Difference between revisions of "Puma"

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m (Variant G: fluff out of date)
(Summarized Puma fluff texts and added self comment boxes.)
 
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{{Mech|
 
{{Mech|
| Image = File:Puma01.png
+
| Image = File:Puma.png
 +
| ImageGif = File:Puma_spin.gif
 
| Class = Light
 
| Class = Light
 
| Faction = Clan
 
| Faction = Clan
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| PitchCrouch = -35° to +65°
 
| PitchCrouch = -35° to +65°
  
| Price Prime = 64 150
+
| Price Prime = 62 150
| ArmorT Prime = 36 276
+
| ArmorT Prime = 35 629
 
| Engine Prime = Great Father 210 XL
 
| Engine Prime = Great Father 210 XL
 
| Weapons Prime = <ul>
 
| Weapons Prime = <ul>
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</ul>
 
</ul>
  
| Price A = 51 400
+
| Price A = 50 400
 
| ArmorT A = 34 335
 
| ArmorT A = 34 335
 
| Engine A = Great Father 210 XL
 
| Engine A = Great Father 210 XL
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</ul>
 
</ul>
 
| Equip C = <ul>
 
| Equip C = <ul>
<li> [[GECM]]
+
<li>[[GECM]]
 
<li>6 [[DHS]]
 
<li>6 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
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</ul>
 
</ul>
  
| Price D = 61 115
+
| Price D = 63 150
| ArmorT D = 36 276
+
| ArmorT D = 35 629
 
| Engine D = Great Father 210 XL
 
| Engine D = Great Father 210 XL
 
| Weapons D = <ul>
 
| Weapons D = <ul>
<li>2x [[CHLL]]
+
<li>2x [[iHLL]]
 
<li>2x [[Flamer]]
 
<li>2x [[Flamer]]
 
</ul>
 
</ul>
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</ul>
 
</ul>
  
| Price F = 43 500
+
| Price F = 45 300
 
| ArmorT F = 34 335
 
| ArmorT F = 34 335
 
| Engine F = Great Father 210 XL
 
| Engine F = Great Father 210 XL
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</ul>
 
</ul>
  
| Price G = 47 150
+
| Price G = 49 150
 
| ArmorT G = 32 400
 
| ArmorT G = 32 400
 
| Engine G = Great Father 210 XL
 
| Engine G = Great Father 210 XL
 
| Weapons G = <ul>
 
| Weapons G = <ul>
 
<li>3x [[CUAC5]]
 
<li>3x [[CUAC5]]
<li>2x [[HMG]]
+
<li>2x [[Flamer]]
 
</ul>
 
</ul>
 
| Equip G = <ul>
 
| Equip G = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
 +
<li>[[GECM]]
 
<li>0 [[DHS]]
 
<li>0 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
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| Armor H = 1380
 
| Armor H = 1380
| Armor LRT = 3402
+
| Armor LRT = 3339
| Armor CT = 5888
+
| Armor CT = 5779
| Armor B = 3140
+
| Armor B = 3082
| Armor LRA = 2748
+
| Armor LRA = 2697
| Armor LRL = 4240
+
| Armor LRL = 4161
| Armor INT = 2544
+
| Armor INT = 2497
  
| Version = 0.11.2
+
| Version153 = 0.19.1
 
}}
 
}}
  
<!-- Fluff current for 0.11.0 -->
 
 
The '''Puma''' (Clan designation '''Adder''') is a [[Clan]] [[Light Mech]].  All Puma variants lack [[Jump Jets]] and carry a [[Flamer]], while some equip [[MASC]] giving them overall respectable maneuverability.  Most 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 [[Armor|Rear Torso Armor]], so care must be applied to protect this one major weak point.
 
The '''Puma''' (Clan designation '''Adder''') is a [[Clan]] [[Light Mech]].  All Puma variants lack [[Jump Jets]] and carry a [[Flamer]], while some equip [[MASC]] giving them overall respectable maneuverability.  Most 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 [[Armor|Rear Torso Armor]], so care must be applied to protect this one major weak point.
  
