Difference between revisions of "Corsair"

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(Variant H)
(Variant G)
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===Variant G===
 
===Variant G===
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good!
+
The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two [[LRM10|Air LRM10]] start the softening up process. While they are reloading the Dual [[UAC10|Air UAC10]] opens up with heart pounding destruction. Finally 2x [[ERML|Air ERML]] takes advantage of the holes you just created. By now you are in position to release the infamous Dual [[Bomb|Cluster Bombs]] reshaping the landscape to liking. Dual [[DHS]] for laser heat and get this FOUR [[Free ton| Extra Tons of Ammo]]. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.
  
 
===Variant H===
 
===Variant H===

Revision as of 23:17, 30 March 2020

Corsair
Corsair spin.gif
360v4.png
Corsair.png
360v4.png
Faction Inner Sphere
Ticket cost: 6 upon destruction
Tier: 7
Tonnage: 50 tons
Variant Armament
Variant Weapons Equipment
Prime:
Class: Fighter
Price: 66 900 CBills
Total Armor: 19 474
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning:
A:
Class: Fighter
Price: 67 250 CBills
Total Armor: 19 474
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning:
B:
Class: Fighter
Price: 63 000 CBills
Total Armor: 19 474
Maneuverability: 7.9
Max Speed: 480 km/h
Opt. Turning:
C:
Class: Attacker
Price: 85 750 CBills
Total Armor: 17 574
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning:
D:
Class: Attacker
Price: 73 000 CBills
Total Armor: 17 574
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning:
E:
Class: Attacker
Price: 77 500 CBills
Total Armor: 17 574
Maneuverability: 6.8
Max Speed: 459 km/h
Opt. Turning:
F:
Class: Bomber
Price: 73 000 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning:
G:
Class: Bomber
Price: 68 600 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning:
H:
Class: Bomber
Price: 82 000 CBills
Total Armor: 16 625
Maneuverability: 5.5
Max Speed: 444 km/h
Opt. Turning:
Armor Points Distribution
B
LW
RW
E
T
7267
2790
2790
3953
2674

All stats current as of release 0.15.3

The Corsair presents a very slender profile from most angles, allowing it to dodge inbound fire more easily. Despite the cockpits extremely rearward position, it has excellent visibility.

Above landing speeds, a ventral wing deploys between the engine and cockpit. Care should be taken when flying low, as this wing can catch on objects and turn the Corsair into a lawn dart.

Note in Stats the Maneuverability / Max Speed between the 3 different classes.


Roles and Gameplay Hints

Prime

The Corsair Prime variant is a capable Fighter, with one of the most dazzling arrays of Energy weapons in the skies. Lasers abound, starting at 800m with a pair of ERLL, for longest range poking. Next come a pair of ERML for 650m engagement and more efficiency. Finishing off, a pair of tiny ERSL provide quick refresh at short range. This is a high accuracy Fighter that gets steadily more dangerous as it closes in, but only the Air ERML and ERLL are safe to use against ground targets without risk of collision. Air GECM keeps a low profile, but 6 DHS will struggle to handle alpha strikes.

Variant A

The A Variant of the Corsair is an even more dedicated Fighter platform, but sacrifices almost all Air to Ground capability. Its primary weapons are a pair of Air RAC2, spitting a wall of lead out to 800M. Backing this up are two heavy hitting Air TBolt launchers, and 2 free tons of ammo. BAP helps lock faster and keep the eyes open for assets far away. The Air TBolt will deal heavy damage and pursue very quickly, but are slower turning than other missiles and very weak against ground targets. This is best used to hunt and kill Air targets with impunity

Variant B - "Cobra"

A different flavour of firepower from the A, the "Cobra" Fighter trades lead and missiles for pure Wattage. Primary weapons are a quartet of Air MXPL, delivering a constant stream of energy out to 600m. Backing this up is a NARC launcher with 2 free tons, for some ground support capabilities, and BHP gives first class radar detection. While DPS is through the roof during a chase, on strafing runs performance is limited against ground targets. 4 DHS will cope with the heat in most circumstances.

Variant C - "Ostrogoth"

The "Ostrogoth" is an Attacker-class aircraft pairing high-power anti-air weapons with precision air-to-ground munitions making it an excellent bomber interceptor. The powerful 2x Air LBX5 backed up with a Air SSRM6 can savage enemy aircraft, and the single Air LPL can take out engines at range. A pair of laser guided bombs allow it to cripple high value ground targets, though it carries no self-guidance and must rely on allies. 2 DHS to help with the heat. EOptics plus BAP allows it to spot inbound threats from further away. The "Ostrogoth" is agile enough to take on heavy aircraft like the Shiva and Visigoth, but it is not suited for turn fighting with lighter aircraft or Fighters. It is most effective when supporting allied Fighters. Wheels up!

