Mech strengths and weaknesses in MPBT (continued)

Heavy mechs

DRG-1N Dragon: The Dragon was originaly intended to serve as a replacement for the original Shadow Hawk, but lost out in the design contest to the upgraded Shadow Hawk, the 2H. This mech is fast for a heavy mech, which allows it to close with an enemy faster than most of it's heavy mech cousins. Its AC/5 and LRM-10 allow it to engage an enemy at long range while closing with them, but it is hampered by a lack of good close-range firepower. It does have a rear-firing medium laser, however, which keeps an enemy honest if they get behind the Dragon. Rumor has it that the Draconis Combine is working on a variant that replaces the AC/5 with a PPC and a second forward-firing medium laser, as well as adding two more heat sinks. This version is not expected to be introduced until 3025.

DRG-1G: This model is the original Dragon, which has an AC/2 instead of an AC/5. Other than that, there is almost no difference between the two versions.

OSR-2C Ostroc: This mech suffers from one glaring problem: poor armor protection on the center torso. If it weren't for that problem, the Ostroc would not be a bad mech, as it has good firepower and adequate heat sinks, as well as being a fairly fast mech for a heavy.

OTL-4D Ostsol: This mech has all of the problems of the Ostroc, with none of the virtues. It relies on two PPC's for its only armament, while it only has 16 heat sinks to get rid of the heat produced by weapons fire and movement. These problems contribute to the Ostsol being perhaps one of the rarest mechs seen on Solaris.

RFL-3N Rifleman: This mech would be dangerous if it weren't for two glaring problems: a lack of sufficient heat sinks for it's weapons load, and a level of armor protection that is almost a joke on a mech that weighs 60 tons (one of the Rilfleman's autocannons weighs more than it's armor does). If used properly, with care and with a good shot at the controls, the 3N Rifleman can be effective, but it's shortcomings make it a poor choice for your average pilot.

RFL-3C: This model of the Rifleman is somewhat better than the basic model, in that it can deliver more concentrated damage quicker than the 3N model due to it's 2 AC/10's, but it is stil not recommended that you use it as a close combat mech, even with having 2 tons more armor than it's brother.

CPLT-C1 Catapult: The heavy mech of choice on Solaris, this mech has a level of firepower and armor protection that allows it to engage just about any mech on Solaris on fairly equal terms. Its jump jets allow it to engage in the much-dreaded "jump-shot" technique of combat, allowing the Cat driver to jump out of the plane of engagement of the other mechs on the field, and fire down into the vulnerable areas of an opposing mech. While this tactic can be countered, it takes a good aim and a steady pilot to deal with this tactic, because if the Cat's opponent does not react fast enough, he will find himself taking huge amounts of damage without being able to return fire until it is too late. If you see a Cat jumping in front of you, and you are not confident enough in your abilities to hit the so-called "sweet-spot" of the Cat with a single TIC, fire single shots at the Cat repeatedly, and hope you throw off the Cat driver's crosshairs enough to save your neck.

CPLT-K2: This model of the Cat removes both LRM racks, two of the medium lasers, and all of the jump jets, and adds 2 PPC's, two machine guns, 5 heat sinks, and 2 more tons of armor. This version of the Cat is a much more straight-forward combat mech than the C1 Cat is, but it suffers from the same problem on Solaris that all the Cat-bodied mechs suffer from: the extreme vlunerability of the rear center torso to the "jump-shot" tactic, as well as having a cockpit that seems to invite opposing mechs to shoot at it.

CPLT-C4: This mech is almost the forgotten child of the Cat family of mechs, for a good reason: it is wholly dependent on it's 2 LRM-20 racks, as it only has 2 small lasers as backup firepower to deal with opponents that get in close while the LRM racks are reloading. This has killed more than a few C4 Cat drivers on Solaris.

CRD-3R Crusader: If it weren't for the problems inherent with the Orion-type body design the Crusader has in this game, the Crusader would be a dangerous opponent on Solaris. As it is, with proper support, the Crusader is still an effective mech, with its only problem being a shortage of heat sinks, which restricts the amount of fire that a CRD driver can use at any one time and still avoid heat shutdown. Used judiciously, the 2 LRM-15 racks, the 2 SRM-6 racks, and the 2 medium lasers can do significant damage to an opponent.

CRD-3D: This model corrects the heat sink problem by downgrading the SRM racks to SRM-4's, and by removing the machine guns. This allows the CRD-3D to add 4 more heat sinks, alowing the CRD-3D to use more of its firepower more often.