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==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
Like most Primes this is the most flexible design of the bunch due to its [[CERPPC]]s. 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 [[Flamer]]s 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 [[Gameplay Tactics#Circle Lock|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.
+
A [[cERPPC]] [[sniper]]. Engage from your maximum range and [[chain fire]] to handle the heat and cause [[screen shake]].
 +
 
 +
{{Commentbox
 +
| Comment1=This mech does not have enough [[DHS]] to support two cERPPCs, so your overall DPS is going to be pretty slow, but your burst DPS is pretty high. In a [[team fight]] it is decent at providing steady, if infrequent, [[screen shake]]. The two [[flamer]]s together are great at killing [[Battle Armor]]. It also has 0.5 tons of armor above the baseline and it comes with [[GECM]].
 +
| Writer1= Willow}}
  
 
===Variant A===
 
===Variant A===
This variant is a slight tweak of the Puma Prime, with one [[CERPPC]] and the [[GECM]] swapped out for a [[CUAC10]] plus [[Free_tons|one ton]] of free space at a significantly reduced c-bill cost in comparison. Heat is much easier to control in the Puma A, making it a more viable Mech on hotter maps, while reducing its vulnerability to Flamer attack. The A is weaker at extreme ranges without the second ERPPC and the Ultra AC10 has a longer travel time, making it more challenging to land shots at range. Like all Pumas, the centre torso [[Flamer]] makes short work of any [[Battle Armor]] foolish enough to attack it from the front.
+
A [[mid range|mid]] to [[long range]] [[skirmisher]]. Focus on using your [[cUAC10]] in order to maximize your DPS. Use the cERPPC to open up engagements and to hit targets outside your UAC's range.
 +
 
 +
{{Commentbox
 +
| Comment1=This is a more sensible variant than the Prime for a similar job. It has 1 DHS and 1 free ton which is fine for the [[cUAC10]]. The [[flamer]] is good for anti-[[BA]].;
 +
| Writer1= Willow}}
  
 
===Variant B===
 
===Variant B===
Where the Puma Prime and A use [[CERPPC]]s to dish out damage at range, the Puma B focuses on precision targeting at range with three [[CERLBL]]s, all while still being cheaper than the Prime. This setup turns the B into a well-rounded sniper, effective against Mechs, tanks and even aerospace assets. Like the Puma Prime, heat can be a problem, housing only 7 [[DHS]] if one were to alpha strike with the 3CERLBLs the heat spike generated would be 530.64, pushing your temperature to it's limit but dishing out a hell of amount of hurt. One can overcome this by using Chainfire or setting 1 CERLBL to 1MB, 2 CERLBL to 2MB, 3 CERLBL to MMB and Flamer to 4MB. The B also retains [[GECM]] and is well-protected from [[BA]] attack thanks to the [[Flamer]].
+
A very strong [[sniper]]. Open engagements with an [[alpha strike]], then [[chain fire]] for continued engagement. Supremely good at [[arming]] opponents.
 +
 
 +
{{Commentbox
 +
| Comment1=This mech is a better sniper than the Prime, at least in terms of DPS. It has more heat sinks and the trio of [[cERLL]] run cooler overall. It also has one [[flamer]] and [[GECM]].
 +
| Writer1= Willow}}
  
 
===Variant C===
 
===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 [[Gameplay Tactics#Alpha Strike|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. A Flanking Approach at long range hidden by your [[GECM]] 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.
+
Very strong [[mid range]] laser [[boat]]. [[Skirmish]] and engage between 500 and 700 meters to take full advantage of your [[GECM]]. Fire a full salvo, then alternate between firing left and right arms.
 +
 
 +
{{Commentbox
 +
| Comment1=This mech provides one of the highest laser alphas in the game, matched or bested only by a few others, and it has the heat sinks to maintain constant alternating fire between the left and right arms. I recommend ingoring the Machine Gun entirely because it does nothing more than a little tickle at the range you should be shooting at. You should also be working on getting back to cover instead of drawing fire back to you with the MG that'll give the enemy hit markers back to your location, especially since you also have a [[GECM]] that you should be taking advantage of.
 +
| Writer1= Willow}}
  
 
===Variant D - ''"B.M.F"''===
 
===Variant D - ''"B.M.F"''===
Formery Close Range Assault Puma (C.R.A.P.), named so in 0.5.0, now B.M.F. The D has extremely high pin point damage thanks to its two [[CHLL]]. Despite its 7 [[DHS]] which cools you fairy fast, both [[CHLL]] dish out plenty of heat, allowing you barely one [[Gameplay_Tactics#Alpha_Strike|alpha strike]]. To complicate things further, the Window of Engagement is extremely long forcing you to face your enemy 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 with heavier asset that will draw fire away from you, where return fire is minimal. A good second strategy would be guerrilla warfare, utilizing [[GECM]] and the low profile of the chassis to hit and fade before you take too much return fire.
+
A [[mid range]] burst damage [[skirmisher]]. [[Poke]] from cover and [[chain fire]] your twin [[iHLL]]s to manage the heat.
If you are caught 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. However, be wary of the Puma predicting this and firing its lasers one at a time with the first acting as bait as a single heavy large still will inflict substantial damage if unmitigated.
+
 
