at once is an opportune Alpha strike moment. The quickly reloading ultra auto cannons, being prone to jam as they are, should best be fired in succession the missile launcher - one at a time. The ever so slow large laser is to be fired when ever ready. He who looses count of the core temperature will most certainly find him self in an automatically shut down mech in the height of an raging battle. This is essentially an support mech fully capable to take an occasional brawl.

Variant F


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 is really 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.

Canon


Battletech Reference