Raven
Raven | ||
---|---|---|
Class: | Light Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 4 upon destruction | |
Tier: | {{{Tier}}} | |
Speed: | 97.2 km/h (136 km/h with MASC) | |
Torso yaw: | 360° | |
Torso pitch: | -34° to +45° while standing -34° to +55° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: {{{Price Prime}}} CBills Total armor: 25 486 Engine Size: |
{{{Weapons Prime}}} | {{{Equip Prime}}} |
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
The Raven is an Inner Sphere Light Mech primarily used for scouting. It has a very distinctive profile, looking like a large bird beak on two chicken-type legs. Well Armored for an Innersphere light mech, it can be difficult to kill. In most cases, the Raven sacrifices weapons and speed for a wealth of equipment, such as LAMS, Active Radar Probes, MASC, GECM, and Eoptics. Some variants are also equipped with TAG or NARC gear, allowing them to direct friendly Missile fire. Due to it's high price point and generally team-oriented builds, the Raven should normally be avoided in Solaris Arena and Terrain Control matches where a faster, cheaper, more heavily-armed light mech would be better suited.
Contents
Roles and Gameplay Hints
Prime
The Raven Prime, even more so than other Ravens, has little going for it in terms of firepower. 2 MBLs and a single SSRM6 comprise its entire compliment of weapons - where the Prime variant shines is in reconnaissance. The Prime only has BAP, instead of BHP like some other Ravens, it still fills the role of scout wonderfully by adding in MASC and by having GECM. While the Prime has no additional HSs, when not firing its weapons it can afford to use the MASC quite often. When in combat, Mechwarriors are advised to use MASC sparingly as the Prime will overheat very quickly. Instead, Mechwarriors can surge their MASC while in combat (holding down on the MASC button, then releasing after a second or so). Surging causes the Mech's speed to become highly unpredictable and can often cause enemies to miss their target. Unlike other, slower Ravens, the Prime has an iNARC allowing it to move in, paint a target, and leave allowing allied missiles to eliminate the target from afar. The Prime has only 1 ton for ammo, so choose targets wisely. Any kind of NARC is an ammo-hungry weapons system. Mechwarriors that are either poor at aiming NARCs or plan on painting many targets should reserve their free ton for NARC ammo. On the other hand, Mechwarriors with better accuracy or plan on painting very few targets are advised to get an extra ton of SSRM ammo. Both the NARC launcher and the SSRM6 will blast through their ammo quickly. SSRMs don't have a very long lock-on time, but the Prime can bypass even this by NARCing their target, the SSRMs will follow the NARC as long as the SSRMs are fired in the general direction of the NARCed target.
Variant A
The A is a beefier version of the Prime. Instead of using a NARC, the A uses a TAG laser. The TAG requires slightly more skill than a NARC, and requires constant visual contact, but consumes no ammo. In addition, the A replaces the SSRM6 and MBLs with a pair of LPLs. This change in weaponry frees up enough tonnage to carry 3 DHSes. This cooling capacity allows the A to use its MASC much more frequently than the Prime, effectively giving the highest sustained speed of any Raven.
Variant B
The B variant dramatically changes the Raven's role, packing different gear and weapons. GECM has been replaced with AECM and 1 LAMS, making the B a poor choice for a scout mech, but an excellent choice as a support asset that stays close to its allies. The B still carries C3 but no longer has the BAP fitted. Weapons-wise the B variant takes on a more hard hitting load out. Armed with 2 SBLs, 1 TAG laser and 1 UAC10 and one extra ton for additional UAC10 ammo. The Raven B quickly falls to nearly any other light mech as the UAC10 is a difficult weapon system to use against fast targets. Mechwarriors are advised to use the B exclusively as a support asset and focus fire on larger, slower targets. Due to its mostly short-range weapons systems, the B has been granted extra armor to increase its survivability in close combat.