 +
{{Commentbox
 +
| Comment1=This is another mech that provides extremely high laser alpha, but at the cost of extremely high heat. This is best played poking from cover and then patiently waiting for your heat bar to decline. Also consider running from anything that tries to close with you because you don't have the DPS to handle brawlers or even mid range skirmishers who decide to brawl with you.
 +
| Writer1= Willow}}
  
 
===Variant E===
 
===Variant E===
Best used at short range, the E has more flexibility than the other Pumas due to its [[MASC]], the radar cover of its [[GECM]] and the homing of its [[ATM12]]s, loaded with HE ammunition and 1 [[Free_tons|extra ton]] for reload.
+
A powerful [[short range]] [[skirmisher]]. Close to 300 meters and engage with your [[ATM|HEATM12]]. [[MASC]] in and out of cover during the long refire of your missiles.
A threat to both lights and heavies if given enough time, pilots should be aware of the long dead time between missile volleys making swift decisions on staying to maximize their DPS or jumping behind cover to give their launcher time to reload. This is best used as a close-range fire support unit or to surprise and smash other light Mechs with deadly barrages of ATMs. The quad [[CERSBL]]s are excellent for following up on an ATM strike; with a good pilot at the controls, the E can easily punch above its weight.
+
 
 +
{{Commentbox
 +
| Comment1=Better as a [[skirmisher]], but can [[brawl]] in a pinch and even better in a team fight.  
 +
| Writer1= Willow}}
  
 
===Variant F===
 
===Variant F===
The Puma F is a long range harasser with it's [[EOptics]] capable of removing components, slowing other variants in their path making them think twice about where they are heading and generating [[Cbills]] in the process. With three [[CUAC2]]s for anti-air and light Mech disposal, the Puma F can deliver eight seconds of uninterrupted fire out to 1200m. Though the output damage of each individual CUAC2 might be low, combined - and with three [[Free_tons|extra tons]] of ammo - the Puma F can really put the hurt on. Once your target steps into the 900m range, the singular [[CERLBL]] can inflict a pinpoint 692.31 points of damage at the expense of higher heat.
+
An [[extreme range]] [[sniper]]. Requires extensive staring with the [[cUAC2]]s, and is especially good vs tanks and aircraft.
Like all Pumas, the center torso Flamer makes short work of any Battle Armor foolish enough to attack it from the front and to overheat your enemy while blocking their vision.
+
 
 +
{{Commentbox
 +
| Comment1=This is an extremely effective [[tank hunter]] if you can position yourself right to maximize your possible [[stare]] time. Ideally you want to stay above 900 meters to keep away from most other [[long range]] weapons. It is also good for [[anti-air]], especially against VTOLs and heavy fighters. Just avoid [[jamming]] the guns.
 +
| Writer1= Willow}}
  
 
===Variant G===
 
===Variant G===
{{Fluff}}
+
A [[cUAC5]] [[skirmisher]]. Engage with your full burst, but avoid jamming the guns.
The Puma G is a flamer boat on steroids. Sporting an impressive array of four(!) [[Flamer]]s, this Puma is made for overheating enemy Mechs into self-destruction. In fact, with that number of flamers it's possible for players to effectively chain or group fire their flamers so that some of them cool down while the rest still effectively overheat their victims with a non-stop stream of flames. Since forcing an enemy Mech into blowing themselves up gives the Puma G's pilot little c-bills for the effort, a [[CLBX10]] and 2x [[CMPL]] provides respectable enough firepower for the pilot to chip into the damage dealt pool and reap some of the kill money. One of the cheapest Puma, just a moderate donation outside of starting money, it's a good choice for an early game flamer boat with reliable backup weapons for the times when it can't charge into the extreme short range required to burn up the enemy. The main downside of the Puma G is that while a light Mech, it's one of the slowest ones and it doesn't have any mobility enhancing or radar masking equipment to make its approach easier. A quad of [[DHS]] is enough insurance that pilots will overheat their opponents way before they overheat themselves.
+
{{Commentbox
 +
| Comment1=This is a very strong mid-range skirmisher, but can struggle with the gun convergence.
 +
| Writer1= Willow}}
  
 
==Gallery==
 
==Gallery==
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File:Puma.jpg|Puma ca. MWLL 0.3.0
 
