Difference between revisions of "Chimera"

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{{Out of date|0.16.1}}
 
{{Mech|
 
{{Mech|
 
| Image = File:Chimera.png
 
| Image = File:Chimera.png
 +
| ImageGif = File:Chimera_spin.gif
 
| Class = Medium
 
| Class = Medium
 
| Faction = Inner Sphere
 
| Faction = Inner Sphere
| Tickets = 5
+
| Tickets = 4
| Tier = 5
+
| Tier = 4
 
| Tonnage = 40
 
| Tonnage = 40
| Speed = 97
+
| Speed = 86
| SpeedWithMasc = 136
+
<!-- | SpeedWithMasc = 125 -->
 
| Rotation = 260
 
| Rotation = 260
| PitchStand = -34° to +45°
+
| PitchStand = -35° to +45°
| PitchCrouch = -34° to +55°
+
| PitchCrouch = -35° to +55°
  
| Price Prime = 46 600
+
| Price Prime = 47 600
| ArmorT Prime = 36 465
+
| ArmorT Prime = 40 881
 +
| Engine Prime = GM 240 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
<li>1x [[ERLBL]]
+
<li>2x [[ERML]]
<li>2x [[ERMBL]]
+
<li>1x [[ERLL]]
 
<li>1x [[MRM20]]
 
<li>1x [[MRM20]]
<li>1x [[MGun]]
+
<li>2x [[MG]]
 
</ul>
 
</ul>
 
| Equip Prime = <ul>
 
| Equip Prime = <ul>
 
<li>[[JJ]]
 
<li>[[JJ]]
<li>1 [[DHS]]
+
<li>4 [[DHS]]
<li>0 [[free tons]]
+
<li>1 [[free ton]]
<li>7.5t [[Armor]]
+
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price A = 49 500
+
| Price A = 49 000
| ArmorT A = 36 465
+
| ArmorT A = 39 294
 +
| Engine A = 385 GM 240 XL
 
| Weapons A = <ul>
 
| Weapons A = <ul>
 +
<li>2x [[ERSL]]
 +
<li>2x [[AC2|Light AC2]]
 
<li>1x [[ERPPC]]
 
<li>1x [[ERPPC]]
<li>1x [[LRM15]]
+
<li>1x [[ELRM15]]
<li>2x [[MBL]]
 
 
</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 
<li>1 [[DHS]]
 
<li>1 [[DHS]]
<li>1 [[free ton]]
+
<li>2 [[free tons]]
<li>7.5t [[Armor]]
+
<li>8t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 53 600
+
| Price B = 53 200
| ArmorT B = 36 465
+
| ArmorT B = 39 294
 +
| Engine B = 385 GM 240 XL
 
| Weapons B = <ul>
 
| Weapons B = <ul>
<li>3x [[MPL]]
+
<li>4x [[MG]]
<li>1x [[SSRM6]]
+
<li>2x [[LPPC]]
<li>2x [[SBL]]
+
<li>1x [[DSSRM6]]
 
</ul>
 
</ul>
 
| Equip B = <ul>
 
| Equip B = <ul>
<li>[[AECM]]
 
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>2 [[DHS]]
+
<li>3 [[DHS]]
<li>1 [[free ton]]
+
<li>2 [[free ton]]
<li>7.5t [[Armor]]
+
<li>8t [[Armor]]
 
</ul>
 
</ul>
  
| Price C = 46 500
+
| Price C = 48 000
| ArmorT C = 36 465
+
| ArmorT C = 40 881
 +
| Engine C = 385 GM 240 XL
 
| Weapons C = <ul>
 
| Weapons C = <ul>
 +
<li>4x [[SL]]
 
<li>1x [[MRM30]]
 
<li>1x [[MRM30]]
 
<li>1x [[PPC]]
 
