Hephaestus

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Revision as of 22:17, 18 February 2019 by Fire-hound (talk | contribs) (Variant A: re-fluff)
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Hephaestus
Hephaestus.jpg
Hephaestus.jpg
Class: Hovercraft
Faction Clan
Ticket cost: 2 upon destruction
Tier: 4
Tonnage: 30 tons
Speed:

84 km/h

Turret rotation: 360°
Turret pitch: -10° to +70°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 46 100 CBills
Total armor: 18 434
Engine: Fusion 110
A:
Price: 39 500 CBills
Total armor: 17 055
Engine: Fusion 110
B:
Price: 40 400 CBills
Total armor: 21 194
Engine: Fusion 110
C:
Price: 42 250 CBills
Total armor: 17 055
Engine: Fusion 110
D:
Price: 35 750 CBills
Total armor: 18 434
Engine: Fusion 110
E:
Price: 42 050 CBills
Total armor: 18 434
Engine: Fusion 110
F:
Price: 36 300 CBills
Total armor: 18 434
Engine: Fusion 110
G:
Price: 40 550 CBills
Total armor: 18 434
Engine: Fusion 110
Armor Points Distribution
H
L
R
F
T
B
1875
3029
3029
4039
3433
3029

All stats current as of release 0.15.3 </div>

The Hephaestus is a Clan light scouting and spotting Hovercraft introduced with MWLL 0.4. All variants are equipped with advanced electronics packages, allowing it to spot enemies early with BHP while remaining undetected itself using GECM or providing cover for friendly units with AECM. Every Hephaestus has a infantry bay that can carry up to one Battle Armor (unfortunately at this time the battle armor loses it's larger weapons when it enters the Hephaestus.)

Roles and Gameplay Hints

Prime

A close range brawler, the prime is able to harass smaller mechs and tanks thanks to its twin small and medium pulse lasers. The Hephaestus prime is also one of the few early units with AECM allowing it to cover its allies from enemy NARCs all game and its fast enough to avoid most fire coming its way. One glaring weakness of the Hephaestus is its fast speed, while slower then a harasser it will still have trouble bringing its full damage on a single spot due to its high speed. It is a cheap brawler though and very well adapt to poking at partisans or other light units and should never be underestimated.

Variant A

Extreme reach with a single cMPL for backup. This unit is all out to out reach any other in spotting and active radar tracking - lacking any electronic counter measures it trades it all for long range punch of the cLRM15. Should the TAG not be exploited by the team to the desired extent, this unit has more than enough to dish out by it's own. And quite for a while with the available two spare tons of reloads. Remember: clan LRM remain usable up to the knife fight distance!
This units fearsome BHP is best used to spot shut down mechs and APCs, and then TAG them to the rest of the team while remaining passive and on a safe distance.

Variant B

Show time, face time and the pulse lasers...
This unit is all about staring - the 3 cSPLs require time to whittle down armor - luckily with surgical accuracy - best used to swiftly deny the enemy of an primary weapon. The ATM6 (HE) while insanely devastating, hardly can be guided to a particular component, yet it's screen-shake more than makes up for the fact. The units one ton thicker hide will augment it's staying power, so much needed for the pulse laser barrage to do it's job. The sole heatsink will mandate coolant flushing and significantly limit the firepower after a while. The GECM will negate the adverse effect of the C3 somewhat, so it can rely the targeting info somewhat more relaxed to the nearby allies.
While quite capable to stand it's ground for a while, this unit will find itself overwhelmed pretty soon if it's damage potential isn't used savvy and in an efficient way. Best used under the parole "The runaways mother sheds no tears". Keep that in mind when buying this unit.

Variant C

This is the second most equipped Heph for electronic warfare. Providing AECM services of denying active missile and enemy NARC lock on nearby units and BAP coupled with C3 to rely 200m augmented radar information to nearby units as well. Furthermore it can fire cNARC beacons to designate targets for friendly missile and artillery strikes. On top of that, it can even help the team with the cERLBL long range damage output and in case a stray enemy escapes the (hopefully) heavy missile barrage of the team to poke it dead with the ever handy cERSBL.
Are you a scout? Maye you are a commander? A lance leader? Or, maybe pick something else then?

Variant D

This is no skirmisher, it's weapons bordering on long range by 800m will hardly kill even the BA by a full burst. One has to work the damage in, or pick a nearly dead or severely crippled target. Being short of that, better be moving in a pack, or avoid engagement all together.
This unit is best suited for the patient sharpshooter capable to dish and kite. The BAP will give some 200m advantage in detecting nearby units.
An unspectacular yet cool starter - able to maintain its performance in most harsh environments and circumstances of most severe battlefield electronic lock down.

Variant E

This scout is a brawler rather than a spotter. Lacking any automatic target relying equipment, short of the voice-coms of the pilot, this variant is closer to the spirit of reckon in force.
Once the enemy breaks the distance of the two HML range it will find him self in the land of hurt. The vary pilot is advised to break radar silence as soon as the enemy closes to the range of it's trusty cDSSRM4 launcher to benefit of the self homing salvos while the lasers reload. The disciplined warrior can dish out an nearly constant stream of hurt and sore should he opt to chain fire the lasers. Coupled with the swift and mobile nature of the Heph, one can stay out of the engagement window of most of the assets in game, save for the but few of the lightest and swiftest.
The 4 SHS are quite enough for its weapons heat. The BAP will provide 200m head start versus most opponents and GECM will deny additional 200m off from the prying enemy radars netting some 400m of radar advantage - nothing to sneeze at.
Selling point? Are you kidding me? Or, are you all out of c-bills and only paying a mere tourist visit to the shop?

Variant F

The "F" there seems to stand for "Far".
There is a sweet spot at 1300 meters where all of this variants weapons meet to bear at the extreme of long range. Out of reach of any lock-on missile and any radars not augmented by some Active Probe. The twin cLBX2 and single ATM6 (ER) guided by the 1350 meter reaching TAG will rain hurt while safe on the fringes of the battlefield. The allied guided missiles platforms will bring mutual benefit if the TAG does it's job right. Further, would an enemy try to break the distance, the care taken to position this unit properly will prove if the pilot has mastered the skill or still has lessons to learn. The free ton will spare the owner some time-loss when finally on the right spot.
Selling point for this unit is chance - do you have the wast distance to engage from? - as in the close quarters, especially would the foe come more intimate than 150 meter, this units pilot damn better start cursing the enemy - as there is really little injury the insults can be added to.

Variant G

Few heatsinks short of an skirmisher, few hundred meters short of long range fire support, a few weapons short of a brawler, this unit leaves quite some to be desired. Yet still we seem to see many of them on the battlefield - what gives?
Team work. This unit is the best representative how proper teamwork augments firepower and performance:
This one is made to be mid-range firesupport. The two cERMBLs and single ATM6 launcher ideal range is around 600~700m. The GECM and BAP will both augment the radar for 200m while denying detection for further 200m to the enemies. Had this unit a ton to spare, it would equally well be spent for additional coolant flushes, ammo reloads and heat skins, yet it has none, so there is that.
If you have company you can count on, this unit will yield you quite some income if you use it wisely and efficiently. Are you, on the other hand, a lone rider, better seek another deal; You have been warned.

Canon

The first Hephaestus scouting tanks left assembly in 3064. They are being produced exclusively by Clan Hells Horses. Matching its reconnessaince role, it is equipped with a fixed Active Probe and has moderate protection through five tons of armor. Five ton of weaponry allow it to defend itself against lighter opponents. The prime configuration is designed for electronic warfare, carrying TAG and ECM.

Battletech Reference