CRD-3K: This model keeps the SRM-6 racks, but it downgrades the LRM racks to LRM-10's and removes the MG's, and adds 6 more heat sinks. As with all models of the Crusader, it is a straight-forward get in close and blast away mech, with the advantage of being able to shoot at an opponent from long range while advancing to close-combat ranges.

CRD-3L: This version of the CRD downgrades all the missile racks to the next lightest model (LRM-15's to LRM-10's, and SRM-6's to SRM-4's), and it adds 4 jump jets, allowing it to engage in the "jump-shot" tactic.

JM6-S JagerMech: Perhaps the most controversial mech on Solaris, the JagerMech, while having armor that is, to be blunt, a joke for a 60-ton mech, has a quartet of autocannons that recycle quite rapidly, allowing it to hammer away at an opponent for an extended period of time. While each autocannon, individually, does not do much damage (especially those dreadful glorified MG's called the AC/2), the combined effect of repeatedly getting hit by those same AC's is equivalent to using a belt sander with 20 grit sandpaper on balsa wood: before you know it, your armor is gone. The trick to beating a Jagermech is getting within LRM or large laser range, and taking out one of the Jag's torsos. This has the effect of halving the damage that the Jag is dishing out. Given the poor armor that the Jag has (the UrbanMech has more armor than the Jag), once the Jag starts taking damage, the Jag driver quickly realizes the jig is up, and he starts looking to hide somewhere.

JM6-A JagerMech: This model of the JagerMech trades in the AC/5's for LRM-15's, which makes it even mre a fader's dream in MPBT. This Jag suffers from the same problems as the JM6-S, so be careful, and *don't* close with your enemy while driving a JagerMech.

TDR-5S Thunderbolt: This mech is perhaps underutilized due to the popularity of the Catapult,  Grasshopper, and Marauder, but it should not be ignored totally (perhaps I just like the Thud, too :)). It has a good range of firepower, a decent amount of heat sinks, and an excellent level of armor protection for a heavy mech. The only thing I would change on the Thud (other than it's hideously vulnerable Orion-type body shape in the game) is those MG's. I'd pull them, and upgrade the SRM rack to an SRM-6 from an SRM-2. Other than that, and the body shape it has in the game, the Thud is a good, but under-appreciated, mech.

GHR-5H Grasshopper: This mech has the virtue of being almost impossible to overheat if used correctly, as it has an astonishing 22 heat sinks in it's 70-ton body. These heat sinks allow it to keep up a rate of fire that many a Cat driver would kill for. While it's long-range firepower is nothing to write home about (a large laser and an LRM-5 rack), it has 4 medium lasers to deliver a very effective salvo at close range. It also has the viture of  having it's long-range firepower in it's head and CT, which means that, until you kill it, it will still have something to shoot at you. As it also has jump jets, it can engage in the "jump-shot" tactic, with which it has ruined more than a few mech driver's day :).

WHM-6R Warhammer: The Warhammer suffers from the problem of having almost too much firepower for it's weight and available heat sinks. The Warhammer would also benefit from having more armor, but this would come at the cost of firepower. This mech, despite having 18 heat sinks, still overheats easily, due to having 2 PPC's, an SRM-6 rack, 2 medium lasers, 2 small lasers, and 2 machine guns. While it can deliver substantial damage to an opponent, it's driver must be careful not to fire too often (to avoid heat shutdown), or expose himself to too much fire, as the Warhammer only has a moderate level of armor protection for a heavy mech.

WHM-6D: This version of the Warhammer removes the SRM-6 rack and the machine guns, and adds two more heat sinks and some much-needed armor. While it still suffers from heat problems, it is much better equipped to take damage while it's weapons recharge and it's heat sinks cool down.

WHM-6K: This version of the Warhammer removes the machine guns of the 6R model and replaces them with 2 heat sinks. While it is somewhat cooler than the 6R, it is still not much better than it's older brother.

WHM-6L: Sometimes called the "Hot Hammer", this model of the Warhammer removes the machine guns (which produce 0 heat) and replaces them with two flamers (which use up 2 heat sinks each every time they fire). This mech is very raely used, and in 3025 will be used primarily by House Liao, which manufactures it (go figure).

MAD-3R Marauder: The basic model Marauder, it is an effective machine if used properly. It can deliver a devastating amount of damage in a short period of time, but it is forced to depend on it's slow-recycling PPC's as its main firepower, which can cripple it at a crucial juncture of the battle, as an opponent takes advantage of the recycle time to blast away at it's arms in the hope of removing one (or both) of it's PPC's, as well as one (or both) of it's medium lasers. All the Marauders also suffer from the problems the Cat-body shape suffers from.

