Uziel
Uziel | ||
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Class: | Medium Mech | |
Faction: | Inner Sphere | |
Ticket cost: | 6 upon destruction | |
Tier: | 6 | |
Tonnage: | 50 tons | |
Speed: | 97 km/h (136 km/h with MASC) | |
Torso yaw: | 260° | |
Torso pitch: | -34° to +45° while standing -34° to +55° while crouching | |
Variant Armament | ||
Variant | Weapons | Equipment |
Prime: Price: 62 400 CBills Total armor: 44 541 Engine Size: GM 300 XL |
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A: Price: 59 500 CBills Total armor: 39 721 Engine Size: GM 300 XL |
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B: Price: 58 800 CBills Total armor: 42 938 Engine Size: GM 300 XL |
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C: Price: 57 000 CBills Total armor: 44 541 Engine Size: GM 300 XL |
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D: Price: 62 200 CBills Total armor: 44 541 Engine Size: GM 300 XL |
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E: Price: 55 500 CBills Total armor: 44 541 Engine Size: GM 300 XL |
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F: Price: 54 000 CBills Total armor: 41 328 Engine Size: GM 300 XL |
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G: Price: 60 900 CBills Total armor: 41 328 Engine Size: GM 300 XL |
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Armor Points Distribution | ||
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All stats current as of release 0.16.1
The Uziel is a nimble Medium Mech that fills the Inner Sphere's vehicle roster with a capable skirmisher. With a fast cruising speed for its weight class and commonly mounting Jump Jets, the Uziel distinguishes itself as part of a vanguard force, brawling or sniping as loadout permits before fading behind the friendly battle line to continue the fight as a support unit. Compared to a Light Mech being used in the same capacity, the extra armor afforded by the Uziel's increased tonnage allows it to be used more aggressively before being forced to retreat, but not by a large margin - The unusual shape of the Mech, with its exaggerated side torso panels, makes the Uziel somewhat easier to hit. While the Uziel's armament is slightly better than the average Light Mech, it cannot significantly outgun or outrun one to dissuade their attacks, often dooming overconfident pilots to being overrun by fast brawlers. The Uziel shines best in an early-mid game situation as heavier assets take the field, against which the Uziel's speed, firepower and armor can be best leveraged against.
Contents
Roles and Gameplay Hints
Prime
The Uziel Prime mounts as its main weapons a pair of PPCs, giving it impressive firepower at medium to long range, as well as allowing it to disorient enemy units with the PPC's effects. Improved Jumpjets give the Prime variant the mobility to engage enemies from unexpected angles, being able to jumpsnipe, as well as make use of shorter cover through its controlled upwards thrust. A single SRM6 gives it extra firepower if it's forced to engage foes from close up, but it's better served by making use of its mobility to maintain skirmishing range. 2 MGs can be used to fend of BA in tandem with its SRMs and harass ASF and VTOL at long ranges. Used as a mobile harassment platform, the Uziel Prime can dash from or jump out of cover, fire its PPC's, and retreat, giving the enemy very little time or chance to line up a shot. Relying on its 4 DHS some pilots find it smart to split the two PPCs into two separate groups, allowing one to shoot from partial cover without wasting the obstructed weapon's shot. This however requires a fourth weapon group, or to, unwillingly, put the MGs together with the SRM6.
Variant A - "iPoke"
Nicknamed the "iPoke", the A variant is an ultra long-range platform, capable of providing direct fire support from ranges beyond their target's radar. Mounting two LtGauss Rifles, it can reach targets from 1250m out, and in combination with its Jumpjets is capable of Jump-Sniping from ranges that make it extremely difficult to be spotted. The weapon's high velocity also makes it a viable anti-air choice. 2 free tons provide a bit of extra ammo for sustained fire, and a pair of machineguns give it further long-range harassment options, as well as providing some protection against Battle Armor. Unfortunately, this variant's ultimate weakness is its low damage output, making it more suitable for softening up incoming targets and finishing off stragglers, depending on its teammates to do direct engagements. This makes it a bad choice when heavier firepower is required to engage in or defend against pushes, although it can be a viable choice for a team employing a long-range kiting strategy in games without respawn. The lack of backup weapons suited to short range fighting and decreased armor compared to the rest of the Uziel variants mean that close range engagements will spell its certain doom.
Variant B
The Uziel B is a swift, cheap, and powerful skirmisher and backcapper capable of complicated and diverse tactics. The B's impressive maneuverability is the result of its MASC-Jump Jet combination. Though both pieces of equipment compete for the B's modest three Dual Heat Sinks, the B can sprint for some distance without overheating and can poptart at medium range.
An impressive trio of MRM10s form the primary weapons of the Uziel B. These should be group fired most of the time, but can be chain fired to better manage heat or to kill enemy Battle Armor. The B is backed up by a powerful, but hot array of four SPLs. MRMs have a 60m minimum range making them risky primary weapons. The B can use its MASC or JJs to gain some distance in order to fire the MRMs.
Variant C
The Uziel C is a stare-down-style medium-range 'Mech. A trio of Rotary Auto-Cannon 2s are the C's only weapons. The DPS of these cannons is frightening. While not particularly useful for jump sniping, the C's Improved Jump Jets greatly enhance its survivability. The C can quickly jump behind cover while its RAC2s are cooling down. On normal temperature maps, the C's single DHS can more than keep up with the heat of three RAC2s. Players may find themselves using Coolant if they want to make regular jumps during combat. Besides its limited ammo supply which is mostly offset by the Uziel's speed, the C's only real weakness is losing arms in combat since each arm accounts for a third of the C's firepower.
