Uller

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Uller
Uller spin.gif
360.png
Uller.png
360.png
Class: Light Mech
Faction: Clan
Ticket cost: 3 upon destruction
Tier: 4
Tonnage: 30 tons
Speed: 97.2 km/h (136 km/h with MASC)
Torso yaw: 280°
Torso pitch: -35° to +40° while standing.
-35° to +49° while crouching.
Variant Armament
Variant Weapons Equipment
Prime:
Price: 42 400 CBills
Total armor: 32 638
Engine Size: Starfire 180 XL
A:
Price: 43 500 CBills
Total armor: 28 832
Engine Size: Starfire 180 XL
B:
Price: 44 000 CBills
Total armor: 32 638
Engine Size: Starfire 180 XL
C:
Price: 45 000 CBills
Total armor: 34 540
Engine Size: Starfire 180 XL
D:
Price: 46 000 CBills
Total armor: 28 833
Engine Size: Starfire 180 XL
E:
Price: 41 700 CBills
Total armor: 32 638
Engine Size: Starfire 180 XL
F:
Price: 43 000 CBills
Total armor: 28 833
Engine Size: Starfire 180 XL
G:
Price: 44 100 CBills
Total armor: 28 833
Engine Size: Starfire 180 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2847
1880
2543
3018
3322
3369
4982
3369
3322
1993

All stats current as of release 0.15.3

The Uller (Clan designation Kit Fox) is a Clan Light Mech which packs a surprising amount of firepower for its size, while still mainatining decent speed for a light mech. Holding most of the units firepower, having an easy to target profile, and only light mech allowance of armoring; the Uller's arms are excellent targets, especially compared to its compact torso. Some of the Uller variants are available for the starting rank, and are considerable choices for both experienced and new players that can respect its glass cannon nature.


Roles and Gameplay Hints

Prime

Starter Asset

The Uller Prime is a formidable brawler, with the ability to damage enemies at longer ranges. With a weapons array consisting of a CERLL, LBX5, SRM6 and a pair of CERSL, it's easy to consider this a schizo variant and shy away, but its use is not that complicated. The Large Laser and LBX autocannon can shoot at enemies up to 900m and 800m away perspectively. This might not be enough firepower to make fighting at range viable, but it's capable of softening up approaching brawlers and forcing longer range assets to consider taking cover as you close in, or dealing the finishing blow to a fleeing enemy. At close range the Uller Prime is capable of bringing all of its weapons to bear, with only the missiles needing any involved leading as landing the lbx becomes trivial. Two DHS keep things cool, the large laser causing the only appreciable heat spikes. Being afforded no free tons, pilots will find their SRMs running dry after prolonged skirmishes.

Variant A

The A variant is centered around one of the hardest hitting weapons around, the CGauss. The CGauss is absolute death to Light Mechs, and can be used effectively at mid- to long-range. It also packs enough of a punch to threaten heavier Mechs. The 2 CERMLs are there to supplement mid-range firepower. To give the Uller A some anti Battle Armor abilities, it carries B-Pod. If the CGauss arm is lost, however, the Uller A loses most of it's damage output, so care should be taken to protect the CGauss. Also, without a small CBill donation from a teammate, it is impossible to use an Uller A at the start of the game.

Variant B - "Badger"

The Uller B is similar in concept to the Solitaire D: a small, fast mech boasting one very big and very dangerous gun. Its CUAC20 can easily shred light Mechs with some well-placed shots and is a serious threat to both medium and even heavy Mechs. Supporting the Ultra AC20 are two cERSLs, which is capable of dealing the last few points of damage in order to score a kill. Unlike the Solitaire D, the Uller B carries a GECM, which helps compensate for its vastly lower speed. Using the extra available ton for Ultra AC20 ammo is highly recommended, as without the main gun the B becomes little more than a pushover in combat. It is also vital to protect the B's cannon arm for this reason.

