Avatar

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(Tactical Analysis)
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== Tactical Analysis ==
== Tactical Analysis ==
'''Offensive'''<br>
'''Offensive'''<br>
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[[Jump Jets]], [[BAP]] and [[Advanced Gyro]] stabilization create an extremely stable weapons platform able to access most any battlefield location. The 3 Omni slots in the right arm give it tremendous configuration flexibility. Well separated weapons lend survivability and even a severely crippled Avatar can be a serious threat at any range. A quick jump sniper with an exceptional view from the cockpit, it can target enemies beyond visual range and also finds value as an artillery unit with [[Long Tom]] or [[AGL]] Ballistic systems. Extensive engine upgrades are available, bringing its top speed to a respectable 103.63 Kph.<ref>[http://trm.mektek.net/index_mechs.htm MechWarrior4 - Technical Reference Manual]</ref>
'''Defensive'''<br>
'''Defensive'''<br>
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Improved performance for the Mech Pack 2.1 version enhances its mobility and the Avatar is less vulnerable to attack by more nimble units, such as the [[Thor]], which can no longer easily outmaneuver it. It possesses a best in class full stop turn rate however, and this can be used to its advantage in close confines. Though its torso twist performance is quite good, the Avatar is better suited to second line support roles. Its cockpit is situated extremely high on the torso, much like that of the [[Vulture]], making head shots difficult. Near misses will cause little to no collateral damage to surrounding sections and the large center torso makes a more logical target. It can be configured as a fast unit, but requires up to 18 tons worth of engine upgrades to achieve this top speed.<ref>[http://trm.mektek.net/index_mechs.htm MechWarrior4 - Technical Reference Manual]</ref>
==Chassis==
==Chassis==

Revision as of 23:34, 3 December 2010