Argus
Argus | ||
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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: |
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A: Price: 73 300 CBills Total armor: 57 062 Engine Size: |
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B: Price: 77 900 CBills Total armor: 57 062 Engine Size: |
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C: Price: 71 000 CBills Total armor: 57 062 Engine Size: |
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D: Price: 77 500 CBills Total armor: 57 062 Engine Size: |
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E: Price: 72 500 CBills Total armor: 57 062 Engine Size: |
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F: Price: 67 100 CBills Total armor: 57 062 Engine Size: |
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G: Price: 71 300 CBills Total armor: 57 062 Engine Size: |
All stats current as of release 0.15.3 </div>
Contents
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
The Argus A variant drops the Prime's long range missiles and replaces it with a direct fire gauss rifle. Also gone is the rotary autocannon, replaced with a SRM6 launcher and NARC launcher. A slightly smaller battery of extended range lasers remain though, twin ERMBL and twin ERSBL. This significant shift of weaponry changes its primary role to a longer ranged support mech, calling in friendly missile strikes on targets it narcs. Combined with the Argus's eoptics, pilots can target gauss rifle shots with great accuracy, picking away at enemy weak spots. The lasers and SRM6 launcher become good defensive weapons against mechs and BA that close distance with the A. Two free tons of ammo allow decent combat time before needing to reload. As its mix of weapons run cooler than the Prime, it is not equipped with extra heatsinks.
Variant B
One of the very few mechs that mounts the fearsome heavy PPC, the Argus B is built around it. Delivering double damage of a standard PPC, the heavy PPC can rip off arms and externals of lighter mechs in one shot and severely damage heavier mechs that wander within 650m. While the heavy PPC recharges, 4 extended range small beam lasers allow mechwarriors to further damage appendages and a well placed volley from the dual SSRM4 launcher often finishes the job. Being able to close the distance to its foes at frightening speeds of 121 KPH, the B variant is equipped with MASC to bring all of its close range weapons into play. With only 5 double heatsinks dissipating the massive heatspike of an alphastrike, mechwarriors must manage their use of MASC carefully while chasing down their prey. A single ton of free ammo is sorely needed for the streak launcher. The B's superior battlefield mobility allows it to capture bases quickly while having the firepower to defend them.
Variant C
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Variant D
Another skitzo variant with an apparently disparate array of weapons. The two reliable Medium Pulse Lasers in it's torso, ready to dish out hurt up to 400m. The ever so heavy hitting DSSRM6, being its main weapon, lends not more than 6 salvos before reaching for other ton if available for damage up to 450m away. The trusty PPC reaches up to respectable 700m indefinitely delivering both severe damage and EMP dismay to it's victims. The remaining pair of Lubalin Ballistics 2-X AutoCannons dishes damage out to no less than 1000m; maybe insufficient to severely damage an armored asset, but quite more than enough to kill an unsuspecting BA, or discern an sneaking enemy's nick from afar. Other than that, the LBX pair dish out almost as much as an single LB 5-X but at almost 50% further range and 25% faster pace. An asset for the advanced warrior.
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
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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.