<li>1x [[PPC]]
<li>4x [[SBL]]
+
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li>1 [[DHS]]
+
<li>[[JJ]]
<li>0 [[free tons]]
+
<li>2 [[DHS]]
<li>7.5t [[Armor]]
+
<li>1 [[free tons]]
 +
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 47 000
+
| Price D = 48 750
| ArmorT D = 33 255
+
| ArmorT D = 40 881
 +
| Engine D = 385 GM 240 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>1x [[LtGauss]]
+
<li>4x [[ML]]
<li>1x [[ELRM15]]
+
<li>1x [[TBolt10]]
<li>2x [[MGun]]
+
<li>2x [[Flamer]]
 +
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>0 [[DHS]]
+
<li>[[BAP]]
<li>2 [[free tons]]
+
<li>4 [[DHS]]
<li>7t [[Armor]]
+
<li>1 [[free tons]]
 +
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price E = 53 200
+
| Price E = 51 200
| ArmorT E = 36 465
+
| ArmorT E = 40 881
 +
| Engine E = 385 GM 240 XL
 
| Weapons E = <ul>
 
| Weapons E = <ul>
<li>5x [[SXPL]]
+
<li>2x [[MPL]]
<li>1x [[MBL]]
+
<li>1x [[LBX10]]
<li>1x [[DSRM4]]
+
<li>1x [[SSRM4]]
 +
<li>2x [[HMG]]
 
</ul>
 
</ul>
 
| Equip E = <ul>
 
| Equip E = <ul>
<li>[[MASC]]
+
<li>[[EOptics]]
<li>4 [[DHS]]
+
<li>[[iJJ]]
<li>1 [[free tons]]
+
<li>1 [[DHS]]
<li>7.5t [[Armor]]
+
<li>0 [[free tons]]
 +
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price F = 44 300
+
| Price F = 46 600
| ArmorT F = 36 465
+
| ArmorT F = 40 881
 +
| Engine F = 385 GM 240 XL
 
| Weapons F = <ul>
 
| Weapons F = <ul>
 
<li>1x [[AC10]]
 
<li>1x [[AC10]]
<li>2x [[ERMBL]]
+
<li>2x [[ERML]]
<li>2x [[ERSBL]]
+
<li>2x [[ERSL]]
<li>1x [[SRM6]]
+
<li>1x [[DSRM4]]
 +
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 +
<li>[[JJ]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
<li>1 [[free ton]]
+
<li>2 [[free ton]]
<li>7.5t [[Armor]]
+
<li>8.5t [[Armor]]
 
</ul>
 
</ul>
  
 
| Price G = 50 900
 
| Price G = 50 900
| ArmorT G = 36 465
+
| ArmorT G = 39 294
 +
| Engine G = 385 GM 240 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
<li>3x [[ERMBL]]
+
<li>2x [[ERML]]
<li>1x [[NARC]]
+
<li>2x [[ERSL]]
 
<li>1x [[LRM20]]
 
<li>1x [[LRM20]]
 +
<li>1x [[iNARC]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>2 [[DHS]]
+
<li>3 [[DHS]]
<li>1 [[free tons]]
+
<li>2 [[free ton]]
<li>7.5t [[Armor]]
+
<li>8t [[Armor]]
 
</ul>
 
</ul>
  
 
| Armor H = 2760
 
| Armor H = 2760
| Armor CT = 5147
+
| Armor CT = 5671
| Armor LT = 3088
+
| Armor LT = 3800
| Armor RT = 4118
+
| Armor RT = 5671
| Armor B = 3088
+
| Armor B = 3403
| Armor LRA = 2831
+
| Armor LRA = 3119
| Armor INT = 2363
+
| Armor LRL = 4168
| Armor LRL = 3938
+
| Armor INT = 2501
 +
 
 +
| Version153 = 0.16.1
 
}}
 
}}
<!--Current for 0.9.3-->
 
 
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]
 
  
Care should be taken when using this asset, as its flimsy armor means that it operates more like an oversized light mech rather than a workhorse medium, a fact mirrored in its cheap cbill and ticket cost.
+
The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLBL]] reaching out to 800m and a pair of [[ERMBL]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, but its single [[DHS]] means that a cooling period must follow each strike, as all of the variant's weapons generate a good deal of heat. A single [[MG|Machine Gun]] provides some extra defence against [[BA|Battle Armor]]. Being unable to afford any extra tons for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.
+
The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted [[MRM20]], accompanied by a single [[ERLL]] reaching out to 800m and a pair of [[ERML]] that come into play at 600m, roughly the edge of its missile launcher's sweet spot. [[JJ|Jump Jets]] allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three [[DHS|DHS]] can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual [[MG|Machine Guns]] provides some extra defence against [[BA|Battle Armor]] and scoring extra points. With one extra [[Free tons|ton]] for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.
  