Variant D
The Uziel is a screen shaker 'Mech and an effective brawler. With four LPPCs delivering a significant ammo-free barrage, the D benefits from chain fire to stay cool. The D's pair of SRM6s are somewhat ammo-hungry and without any free tons to rearm the D, they should be chain fired as well in order to increase screen shake, improve heat management, and extend their usefulness during prolonged engagements. If one side of the D gets particularly damaged by enemies, it may be necessary to twist fight and group fire the LPPCs. Just make sure to give the D enough time to cool down between shots.
Variant E
A variant clearly meant for long range skirmishing and harassment. One of the cheaper variants, the Uziel E is armed with a pair of Extended Range Large Lasers backed by a duo of AC5, allowing it to engage enemies from 800m out. Lacking the mobility enhancing equipment common to the chassis, its user must remain aware of their positioning, not shying away from tactical retreats in order to maintain their range advantage, as it's easily overpowered by brawling assets, despite its weaponry not losing effectiveness at closer ranges. In order to take full advantage of its firepower, users must be aware of the different leading required for its two weapon types as long range autocannon shots are much harder to land than pinpoint laser fire. Even though it lacks the mobility, splash and screenshake of the Prime, the range of the A, or the jump sniping capabilities of either, it makes up with a damage dealing potential that's superior to both. All of its weapons are suitable for defending against Battle Armor or air assets, although chain-firing should be employed against the former due to a relatively slow firing rate. Its 2 DHS are enough for the 'Mech to be impossible to overheat in normal temperature maps.
Variant F
As an agile LRM boat, capable of operating even without spotter support, for the Uziel F's main weakness compete both its lack of enhanced optics and its somewhat mediocre staying power. The main armament being a trio of LRM10 launchers, it's capable of a significant long range punch at a theoretically high re-fire rate, with the option of a long and sustainable chain fire when it's deemed strategically advantageous. Its mobility, with the land speed and agility already inherent to any of the Uziels, is furthered by the Improved Jumpjets. This exactly, along with its backup duo of ML for short range defense, make it a competing rival to the other units of comparable role and price tag. The smaller nature of the launchers also means it will take more volleys before they need to reload, but for when they do the variant can only carry 2 spare tons of ammo, forcing it to carry on at only two thirds of its maximal firepower. A sole DHS will force pilots to either take some time to cool down or chain fire their missiles during painfully prolonged engagements. Still, the unit's main selling points remain its affordable price for the early game and its enhanced mobility.
Variant G
The two mighty LXPLs on the Uziel G, while lacking any pronounced punch, still deal a steady stream of damage from point blank out to 750m. LXPLs also differentiate the G from other DPS medium 'Mechs in that they don't jam or reload making them a reliable choice. The Uziel's relatively high speed allows the G to wreak havoc on any unit not swift enough to flee for cover in time. The SRM4 is handy for some splash damage to finish off a damaged enemy who is damage spreading. Lacking any exotic equipment, this unit gambles it all on medium-range pulse power and heat dissipating capacity strong enough to sustain it. The 8 DHS are quite promising in this regard.
Trivia
- Initially, the Uziel was an unpopular 'Mech because of its weak damage output (especially at short range) combined with a large hitbox which made it feel more lightly armored than other medium 'Mechs. To counter this a new DSSRM variant was introduced to provide a powerful short range version of the 'Mech, and in update 0.5.4 the Uziel was resized to be in line with the other medium 'Mechs.
- In update 0.6.0 the Uziel was further improved, having its standard Heatsinks upgraded to Double-strength versions, as well as having two variants completely redesigned. Despite the much-needed improvements, the Uziel continued to bear the stigma of its past weakness.
- In the 0.8.0 community edition release, the Uziel became more viable than ever, with armor being redistributed to toughen up its huge central torso while also receiving yet another major variant overhaul.
- With update 0.11.0, The Uziel got further improvements, most noticeable being a reduction in size - the torso was made around 20% narrower to reduce its profile.
- The Uziel is a unique asset in that it features physically destructible side torsos; when the 'Mech's side armor is destroyed, the respective armor plates will visibly detach. While this reduces the physical size of the side torso hitboxes, it also makes it much easier for enemies to identify the destroyed component from afar.
- The Uziel has a unique camo style available to it when selecting the Solid Red camo before buying the 'Mech (see gallery).
Canon
The Uziel is a fast, jump-capable Medium 'Mech armed with a variety of weapons: an LBX-2 for longer ranged shots, an ER Medium Laser and Large Pulse Laser for medium-range combat, and two ER Small Lasers and a single SRM6 for some short-range kick. However, the most well-known variant of the Uziel has a PPC on each arm, two Machine Guns and a single SRM6 in the center. This type of Uziel was an iconic 'Mech in later Mechwarrior and MechAssault games, and made its first appearance in Mechwarrior 4: Vengeance.
Built at Defiance Industries' Furillo plant, the Uziel is an effective medium 'Mech that is looked down upon by the LAAF simply because it is produced on Furillo and not at the prestigious Hesperus facility. The Uziel is built on a Foundation E50 Endo Steel chassis that has a GM 300 XL engine that provides the 'Mech with a top speed of 97.2 km/h. The 'Mech's mobility is enhanced with six Rawlings 50 jump jets that allow the 'Mech to jump up to one hundred and eighty meters. The Uziel is armored with eight tons of Maximillian 100 armor that gives the Uziel adequate protection from enemy fire. To dissipate the heat produced by the 'Mech's weapons, it carries eleven double heat sinks.
Notable Pilots - Bear "OEM" - IS, _Recoil_ - CL, [12vr]Hammerzeitgeist - MERC
Date Introduced 3065 during the Era known as "Civil War" (3062 - 3067) - Unit Role: Striker