Puma
From Mechwarrior Living Legends Wiki
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Puma |
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Class: |
Light |
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Faction: |
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Speed: |
97 km/h (136 km/h with MASC) |
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Torso rotation: |
90° in both directions |
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Variants Armament |
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Prime: |
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A: |
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B: |
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C: |
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D: |
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E: |
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Armor |
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4790
3113
3113
2754
2754
4311
4311
1500
Back: 3353
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The Puma is a Clan Light Mech. All Puma variants lack Jump Jets, but some equip MASC, giving it overall respectable maneuverability. All Pumas are also equipped with GECM, allowing them to reduce the range at which they can be detected on Radar. Pumas do have relatively weak Rear Torso Armor, so care must be applied to protect this one major weak point.
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Variant Briefing and Tactical Recommendations
Prime
Like most Primes this is the most flexible design of the bunch due to its CERPPCs. Though prone to heat complications, chain fire should allow two and a half rounds of fire as soon as they are available. Close and long range fighting are both options due to the Window of Engagement being so short and splash damage very high. To take advantage of its strengths, hit and run tactics and a wide Staggered Approach with Eoptics are recommended to minimize danger of return fire. Also, using flamers to finish off heavily damaged hostiles rather than a CERPPC shot will save heat. When facing this variant, use smaller, faster assets and close range quickly in an Angled Approach, then engage in a Circle Lock and wait for it to overheat and break off, then follow behind him keeping out of his poor torso turn. Heavier assets should keep in cover and fire on the the Puma from range before it has its own chance to fire.
Variant A
This variant is primarily a Missile Boat, and as such mounts twin CLRM20's as its primary weapons. Standard LRM Camping tactics apply here, peaking over hills is easier due to its low profile. The Cougar A is sometimes preferred as it is more mobile and has more firing options. However, the Puma has better survivability than the Cougar so take this if you expect you may get ambushed or will generally see return fire.
Variant B
A medium to short range variant, this also enjoys a short Window of Engagement but is bound by shorter range than the Prime. MASC has been included to overcome its shorter range, though lack of heatsinks limit its use. A Flanking Approach while in Passive Radar is recommended. Fire on the center mass of your target with the ERPPC if it is small or undamaged then review which component took the most damage and follow up by firing your LBX10 into that. Repeat this process until heat becomes an issue, at which point fire your LBX10 until you are ready to finish with your ERPPC. Careful with spamming your ERPPC as a quick MASC escape may be necessary. Keeping this Puma at range will cut its effectiveness greatly, forcing him to use MASC longer and longer and building more heat as he tries to close range.
Variant C
More of a hunter than the others, precision is needed as if you miss with even part of the beam, you will be punished with a heat spike and chain firing the lasers can lead to a long Window of Engagement and put you at risk. However, an Alpha strike with the 6 CERMBL's focuses a total of 2178 energy damage on point, capable of destroying most lightly-armored opponents or disabling crucial components of heavier assets in 2 or 3 well-aimed shots. MASC is available mainly for quick retreats and making you hard to hit if caught in a Circle Lock, which you may want to avoid here. A Flanking Approach at long range in Passive Radar may allow you to destroy crucial components on much heavier assets before they realize you are there. Both when using and fighting against this Puma, keep in mind extremely close range can make it difficult to hit with the lasers.
Variant D
Close Range Assault Puma (C.R.A.P.), named so in 0.5.0, is the knife fighter of the bunch, the D has extremely high pin point damage and excellent heat management even with liberal use of MASC. However, the majority of its weapons only work to a dangerous 200m. To complicate things further, the Window of Engagement is extremely long forcing you to face your enemy at close range for long periods of time. As the Puma is a very wide, lightly armored chassis, this is a worst case scenario and this variant is a high risk high reward asset. It is best used to chase and destroy lightly armed assets in a fast Direct Approach where return fire is minimal. If caught by a larger asset, crippling it may be the only option as the Puma is not a great runner if having to run from a 200m engagement. If you are caught in close range by this Puma, quick swinging of the torso will spread the damage of the Heavy Lasers. Never look directly into this Puma's eyes for too long.
Variant E
Best used at medium range, the E has more flexibility than a LRM boat due to its MASC and the direct fire nature of its ATMs. A threat to both lights and heavies if given enough time, never allow someone to close to within 150m of you and time your launches so that the majority of the missiles will hit most easily. This is best used as fire support against anything, but do not try to take on anything yourself unless it is damaged and at long range. Closing range on this quickly is the best way to counter it, though you will often find it hiding behind lancemates.
Canon
The Adder, nicknamed by Inner Sphere forces as the Puma, is a light and fast OmniMech which was designed to emulate the weapons configurations commonly seen on IS medium 'Mechs. As a result, it carries a far more potent load of firepower than its tonnage might suggest. Originally designed by Clan Star Adder in preparation for the invasion of the Inner Sphere, the Clan was not able to retain exclusive rights to the design, and by 3045 it had become a common design throughout the Clan military. Used primarily as a fire support unit, the Adder/Puma devotes nearly half its tonnage to modular weaponry, providing easy modification for a variety of roles. The prime configuration, marrying twin ERPPCs with the finesse of an advanced targeting computer, is deadly at almost any range, but has issues with overheating.