 
===Variant A===
 
===Variant A===
The Chimera A is a pretty straightforward long range fire support unit. Its main firepower comes in the form of an indirect [[LRM15]] launcher fed by a single free ton and a direct fire [[ERPPC]] capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at half capacity against NARCed targets. Backing those up against enemies that close with 500m is a pair of [[MBL]]. Not being able to afford the extended range models means that the sweet spot between all guns firing and its missile launcher's minimum range is even smaller, and pilots are better off outright avoiding close range engagements, using their backup lasers' range as a cue to break off and increase the distance. Its sole [[DHS]] struggles to manage the heat generated by continuous fire.
+
The Chimera A is a pretty straightforward long range fire support unit. The A's [[LRM15]] is capable of some [[indirect fire]] and comprises the majority of its [[DPS]]. This is fed by a two [[Free tons|free tons]] of ammo and backed up with [[direct fire]] in the form of a single [[ERPPC]]. The ERPPC is capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets, or splitting its fire among multiple targets. Backing those up with 600m with a pair of [[ERML]], means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its [[DHS]] pair that is barely adequate to manage the heat generated.
  
 
===Variant B===
 
===Variant B===
The Chimera B is best used as bait that bites back. Players shouldn't be misled by its close range complement of an [[SSRM6]], three [[MPL]] and twin [[SBL]] and consider this just another brawler, as this variant's defining feature is its [[AECM]] suite and mobility. The Chimera B works best in a lance, hiding its allies' radar signals, delaying lock-on and breaking NARC beacons. Its [[iJJ|Improved Jump Jets]] allow it some flexibility in deciding when to jump into the close range required to make full use of its weapons, or put some distance and preferably allies between itself and the enemy, due to its long window of engagement and the Chimera's inherently flimsy armor and unfavourable silouette. A single [[DHS]] doesn't afford it the heat dissipation necessary for prolonged engagements.<br>
+
This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray [[Battle Armor]]s that are left or just spawned to defend a base or choke point.<br>
Its selling point might pretty much be its support capacity over its staying power.
+
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty [[DSSRM6]] provides a wide area of splash damage, each of the [[LPPC]] jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The [[iJJ|Improved Jump Jets]] will augment it's mobility to rival if not surpass that of an Longinus Battle armor.<br>
 +
The quad [[MG|Machine guns]] array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.<br>
 +
The units foremost flaw is the [[DSSRM6]] launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.
  
 
===Variant C===
 
===Variant C===
A mid range skirmisher similar to the Prime, the Chimera C sacrifices its jumpjets for increased damage potential. Upgrading its [[MRM30|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a meaner alpha at medium range, but increases the pilot's need to lead their aim and gives them a harder time against small targets. 4 [[SBL]] and the MRM launcher's short minimum range mean that despite not usually being the one to enter close combat, it's more likely to be the one to leave it, but at the same time it has a hard time bringing out its full firepower without being cornered. A single [[DHS]] necessitates avoiding prolonged engagements and no free tons for its missile launcher will leave it dry after just over a minute of continuous fire.
+
A mid range skirmisher similar to the Prime, the Chimera C emphasizes the [[MRM]] to the max for even more increased damage potential. Upgrading Primes' [[MRM20|MRM launcher]] to a 30 and swapping its hitscan Large Laser for a splash capable [[PPC]], the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four [[SL]], or awarding it a electrifying [[PPC]] bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's "zero throttled" just to receive the ponderous [[MRM30]] volley to the face.<br>
 +
The minimal pair of [[DHS]] necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.<br>
 +
Features a omnidirectional firing [[B-Pod]] should enemy [[Battle Armor]] get too close.
  