MAD-3M: I will admit that I am a bit biased towards this mech, as it is my mech of choice. With 20 heat sinks, 2 large lasers, 1 AC/5, and 2 medium lasers, it can keep up a steady barrage of laser and AC fire before heat starts to become a real concern, especially if  TIC fire is avoided.
While it does have its limitations (no jump capability, and the problems associated with the Cat-type body shape), it is an effective mech in the right hands.

MAD-3D: This version of the Mad replaces the AC/5 of the basic model with a large laser and some aditional heat sinks. While this reduces the risk of running out of AC ammo, it adds an enormous amount of heat burden on the mech. This model of the MAD is more susceptible to heat shutdown than the basic model.

MAD-3L: This model (another Liao modification :)) replaces one PPC with a large laser and 2 heat sinks. While this reduces the heat burden, this also complicates the firing pattern at long range, as it now has 3 different types of long-range weapons, each with their own recycle rates and heat useages. Needless to say, this variant of the Mad is not a popular one.

ON1-K Orion: If it weren't for it's very large chest area, which seems to attract weapons fire the same way a candle attracts moths, the Orion would be a nasty opponent, especially at medium ranges. It does have an incredible amount of armor (the maximum amount a 75-ton mech can have), but that big fat chest seems to draw so much fire that the armor seems to disappear more rapidly than it does on some medium mechs with half the armor. In a 3025-tech board game, the Orion can hang around for quite a long time, due to it's large amount of armor. But here, on MPBT: Solaris, forget it. It is just to much of a walking target :(.

ON1-V: This model removes armor to add a second SRM rack. This further compunds the problems associated with that big fat target called the center torso on the Orion in this game.

ON1-VA: This model removes the LRM rack to add the second SRM rack. This has the effect of making it a pure close-assault mech, which the Orion-type body shape is simply not suited for on MPBT: Solaris.

Assault mechs

AWS-8Q Awesome: This mech is a very dangerous opponent, due to it's large number of heat sinks (28 in all) and it's trio of PPC's, which can punch through the armor of most any mech in 2 to 3 salvos, crippling or killing the target. It's main weaknness is those same PPC's: they have a painfuly slow recycle time, and they use up an enormous amount of heat sinks when they fire (10 each). If not careful, an Awesome pilot can shut his mech down so fast he leaves himself open to a roasting (and not just due to the heat buildup in his mech).

AWS-8T: This model replaces the PPC's with 2 LRM-15 racks and 2 large lasers, while reducing it's armor protection somewhat. This reduces the heat burden on the mech, allowing it to keep up a steady rate of fire for an extended period of time, at a greater range than that afforded by the PPC's of the basic model.

AWS-8V:  This model removes 2 of the PPC's, and adds 1 large laser and 1 LRM-15 rack. This model is very difficult to overheat if used right, and can keep up an amazing rate of fire in the right hands. The weapons combination is what turns some people away from it, as it has no one single type of weapon to depend on.

CGR-1A1 Charger: This mech is, to most on Solaris, a joke. Originally designed as a fast assault recon mech, it never did well at it's assigned task. Those who do use the Charger use it only if they are bored with their usual mech, or they have decided to play "bumper mechs" or "silly mechs".
The 5 small lasers it has as "armament" are almost laughable, as you have to get right on top of your target to use them. Very raely is a Charger pilot allowed to get that close, unless everyone he is fighting against is also in a Charger or a WSP-1W Wasp, which has virtually the same armament.

VTR-9B Victor: The Victor is a pure close-combat mech, and it has no pretentions of being anything else. With an AC/20, 2 medium lasers, and an SRM-4 rack, a Victor has to get in close to do its work. Its jump jets allow it to clear may terrain features that would hold up a mech without jump jets, but it suffers from being *required* to get close before firing, and it also could use more armor.

ZEU-6S Zeus: The Zeus is a curious mech: while it has decent firepower and good heat sinks, this is in comparison to a heavy mech. For an assault mech, it suffers from having perhaps too little firepower (one of it's medium lasers fires to the rear, instead of the front) and too light of armor. House Steiner is reportedly working on a version that replaces the autocannon with a PPC and two heat sinks.

STK-3F Stalker: This mech has an absolutely tremendous amount of firepower available, but this comes at the expense of heat sinks and armor protection. While it does have 20 heat sinks, this is still not enough to allow it to *use* all that firepower at once. And it's armor protection, while good, is not good enough to stand up to repeated abuse, which is what most Stalker drivers encounter, as everyone tries to kill the Stalker before the Stalker kills them. If the Stalker pilot is good enough, he can take out quite a few opponents before falling to the enemy.