Variant D

The Corsair D Attacker-class aircraft carries area-denial weaponry; twin scatter-shot Air MRM20 launchers allow it sandblast the armor off enemy battlemechs and gib battlearmor, and twin Cluster bombs can damage entire formations with careful bombing. A pair of Air MXPL give it some token point defense. While it is relatively cheap aircraft, it is often more suited for dealing with slower targets that appear later in a match. GECM for easing on its radar signature.

Variant E

The Corsair E is the last Attacker-class aircraft similar to the "D" but mounting the longer range 2x Air UAC5 allowing it to strike out against Ground Units as well as Aero. Dual Air SSRM6 means getting up close and personal while commencing your bombing run with Two High-Explosive Bombs. Two Extra Tons of Ammo an added DHS and 7.5 tons Armor. What more could a pilot ask for.

Variant F

The premier Inner Sphere mid-game bomber, the Corsair F Bomber-class aircraft can cripple slower ground targets at the cost of being helpless against aircraft. A pair of wing mounted ERPPC and fuselage-mounted duo of Air SRM6 give it potent direct firepower. Two High explosive bombs allow it to send just about any mech back to the repair pad with careful flying. 4 free tons of ammo are available for either the SRM or bombs. While deadly to ground assets, the Corsair F is all but harmless to other aircraft, and is too sluggish to dodge their fire.

Variant G

The Corsair G, the least expensive Bomber designed to come in hot firing all the way. Two Air LRM10 start the softening up process. While they are reloading the Dual Air UAC10 opens up with heart pounding destruction. Finally 2x Air ERML takes advantage of the holes you just created. By now you are in position to release the infamous Dual Cluster Bombs reshaping the landscape to liking. Dual DHS for laser heat and get this FOUR Extra Tons of Ammo. Life is Good! Due to the nature of Air LRMs, pilots need to pay special attention to the Air LRM10s. In order to fire all 10 missiles, the pilot must click 2 times and the next salvo of missiles will not load until all 10 missiles have been fired. Inattentive pilots may find themselves in an attack run where they only launch 5 missiles from each of their Air LRM10s because they failed to empty all of the missiles from the previous salvo.

Variant H

The Corsair H, the most expensive Bomber in this trio. It has Air LtGauss in a dual configuration. Knowing how to lead this weapon takes practice to land every shot, but can be very rewarding making the pilot capable of taking out individual components on enemy targets from extreme ranges. Next up is the Narc Missile Beacon making the Corsair H unique among all of the aircraft in that it can provide reliable targeting for it's own Laser-Guided Bombs. No other aircraft has NARC and Laser-Guided Bombs. For a risky, maximum damage attack run, first, shoot the target with the dual Air LtGauss. Second, start firing the Corsair H's backup weapon, a single Air MXPL. Third, the pilot must fly the Corsair H slow enough to get a lock with it's Narc Missile Beacon. Fourth, fire both of the Corsair H's Laser-Guided Bombs and simultaneously fire a second salvo from the dual Air LtGauss in most attack runs, pilots will find a second salvo from their Air LtGauss impractical. At this point the Corsair H has likely taken a lot of damage and may still be drawing a lot of enemy fire, so despite a pilot's desire to fly out to 1200m and get in one last shot with the dual Air LtGauss, it is often best to just fire the Laser-Guided Bombs again and flee. If the pilot has purchased a final extra Laser-Guided Bomb, if their timing is perfect, they may be able to get off a third and final Laser-Guided Bomb drop before the NARC wares off. This, however is unlikely and pilots are advised to NARC and bomb a final, easy, isolated enemy, before returning for repairs. Air GECM reduces the Radar 'footprint' reducing the risks during these bombing runs, but will not prevent enemies from spotting the Corsair H before the NARC has landed. Two DHS helps to keep things cool. Three Extra Tons of Ammo to be used as the battle dictates, usually 3 Laser-Guided Bombs. Happy Hunting - You Bet.

History

The Corsair is a 50 ton Inner Sphere Aerospace fighter that was released with MWLL version 0.6.0.

Canon

Designed by SLDF forces as an easy-to-refit aerospace fighter, the Corsair became a very common design, and a favorite medium fighter of the Federated Suns. However, its history was marked by many casualties, as the first 8 versions of the Corsair contained various flaws related to fuel tank, life support systems, and landing gear. Still, this fighter had an advantage in atmospheric combat, and an impressive load-out of energy weapons saw the Corsair enter into common service.

The Corsair's main purpose was to engage in combat in nearly any conditions, and withstand intense battle while striking the enemy with its quad Small Beam Lasers, 2 Medium Beam Lasers and 2 Large Lasers. This load relied on 13 tons of heat sinks which allow the Corsair to constantly fire its weapons. Meanwhile, 13.5 tons of armor provided protection against AA-fire. The 50 ton Corsair reached over 18 various versions through its career, and became one of most notable Medium Fighters.

Date Introduced 2779 during the Era known as "Star League" (2571 - 2780) - Unit Role: Dogfighter

BattleTech Reference