 
===Variant D===
 
===Variant D===
A straightforward ultra-long range fire support unit. Equipped with a [[LtGauss|Light Gauss Rifle]] and [[ELRM15]] launcher, the Chimera D works best perched on a hill outside the range of most return fire and harassing enemies kept at bay by its allies. Two free tons give each of the weapons an extension to their operating time and a pair of [[MG|Machine Guns]] offer some protection against BA and extra ultra-long range harassment. The nature of its weapons allows it to attack the air as competently as the ground, but having another ton stripped off the Chimera's already weak armor means distance is its defence, and it's unlikely to survive any kind of retaliation, attack runs included. Like most ultra-long range assets its damage isn't overly impressive, while its missile launcher necessitates running active, making spotting it a trifle for flanking enemies. Despite lacking any heatsinks outside of its reactor whatsoever, it doesn't generate significant heat either.
+
Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional ''"missiles first"'' paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 [[medium laser|Medium Lasers]]. The [[TBolt10]] still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual [[Flamer|Flamers]] acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty [[Battle Armor]] without affecting your limited heat capacity. The 4 [[DHS]] will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush [[Coolant]] in tight situations. An extra half ton of [[Armor]] helps this variant survive the sub-500m encounters it's designed for, and careful attention to your [[BAP]] equipped [[radar]] will help you avoid sticky situations before they arise.
  
 
===Variant E===
 
===Variant E===
The second most expensive unit is the dedicated to brawling Chimera variant. Chimera E offers some blistering close range firepower and the [[MASC|speed boost]] to close the distance, while still suffering from the asset's glass jaw. Somewhat unlike to the B variant, its lack of electronics and lock-on weapons forces it to utilize its superior firepower while laying low under passive radar. Its opening punch is best offered by a [[DSRM6]], the Chimera E being the cheapest asset to sport it, accompanied by the sustained firepower of five(!) [[SXPL]]. Antsy to close the distance and turn metal into slag, it mounts a [[MASC]] unit, allowing it to catch up to anything slower than a solitaire that doesn't sport MASC of its own. All of this heat is barely contained by 4 [[DHS|Double Heat Sinks]], so care should be taken not to MASC straight into an fight, affording some time for heat levels to drop, and generally avoiding prolonged engagements. One free ton for ammo, provided it is paid for,  allows it to stay engaged in battle until a dozen of deadly [[SRM]] volleys is delivered - hopefully towards the enemy.
+
The Chimera E is a tank-hunter. While its [[SSRM4]] and two [[MPL]]s don't get any bonuses against tanks, they do put out moderate [[DPS]]. Where the E really shines as a tank-hunter is its [[LBX10]] and two [[HMG]]s which both have the [[Damage_Types|Light Kinetic]] damage type giving bonus damage against tanks and hovers. And, against high DPS tanks with poor max [[pitch]], the E can use its [[iJJ]]s to jump into the air above the tank while the LBX10 is reloading or HMGs are [[Jam|cooling down]], to deny the tank the ability to shoot back. Careful, the E only has 1 [[DHS]] and can struggle to accommodate the MPLs and the iJJs at the same time. Otherwise, the E runs quite cool.
It's main selling point is, it has yet more punch than the variant B, and that for a discount.
 
