Difference between revisions of "Avatar"

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{{Mech|
 
{{Mech|
| Image = File:Avatar.jpg
+
| Image = File:Avatar_rotating_350px.gif
 
| Class = Heavy
 
| Class = Heavy
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere

Revision as of 15:06, 1 August 2019

Avatar
Avatar rotating 350px.gif
Avatar rotating 350px.gif
Class: Heavy Mech
Faction: Inner Sphere
Ticket cost: 9 upon destruction
Tier: 11
Tonnage: 70 tons
Speed: 76 km/h (106 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: 79 500 CBills
Total armor: 60 258
Engine Size: 280 XL
A:
Price: 83 100 CBills
Total armor: 60 258
Engine Size: 280 XL
B:
Price: 84 000 CBills
Total armor: 60 258
Engine Size: 280 XL
C:
Price: 87 800 CBills
Total armor: 60 258
Engine Size: 280 XL
D:
Price: 79 700 CBills
Total armor: 60 258
Engine Size: 280 XL
E:
Price: 84 500 CBills
Total armor: 60 258
Engine Size: 280 XL
F:
Price: 87 500 CBills
Total armor: 66 648
Engine Size: 280 XL
G:
Price: 82 600 CBills
Total armor: 60 258
Engine Size: 280 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
5430
2760
4751
4751
6515
6108
9502
6108
4751
6515
3909

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. The Avatar gains in enough open tonnage and pod space to outgun the Vulture, while simultaneously boasting superior armor protection as well.

Roles and Gameplay Hints

Prime

The Avatar Prime is defined by its mix of medium to long range weapons supported by enhanced optics. Its duo of LRM10 launchers allow it to provide long range indirect fire support and a LBX10 is capable of peppering enemies from 700m out, despite needing them to close in further in order to focus its damage. Four 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 long range fire, as it has no free tons to reload its ammo-dependent weapons. Its 5 DHS can somewhat manage to dissipate the heat of its arsenal, but fire disciplin is requied. B-Pod, should enemy Battle Armor get too close.

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 enhanced optics and jumpjets make the Avatar A capable of Poptarting. 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 some extra punch. A single free ton keeps its gauss rifle fed and 2 DHS somewhat manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.

Variant B - "The Flying Red"

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 supported by enhanced optics. Improved Jump Jets further allow poptart tactics and increased maneuverability, while 9 double heat sinks 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 brawler at heart, the Avatar C is capable of dealing damage from 700m out, but it needs to break into medium and even close range to bring its full firepower to bear. A Heavy Gauss Rifle with the help of enhanced optics lets it fire potshots at its enemies from medium-long range, but it's best used at ranges less than 450m for it to do maximum damage. Complimented by three Medium Pulse Lasers and a pair of SRM6 launchers, the Avatar C's close combat power is not to be ignored. Its relative slowness and lack of jump jets 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. 2 DHS are passable for its relatively low heat arsenal and its 4 Free tons allow an extended combat period.

Variant D - "Fallschirmjaeger"

The Avatar D, known as the "Fallschirmjaeger", is one of the more 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 SSRM6 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 Free tons for reloads 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, ideal range of 350m, 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 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 20m, 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 5 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, 6 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. The NARC launcher and enhanced optics allows it to act as a limited support role.

Variant F - "Scorpio"

Dubbed "Scorpio" Another variant sporting weaponry for every range, the Avatar F has a much clearer focus towards medium range combat. A UAC10 and 3 ERMBL form the main sources of firepower for this variant. Its single LRM15 supported by enhanced optics provides a significant long range boost, and one SRM6 gives it an extra edge in close range combat. Its 2 free tons is usually dedicated to its ultra autocannon and the long range missile rack. 5 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. Extra 1.5t of armor and B-Pod help with staying alive for longer.

Variant G

The Avatar G 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. 4 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.

Date Introduced 3056 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Brawler

BattleTech Reference