CP 10-Z Cyclops: This mech has some good firepower, but it has a rather low amount of armor, especially for an assault mech. This mech is rarely seen, due to it's shortage of armor.

CP 10-Q: This model removes the AC/20 of the 10-Z model, and replaces it with a second LRM-10 rack, and more armor. This model is sometimes seen as part of a lance, as it has good long-range firepower and adequate close-range firepower. As a dueling 'Mech, however, it has some shortcomings, and so is not seen quite as frequently there.

BNC-3E banshee: This is, believe it or not, the basic version of the Banshee. With a single PPC, a single AC/5, and a single small laser, this version of the Banshee is almost a joke as an assault mech.

BNC-3M: This model replaces the AC/5 of the basic model with a second PPC and two added heat sinks. This model suffers from heat buildup problems, and so is rarely seen.

BNC-3Q: This model is perhaps the biggest joke of all the Banshee models, replacing all of the long range weapons of the basic Banshee with a single AC/20. Needless to say, this model of the Banshee is almost NEVER seen in team play, or in duels.

BNC-3S: The Banshee of choice, this model is produced by House Steiner (BOOOOO!!! :)), and it is one of the most heavily armed assault mechs in the game. Fitted with 2 PPC's, 1 AC/10, 1 SRM-6 rack, 4 medium lasers, and 2 small lasers, it can deliver an incredible amount of damage to it's target. It's main flaw is a shortage of heat sinks. If you don't watch your heat carefully, you can shut yourself down, and a shut down Banshee is 95 tons of pure target :).

ANH-1A Annihilator: This 'Mech would be one of the most feared 'Mechs in MPBT, if it weren't for it's abysmally slow speed and pitiful armor levels for a 100-ton 'Mech. With 4 AC/10's (!!!) and 4 medium lasers, it can dish out absolutely *horriific* amounts of damage *if* it can survive long enough to get an opponent in range. Otherwise, it is not recommended as a regular part of a lance in Solaris lance battles.

AS7-D/-S Atlas: Whatever the name, the Atlas is a formidable target-at first glance. A little experience will show you that the Atlas is not the greatest mech in existence, as it has several now-well-known shortcomings. One is a serious lack of long-range firepower. Another is an over-dependence on it's AC/20 to kill its opponents. A smart opponent hangs back in a mech with long-range firepower superior to that of the Atlas (such as the BNC-3S Banshee or the STK-3F Stalker) and blasts away at the Atlas with it's long-range weapons, trying to strip the right and/or left torsos off of the Atlas. Once the AC/20 is gone, the Atlas is left with 2 medium lasers and an SRM-6 rack as it's close-range firepower, which is woefully inadequate to deal with the firepower of a 3S Banshee or a Stalker. And if the Atlas also loses its right and left torsos, it is nothing more than a slow-moving target, as it's remaining weapons are 2 rear-firing medium lasers.

IMP-2E Imp: This 'Mech is quickly becoming the assault 'Mech of choice, and for good reason. With an impressive amount of armor, decent speed for it's weight, 2 PPC's, an LRM-15, 4 medium lasers, and 29 heat sinks, it can both dish out and take an incredible amount of damage before falling, but before it goes, it's going to leave a lot of damage in it's wake. The best way to defeat this monstrosity is to use tactics such as fading, head shooting, or gang-legging, because if you stupidly close with it, it's gonna make you regret doing so, fast :).

MAD-4A Marauder II: Yes, I know what you're thinking: what's a Marauder doing listed amongst the big boys? Well, the Marauder II ain't your standard-issue Marauder :). Start with a heavily-reinforced Marauder chassis, bring the heat sink total up to 29 heat sinks, keep the PPC's and medium lasers, replace the AC/5 with a large laser, bring the armor tonnage up to 19 tons, and then add 3 jump jets, and voila! you have the Marauder II, a 100-ton jump-capable death machine, with an incredible staying power on the battlefield. It's only weak point is it's slow speed, a problem endemic to almost *all* assault-class 'Mechs. Given the level of armor protection (and the body shape in MPBT) this 'Mech has, this thing takes some killing. About the only way to stop this thing is to gang-CT-shoot it, and pray you don't get caught in PPC range, as a damaged MAD-4A driver is an *angry* MAD-4A driver, and he's gonna make you pay for shooting him, if he can.
 

 Start page   MPBT Light and Medium 'Mechs

 Inner Sphere 3050+ Light and Medium 'Mechs

 Inner Sphere 3050+ Heavy and Assault 'Mechs

 Clan Light and Medium 'Mechs Clan Heavy and Assault 'Mechs

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