  
 
===Variant F===
 
===Variant F===
The cheapest of its variants, Chimera F is a close range skirmisher and brawler, combining mid and close range weapons. Within 600m the F opens up with an explosive round firing [[AC10]] and a pair of always reliable [[ERMBL]], giving it the ability to harass opponents while looking for an opportune moment to enter into close combat. At close range a pair of [[ERSBL]] strengthens its pinpoint strike, quickly followed by a [[SRM6]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage, followed by a pinpoint energy strike. One free ton for ammo is usually reserved for the more ammo-hungry missile launcher, while a complete lack of extra heatsinks limits the unit's effectiveness to hit and fade tactics and short engagements.
+
Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. [[Gameplay Tactics#Poptarting|poptart]], combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing [[AC10]] and a pair of always reliable [[ERML]], giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of [[ERSL]] strengthens its pinpoint strike, quickly followed by the mighty [[DSRM4]] launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two [[free tons]] for ammo is usually more than sufficient for the ammo-hungry missile launcher.<br>
 +
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the [[JJ|standard jump jets]] usually won't be an option.<br>
 +
In the moments all else fails, remember to fire the [[BPod]] at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.
  
 
===Variant G===
 
===Variant G===
The Chimera G is a bit of an awkward NARC carrier. Equipped with a standard [[NARC]] launcher, it has to get within 500m of its targets, well into medium range, in order to successfully plant a NARC beacon. Unfortunately, it doesn't have any of the supporting equipment these units usually come with, so it's more suited to mingling with skirmishers or approaching brawlers rather than being relied upon to designate targets in long range stand-offs. Its secondary defense is a [[ERMBL]] trio usable for up to 600m away, allowing for an quite tight band gap of 350m up to 460m where all of its weapons are effective to the maximal amount. Although the [[LRM20]] will fuse the missiles from 100m out, the lobe of the launcher would rarely allow a reliable hit closer than 350m straight on. alternatively, the pilot might plant an [[NARC]] beacon from closer up (even passive) and engage the target while running away - by enabling the radar first and firing the mighty [[LRM20]] without a lock on - they will home on the unfortunate bearer of the planted [[NARC]] beacon. One has to be aware tho, that the single ton allotted for ammunition doesnen't make the choice NARC or LRM any easier. Be it used for 6 extra NARC shots or 9 LRM20 salvos, either will generate revenue only if used smartly.<br>
+
This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The [[iNARC|Improved NARC]] beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 900m is no easy feat - but will be rewarded with 25 seconds of free missile locks for your whole team, and your own [[LRM20]]. Two pairs of [[ERML]] and [[ERSL]] offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it - is a devastatingly effective actor in orchestrating a win through [[Gameplay_Tactics#LRM_Camping|missile oppression]].
The units main selling point is it's heavy punch of the far reaching LRM20 launcher, or maybe the ability to plant NARC beacons at the price of the 3rd most expensive Chimera variant.
+
 
 +
==History==
 +
[[File:Chimera02.jpg|thumb|175px|A Chimera Prime sporting desert camo (ca. 0.7.1)]]
 +
The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the [http://forum.mechlivinglegends.net/index.php/topic,18830.0.html MWLL Media Release: Alpha Tester Shenanigans] [http://www.youtube.com/watch?v=zUZny_B3MCQ Video]
  
==Gallery==
+
In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.
<gallery mode=packed heights=150px style="text-align:left">
 
File:Chimera02.jpg|A Chimera Prime sporting desert camo (ca. 0.7.1)
 
</gallery>
 
  
 +
 +
{{clear}}
 
==Canon==
 
==Canon==
 +
Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.
 +
 +
Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker
 +
 
[http://www.sarna.net/wiki/Chimera BattleTech Reference]
 
[http://www.sarna.net/wiki/Chimera BattleTech Reference]
  
 
{{Template:Navbox_Assets_IS}}
 
{{Template:Navbox_Assets_IS}}

Latest revision as of 05:04, 27 July 2023

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Chimera
Chimera spin.gif
360.png
Chimera.png
360.png
Class: Medium Mech
Faction: Inner Sphere
Ticket cost: 4 upon destruction
Tier: 4
Tonnage: 40 tons
Speed: 86 km/h
Torso yaw: 260°
Torso pitch: -35° to +45° while standing.
-35° to +55° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 47 600 CBills
Total armor: 40 881
Engine Size: GM 240 XL
A:
Price: 49 000 CBills
Total armor: 39 294
Engine Size: 385 GM 240 XL
B:
Price: 53 200 CBills
Total armor: 39 294
Engine Size: 385 GM 240 XL
C:
Price: 48 000 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
D:
Price: 48 750 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
E:
Price: 51 200 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
F:
Price: 46 600 CBills
Total armor: 40 881
Engine Size: 385 GM 240 XL
G:
Price: 50 900 CBills
Total armor: 39 294
Engine Size: 385 GM 240 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
3403
2760
3119
3119
4168
3800
5671
5671
3119
4168
2501

