Difference between revisions of "Avatar"

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| Tickets = 9
 
| Tickets = 9
 
| Tier = 5
 
| Tier = 5
| Speed = 64.4
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| Speed = 76
| SpeedWithMasc = 90
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| SpeedWithMasc = 106
 
| Rotation = 240
 
| Rotation = 240
 
| PitchStand = -34° to +45°
 
| PitchStand = -34° to +45°

Revision as of 06:09, 15 February 2018

Avatar
Avatar.jpg
Avatar.jpg
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 9 upon destruction
Tier: 5
Speed: 76 km/h (106 km/h with MASC)
Torso yaw: 240°
Torso pitch: -34° to +45° while standing.
-34° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 79 500 CBills
Total armor: 60 258
Engine Size:
A:
Price: 84 100 CBills
Total armor: 60 258
Engine Size:
B:
Price: 84 000 CBills
Total armor: 60 258
Engine Size:
C:
Price: 87 800 CBills
Total armor: 60 258
Engine Size:
D:
Price: 82 400 CBills
Total armor: 60 258
Engine Size:
E:
Price: 84 500 CBills
Total armor: 60 258
Engine Size:
F:
Price: 85 300 CBills
Total armor: 66 648
Engine Size:
G:
Price: 82 600 CBills
Total armor: 60 258
Engine Size:

All stats current as of release 0.15.3 </div>

The Avatar is a heavy Omnimech built by the Inner Sphere. Comparable to the Clan Thor, it is an agile multipurpose asset, trading the Thor's top speed for a full 360 degree torso. All Avatars have a pair of ERMBL installed in their nose.

Roles and Gameplay Hints

Prime

The Avatar Prime is defined by its electronics package of C3 and BAP, pointing to a role as a support mech capable of relaying targeting information to the rest of its team. Its duo of LRM10 launchers allow it to provide long range indirect fire support and an LBX10 is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. A pair of Medium Beam Lasers and another of Medium X-Pulse Lasers significantly enhance its ability to protect itself from enemies that break into close combat range. The mech's main issue is sustaining fire, as it has no free tons to reload its ammo-dependent weapons and its 3 DHS can struggle to dissipate the heat of its full arsenal, especially if it needs to fire all of its energy weapons in extended short range engagements. Two machineguns round out its firepower.

Variant A

A variant focusing on long range firepower, the Avatar A's main armaments are its gauss rifle and ERPPC. Sharing a range of 900m they allow the variant to provide long range direct fire support and in combination with its jumpjets make the Avatar A capable of jump sniping. In engagements over open ground, two LRM5s further boost the variant's long range firepower, while allowing it to provide a degree of indirect fire support. The pair of Medium Beam Lasers standard to the Avatar, in their extended range form, give it a little extra punch against enemies that manage to close in. A pair of machineguns offer much needed protection against Battlearmor. A single free ton keeps its gauss rifle fed and 3 DHS manage the combined heat of its weapons and jumpjets competently, as long as minimal fire discipline is practiced.

Variant B

The Flying Red

Dubbed "The Flying Red," The Avatar B is the Inner Sphere's ultimate answer to Clan long range superiority among heavy 'Mechs. Featuring a blistering array of lasers, this variant mounts a trio of ERLBL on its right arm, while carrying an additional set of five ERMBL spread across its left arm and torso. This multitude of lasers allows this variant to blast through enemy armor with a mighty alpha strike, hitting with extreme precision from great range. Jump jets further allow poptart tactics and increased maneuverability, while eight double heat sinks are plenty to keep heat under control thanks to the cooler nature of Inner Sphere lasers. All in all, the Avatar B is a terrifying addition to the Inner Sphere's heavy 'Mech arsenal, one capable of inspiring fear even amongst pilots of the most premier Clan assets.