Variant C

Famed for its use in early rushes under Cloud Cobra in pre-0.7 releases, the Uller C is now a considerably more expensive mech at 45,000 c-bills. The C can put out massive damage over a short period of time and can engage it's enemies very quickly using MASC. The C boasts 4 DHS which is quite appropriate considering the fact that it has 4 CMPLs and MASC. Even so, the C tends to overheat, especially when using the MASC. The 4 CMPLs allow the C to place pinpoint damage onto specific targets. There are few light mechs that can compete with it's ability to slice off arms or melt off an external rack of missiles. The C's 2 MGs don't put out much damage, but they can be somewhat useful for shooting at BA or aerospace. As an energy-based mech with an extra ton and a half of armor, the C should be able to stay out in the battlefield for long periods of time, but it has a relatively short range coupled with high heat weapons making frequent trips to repair bays a necessity. All 4 of the C's CMPLs are in it's arms making the C's arms priority targets for it's enemies. Mechwarriors piloting the C should take extra care to protect their arms.

Variant D

The Uller D is a is a sniping mech capable of inflicting precise damage at long-range. With it's CERPPC reaching out to 900m followed by a single CUAC5 range within 800m - 900m. Good positioning is a must due to the long recharge time of the CERPPC and the cool down of the CUAC5. Two CERSL provide a punch at 450m good for finishing off crippled units and fighting off BA. Uller D also comes equipped with 2x LAMS to shoot down any enemy Missiles and Artillery that fall into its range. Housing only 1 DHS pilots still need to watch the heat spikes. 5t Armor makes it one of the lessor armored units. Uller D should be used as a sniper or fire support but never a brawler or scout.

Variant E

Starter Asset

The Uller E is one of the most formidable starter brawlers. Equipped with a reliable up to mid-range LBX10, a large DSRM4 launcher and a trio of SPL boasting enough firepower that calling them backup weapons doesn't do them justice, it boasts the highest DPS potential amongst starters while still opening with a devastating alpha. Its stellar firepower doesn't mean it doesn't come without weaknesses, though. Being an Uller means it's lightly armored, despite being one of the better protected variants, while not having enough speed to choose its engagements, especially compared to other starters. The nature of its small pulse lasers means it will have to keep its torso exposed in order to maximize its damage dealt, and carrying no extra DHS, despite being relatively cool, makes prolonged engagements a tough proposition. Being unable to carry any extra ammo, pilots need to be aware of their remaining shots, as the missiles will run out after twelve salvos and the lbx carries just twice that amount of shells.

Variant F

Starter Asset

At exactly 43,000 c-bills, the Uller F is a reasonable starter Mech. Its weapons are not quite as formidable as the Uller C dps-wise, but its HLL can deal a significant front-loaded strike provided the pilot can accurately land it for its full duration. Its armor is significantly weaker, but it's heat management is much easier to handle. That being said, the Heavy Laser by itself can cause shutdowns on hot maps. Chainfiring its packs of SSRMs, an arm mounted six and two torso mounted twos for a total of ten(!), can keep an enemy constantly rocking from the impacts while helping keep heat under control. Pilots shouldn't be misguided into thinking this variant is a brawler, as its flimsy armor and the nature of its weapons make it most suited to tearing apart distracted opponents, entering the fray just as the vanguard units have committed to their targets, barraging targets with missiles and finishing off damaged sections with its laser. In a straight fight it can be easily taken down, as even competent attempts at spreading damage will lead it to inevitably losing an arm early in the engagement and having its firepower severely diminished.

Variant G

Formerly a lightly armed sprinter, the Uller G is now a long-ranged fire support mech. Built around a pair of arm-mounted cLRM15s, the Uller G is a dangerous early-game missile boat. In order to purchase one, a small donation from a teammate is necessary. In conjunction with a spotting Mech such as a Raven or Owens, the G can set up behind cover and rain barrages of LRMs that few other light Mechs can match. Two cERMLs add extra punch against closer enemies or when the G's relatively meagre ammo supplies are exhausted, as it cannot carry extra ammo with it into battle. B-Pod helps with finishing off wounded Battle Armor if they get too close.


Gallery


Canon

The Kit Fox is a light Clan OmniMech with long-range combat as a primary focus, earning it the Inner Sphere codename of Uller, after the Norse god of archery. The Kit Fox was another light OmniMech designed by Clan Cloud Cobra, and was first produced in 2890 with the aid of new resources coming from the Tanite Worlds. Rather than emphasize speed, the Kit Fox emphasizes armor and firepower, complementary to the role of the Fire Moth.

Date Introduced 2890 during the Era known as "Early Succession War" (2781 - 2900) - Unit Role: Sniper

BattleTech Reference