All stats current as of release 0.16.1

The Chimera is an agile medium mech with a generous 260° Torso yaw and can pack a punch. Care should be taken when using this asset, as it mounts a rocket launcher on the right shoulder causing slightly obscured vision.

Roles and Gameplay Hints

Prime

The Chimera Prime is a medium range skirmisher. It's biggest gun is its torso mounted MRM20, accompanied by a single ERLL reaching out to 800m and a pair of ERML that come into play at 600m, roughly the edge of its missile launcher's sweet spot. Jump Jets allow the Prime to pop out of cover and unleash an alpha strike, preferably against larger, slower targets that are more likely to take the MRM launcher's full salvo, while its three DHS can somewhat handle the cooling keeping an eye on one's heat is advised, as all of the variant's weapons generate a good deal of heat. Dual Machine Guns provides some extra defence against Battle Armor and scoring extra points. With one extra ton for MRM ammo, pilots should keep an eye on their reserves, as running dry means that its firepower will be significantly gimped.

Variant A

The Chimera A is a pretty straightforward long range fire support unit. The A's LRM15 is capable of some indirect fire and comprises the majority of its DPS. This is fed by a two free tons of ammo and backed up with direct fire in the form of a single ERPPC. The ERPPC is capable of deactivating enemy NARC beacons, but liable to accidentally doing the same to friendly ones, condemning the variant to working at reduced capacity against NARCed targets, or splitting its fire among multiple targets. Backing those up with 600m with a pair of ERML, means the unit is somewhat capable to take a fight up close, although with significantly reduced capacity. Note that overtaxing the energy based weapons will put a strain on its DHS pair that is barely adequate to manage the heat generated.

Variant B

This unit is the sole embodiment of that principle. While short ranged and of limited staying power when pitted against opponents above it's weight class, this marvel excels in bullying targets under it's weight class in close quarter combat - the stray Battle Armors that are left or just spawned to defend a base or choke point.
Not only bullying, but actually shutting down smaller units and stripping them of many of their inherent advantages: dumbfiring the almighty DSSRM6 provides a wide area of splash damage, each of the LPPC jolts will instantly suppress the BA's targeting systems even if by the mere splash, if not outright finish it off on a lucky hit. The Improved Jump Jets will augment it's mobility to rival if not surpass that of an Longinus Battle armor.
The quad Machine guns array will keep the BAs regeneration functions in lock down while whittling it's armor even further down, even for a tiny bit.
The units foremost flaw is the DSSRM6 launchers hunger for ammo - after vomiting out only six (6!) volleys it will run dry and depend on the spare reload - be it bought or not.

Variant C

A mid range skirmisher similar to the Prime, the Chimera C emphasizes the MRM to the max for even more increased damage potential. Upgrading Primes' MRM launcher to a 30 and swapping its hitscan Large Laser for a splash capable PPC, the C packs a more substantial punch at medium range, but increases the pilot's need to lead their aim and gives them a harder time against agile targets. The MRM launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure to save his volleys for the least likely to move targets and moments, while softening the opponent, every so often, with the surgically accurate four SL, or awarding it a electrifying PPC bolt for every wrong turn, ill avoided still stand or any other tiny mistake. Sooner or later every warrior makes a wrong turn into a wall or get's "zero throttled" just to receive the ponderous MRM30 volley to the face.
The minimal pair of DHS necessitates avoiding prolonged engagements. One free ton for its missile launcher is just enough to see you thru the regular enemy wave - but not two.
Features a omnidirectional firing B-Pod should enemy Battle Armor get too close.