Variant C

A jack of all trades, the Avatar C is capable of dealing damage from 900m out, but it needs to break into medium and even close range to bring its full firepower to bear. A gauss rifle with the help of enhanced optics lets it fire potshots at its enemies from long range, but its energy weapon array of a single Large Pulse Laser and two Extended Range Medium Beam Lasers shares a maximum range of 600m. Its pair of SRM launchers, a six and a four, force it to enter close combat in order to employ its full arsenal. The Avatar C's array of weapons make it a capable skirmisher, bringing more and more firepower to bear as it ponderously closes in on its target. Its slowness means that its users must have a good grasp of combat flow and map awareness, but its 360 degree torso twist allows it to manoeuvre while keeping its arsenal trained on the target and its heavy armor gives it some confidence in prolonged engagements. Its lack of lock-on weapons and powerful optics allow it to comfortably maintain passive radar most of the time. 5 DHS help in managing heat, but a single free ton, usually dedicated to gauss ammo, means pilots must be aware of its ammo reserves, as rearms take a long time in such a slow asset.

Variant D

The Avatar D, known as the "Fallshirmjaeger", is one of the most dangerous Inner Sphere heavy 'Mech brawlers and sports a well-balanced blend of weaponry. An arm-mounted AC20 easily blows holes in opposing 'Mechs which its two DSRM4 packs can then exploit. Three Medium Lasers provide good, sustaining fire and are well-suited to precisely dishing out the final few points of damage needed to destroy a component or score a kill, while also being a danger to unwary Battle Armor. On top of all this, three tons of free space allows the Avatar D to carry more than enough ammo for extended combat. Improved Jump Jets provide a lot of utility; this Avatar can quickly lunge at a target to perform a takedown, or leap back into cover to escape a bad engagement. Despite its incredible jump mobility, the D only has a maximum range of only 500m and as a result is woefully unsuited to fighting in open terrain.

Pilots considering this variant should think carefully about their overall strategy before deploying this 'Mech on such maps.

Variant E

The cheapest Avatar variant, the Avatar E is most at home in medium range engagements. The variant's fussiest weapon is its pair of MRM20s. While sporting a max range of 700m and a minimum of around 30m, as their name implies they are best used at medium ranges. A weapon with great damage dealing potential, their spread firing pattern and wire-guiding mean a certain degree of experience is needed to take advantage of them. A blistering array of 6 ERMBL accompany them, providing a pinpoint strike to complement the missiles' indiscriminate nature. Aiding the variant with mobility is a MASC, allowing it to achieve speeds capable of competing with medium mechs and clan heavies for short bursts. Thankfully, six DHS help dissipate the significant heat generated by the variant, and along with the cooler nature of Inner Sphere lasers make its heat manageable as long as pilots are wise enough to only use MASC to get into position and give it a few seconds to cool down before engaging.

Variant F

Dubbed "Scorpio" Another variant sporting weaponry for every range, the Avatar F has a much clearer focus towards medium range combat. A UAC10 and 4 ERMBL form the main sources of firepower for this variant. A single LRM15 provides a significant long range boost, and one SRM6 gives it an extra edge in close range combat. Its single free ton is usually dedicated to its ultra autocannon and 3 DHS do a decent job of managing the variant's heat, as long as everything isn't fired at once. A Guardian ECM gives this variant the chance to stealthily close in or use its LRMs without being outright detected by its active radar.

Variant G

The Avatar E is a fire support mech designed with teamwork in mind. Its rarest piece of equipment is an AECM, allowing it to hide the radar signals of its teammates and offer protection from NARCs. Spending most of its time running active as the most visible signature is bound to attract enemy fire, but makes the use of its pair of LRM15 launchers more straightforward when used as direct fire support. Enemies that close into middle range will have to contend with a pair of PPCs, synergising with its missiles as a source of screenshake and splash damage, but potentially disabling friendly NARC beacons. Its two ERMBL offer some extra damage against enemies that begin to close in uncomfortably, as well as acting as a BA deterrent. Five DHS keep the asset's heat manageable.

Canon

The first of the Inner Sphere OmniMechs to be conceptualized and one of the last to reach production by the Draconis Combine as part of its "first generation", the Avatar's design is based on captured Vulture OmniMechs. The Avatar is used primarily by the DCMS, but has also been sold to the Lyran Alliance and ComStar. The Avatar weighs in at seventy tons and is powered by a Hermes 280 XL Engine that gives it a top speed of 64.8 km/h. It is protected by twelve tons of StarSlab/4 armor that comes with CASE to protect the 'Mech against complete destruction from an internal ammunition explosion. The Avatar is a powerful OmniMech in its various configurations, with an impressive thirty-four tons of pod space allowing it to carry a wide range of weapons.

BattleTech Reference