Variant C
The Raven C can fill the role of scout like most other Ravens, but where most Ravens have short- to medium-range weapons, the C packs 1 ERPPC allowing it to snipe targets as far away as 900m (and beyond, though with greatly reduced damage). It is usually difficult to determine where PPC sniper fire is coming from, the C can often fire many shots while remaining relatively unnoticed. Thanks to this and the fact that it is equipped with GECM which obscures it from radar, and MASC allowing it to quickly fade behind cover after each shot, the Raven C can be a difficult foe to find. Further augmenting the C's sniping capabilities is BHP giving it a massive 1400m radar range. The C also sports 2 MBLs as backup weapons. Mechwarriors should be aware that the C has only 2 DHSes and firing all the C's weapons constantly will quickly overheat it, even if its MASC is never engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with C3 to share radar information back to its comrades.
Variant D
The Raven D fits soundly into the role of medium- to long-range. The D is fitted with BHP, C3, GECM, but only standard optics. Its weapons are 1 SRM2, 1 ERLBL and 3 ERMBLs giving it a larger array of weapons then then C variant at the cost of range. The D carries only 2 HSs, mechwarriors are encouraged to chain fire the ERMBLs on the D for this reason. Most of the firepower of the D is contained within the 3 ERMBLs in its left arm, Mechwarriors are advised to take care not lose their left arm.
Variant E
The Echo was the most common Raven variant in MWLL 0.4.x mostly due to its formerly low price. It's surprisingly adept at doling out heavy, sustained damage, even late-game. The E has GECM, BAP, C3, a pair of MXPLs, and a single heavy-hitting MRM20. The MXPLs' fast fire rate, incredibly easy fire control, and 360 degree torso rotation, makes the E at least somewhat decent against fast targets. Where the E really excels is against slow moving, large targets like tanks, heavy mechs, and assault mechs. The E does have increased armor, but the E is a scout mech and as such should not engage alone. In addition all of its weapons are mounted in its arms. Mechwarriors should take care to protect their arms.
Variant F
Packing two AC2s to back up an ELRM15 rack give the Raven F a very long reach. With a TAG laser, the Raven F can quietly paint a target to shower from up to 1300m away. Like most Ravens, the F carries both a BHP and GECM, enabling it to take full advantage of the extended-range LRMs it carries. However, the AC2s are not highly accurate against moving targets at long range, nor do they deal much damage. The Raven F also has no energy weapons, making resupply a high priority despite having two free tons for extra ammo. Its armament is also entirely arm-based, so protecting both arms is a priority.
Variant G
A departure from other Ravens, the G mounts a RAC2 and a PPC, which allow it to pour a high rate of fire into a target whenever it emerges from cover to fire the PPC. An AECM takes the place of the standard GECM, sacrificing personal cover to instead provide ECM coverage for its allies. This, on top of a LAMS, turns the Raven G into a highly-effective fire support Mech capable of laying down suppression fire during the early game. Although it is one of the cheaper Ravens at a cost of 47,250 CBills, it cannot be purchased at the start of the game without donations from other members of the team. Care must be taken not to jam the RAC, as much of the G's utility depends on it.
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 | N/A | * * * * * | * * * * * | |||
B | * | * | * | * * | * | N/A | N/A | * * * * | * * * * | |||
C | * * * | * | * | * | * * | * * * * | * | * * * * | * * * | |||
D | * * * * | * * | * * * | * * | * * * * | * * * | N/A | * * * * | * * * * | |||
E | * * * * | * | * * * * | * * * * | * * * | N/A | N/A | * * * | * * * |
Canon
The Raven was designed by the Capellan Confederation and saw its first taste of combat when it was rushed into production during the Fourth Succession War. During that conflict, it won praise from commanders on both sides, and many wrecks were salvaged by Davion technical crews and brought home for reverse-engineering. With the addition of previously lost Star League-era technologies in the 3030s and 3040s, by the time of the Clan Invasion in 3050, the Raven was one of the best dedicated scouting platforms the Inner Sphere had to offer.
BattleTech Reference