File:Puma.jpg|Puma ca. MWLL 0.3.0
 
</gallery>
 
</gallery>
 +
  
 
==Canon==
 
==Canon==

Latest revision as of 05:52, 1 August 2026

Puma
Puma spin.gif
360.png
Puma.png
360.png
Class: Light Mech
Faction: Clan
Ticket cost: 5 upon destruction
Tier: 6
Tonnage: 35 tons
Speed: 97.2 km/h (136 km/h with MASC)
Torso yaw: 180°
Torso pitch: -35° to +55° while standing
-35° to +65° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 62 150 CBills
Total armor: 35 629
Engine Size: Great Father 210 XL
A:
Price: 50 400 CBills
Total armor: 34 335
Engine Size: Great Father 210 XL
B:
Price: 57 400 CBills
Total armor: 34 335
Engine Size: Great Father 210 XL
C:
Price: 55 900 CBills
Total armor: 34 335
Engine Size: Great Father 210 XL
D:
Price: 63 150 CBills
Total armor: 35 629
Engine Size: Great Father 210 XL
E:
Price: 57 000 CBills
Total armor: 34 335
Engine Size: Great Father 210 XL
F:
Price: 45 300 CBills
Total armor: 34 335
Engine Size: Great Father 210 XL
G:
Price: 49 150 CBills
Total armor: 32 400
Engine Size: Great Father 210 XL
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
3082
1380
2697
2697
4161
3339
5779
3339
2697
4161
2497

All stats current as of release 0.19.1

The Puma (Clan designation Adder) is a Clan Light Mech. All Puma variants lack Jump Jets and carry a Flamer, while some equip MASC giving them overall respectable maneuverability. Most 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.


Roles and Gameplay Hints

Prime

A cERPPC sniper. Engage from your maximum range and chain fire to handle the heat and cause screen shake.

Player Comments:
This mech does not have enough DHS to support two cERPPCs, so your overall DPS is going to be pretty slow, but your burst DPS is pretty high. In a team fight it is decent at providing steady, if infrequent, screen shake. The two flamers together are great at killing Battle Armor. It also has 0.5 tons of armor above the baseline and it comes with GECM.
Willow


Variant A

A mid to long range skirmisher. Focus on using your cUAC10 in order to maximize your DPS. Use the cERPPC to open up engagements and to hit targets outside your UAC's range.

Player Comments:
This is a more sensible variant than the Prime for a similar job. It has 1 DHS and 1 free ton which is fine for the cUAC10. The flamer is good for anti-BA.;
Willow


Variant B

A very strong sniper. Open engagements with an alpha strike, then chain fire for continued engagement. Supremely good at arming opponents.

Player Comments:
This mech is a better sniper than the Prime, at least in terms of DPS. It has more heat sinks and the trio of cERLL run cooler overall. It also has one flamer and GECM.
Willow


Variant C

Very strong mid range laser boat. Skirmish and engage between 500 and 700 meters to take full advantage of your GECM. Fire a full salvo, then alternate between firing left and right arms.

Player Comments:
This mech provides one of the highest laser alphas in the game, matched or bested only by a few others, and it has the heat sinks to maintain constant alternating fire between the left and right arms. I recommend ingoring the Machine Gun entirely because it does nothing more than a little tickle at the range you should be shooting at. You should also be working on getting back to cover instead of drawing fire back to you with the MG that'll give the enemy hit markers back to your location, especially since you also have a GECM that you should be taking advantage of.
Willow


Variant D - "B.M.F"

A mid range burst damage skirmisher. Poke from cover and chain fire your twin iHLLs to manage the heat.

Player Comments:
This is another mech that provides extremely high laser alpha, but at the cost of extremely high heat. This is best played poking from cover and then patiently waiting for your heat bar to decline. Also consider running from anything that tries to close with you because you don't have the DPS to handle brawlers or even mid range skirmishers who decide to brawl with you.
Willow


Variant E

A powerful short range skirmisher. Close to 300 meters and engage with your HEATM12. MASC in and out of cover during the long refire of your missiles.

Player Comments:
Better as a skirmisher, but can brawl in a pinch and even better in a team fight.
Willow


Variant F

An extreme range sniper. Requires extensive staring with the cUAC2s, and is especially good vs tanks and aircraft.

Player Comments:
This is an extremely effective tank hunter if you can position yourself right to maximize your possible stare time. Ideally you want to stay above 900 meters to keep away from most other long range weapons. It is also good for anti-air, especially against VTOLs and heavy fighters. Just avoid jamming the guns.
Willow


Variant G

A cUAC5 skirmisher. Engage with your full burst, but avoid jamming the guns.

Player Comments:
This is a very strong mid-range skirmisher, but can struggle with the gun convergence.
Willow


Gallery


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.

Date Introduced 3010 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Sniper

BattleTech Reference