Variant D

Designed by committee in a multi-week process between many developers, the Chimera D is one of the best early game medium mechs. Eschewing the traditional "missiles first" paradigm the Chimera chassis is built on, the lions share of this variants damage revolves around the startling array of 4 Medium Lasers. The TBolt10 still plays a major role, effective at softening and finishing off targets at range, and battering closer mech's with severe screenshake. The dual Flamers acts to further ablate any enemy who makes the mistake of closing on this chimera, and can even pop feisty Battle Armor without affecting your limited heat capacity. The 4 DHS will struggle to handle continuous alphas, the wise mechwarrior will keep a careful eye on their heat gauge and be ready to flush Coolant in tight situations. An extra half ton of Armor helps this variant survive the sub-500m encounters it's designed for, and careful attention to your BAP equipped radar will help you avoid sticky situations before they arise.

Variant E

The Chimera E is a tank-hunter. While its SSRM4 and two MPLs don't get any bonuses against tanks, they do put out moderate DPS. Where the E really shines as a tank-hunter is its LBX10 and two HMGs which both have the Light Kinetic damage type giving bonus damage against tanks and hovers. And, against high DPS tanks with poor max pitch, the E can use its iJJs to jump into the air above the tank while the LBX10 is reloading or HMGs are cooling down, to deny the tank the ability to shoot back. Careful, the E only has 1 DHS and can struggle to accommodate the MPLs and the iJJs at the same time. Otherwise, the E runs quite cool.

Variant F

Competing for the least expensive variant, this Chimera is a close to medium range jump sniper a.k.a. poptart, combining mid and close range weapons. Within 600m the F dishes out with an explosive round firing AC10 and a pair of always reliable ERML, giving it the ability to harass opponents while looking for an most opportune moment to enter into close combat. At close range a pair of ERSL strengthens its pinpoint strike, quickly followed by the mighty DSRM4 launcher, providing a one-two punch of explosive weapons with screen shake and splash damage. Two free tons for ammo is usually more than sufficient for the ammo-hungry missile launcher.
The unit, having no additional heatsinks, mandates utmost care in picking the right engagements as leaning heavy on both the weapons and the standard jump jets usually won't be an option.
In the moments all else fails, remember to fire the BPod at the enemy battlearmor (or any other weakened opponent for that matter) that is messing around your feet, it might just save your day.

Variant G

This variant specializes as a fire support platform, built to magnify your teams abilities instead of skirmish, brawl, or fly solo. The Improved NARC beacon launcher requires a skillful pilot to safely land a hit; maneuvering this lightly armored 86kph chassis under 900m is no easy feat - but will be rewarded with 25 seconds of free missile locks for your whole team, and your own LRM20. Two pairs of ERML and ERSL offer some backup damage in a pinch, but are no means enough to fend off an aggressive brawling mech alone. This Chimera flounders without teamwork and coordination, but with it - is a devastatingly effective actor in orchestrating a win through missile oppression.

History

A Chimera Prime sporting desert camo (ca. 0.7.1)

The Chimera is a 'Mech introduced with the Final Beta 0.7.0 release. There had been rumors about it floating around in the forum for a long time, but it was never confirmed until the release of alpha footage of it during the MWLL Media Release: Alpha Tester Shenanigans Video

In 0.11.0 chimera got improved by replacing its old engine with a weaker one, which, in turn, decreased its top speed from 97 to 86. Saved weight allows it to carry more weapons and armor, which makes it more boring to traverse the battlefield, but more dangerous of an opponent, once it finally gets there.


Canon

Similar to the earlier Gunslinger, the Chimera was designed in the spirit of cooperation between the Combine and the Davion Federated Commonwealth in the lead-up to Operations Bulldog and Serpent. The Chimera is built on a Chameleon Light Endo 2 Endo Steel chassis that carries a GM 240 XL engine which provides the 'Mech with a top speed of 97.2 km/h. The Chimera's mobility is enhanced by six Rawling 40 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Chimera is protected by seven tons of StarGuard CCM armor.

Date Introduced 3063 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker

BattleTech Reference