Difference between revisions of "Cougar"

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</ul>
 
</ul>
 
| Equip A = <ul>
 
| Equip A = <ul>
 +
<li>[[LAMS]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>[[LAMS]]
 
 
<li>1 [[DHS]]
 
<li>1 [[DHS]]
<li>1 [[free tons]]
+
<li>1 [[free ton]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
 
</ul>
 
</ul>
  
| Price B = 51 200
+
| Price B = 49 200
 
| ArmorT B = 32 400
 
| ArmorT B = 32 400
 
| Engine B = 175 JF Extralight
 
| Engine B = 175 JF Extralight
Line 53: Line 53:
 
| Equip B = <ul>
 
| Equip B = <ul>
 
<li>[[EOptics]]
 
<li>[[EOptics]]
<li>[[JJ]]
+
<li>[[iJJ]]
<li>[[C3]]
 
 
<li>1 [[DHS]]
 
<li>1 [[DHS]]
 
<li>0 [[free tons]]
 
<li>0 [[free tons]]
Line 71: Line 70:
 
<li>[[JJ]]
 
<li>[[JJ]]
 
<li>2 [[DHS]]
 
<li>2 [[DHS]]
<li>0 [[free ton]]
+
<li>0 [[free tons]]
 
<li>6.5t [[Armor]]
 
<li>6.5t [[Armor]]
 
</ul>
 
</ul>
  
| Price D = 57 800
+
| Price D = 58 000
 
| ArmorT D = 34 335
 
| ArmorT D = 34 335
 
| Engine D = 175 JF Extralight
 
| Engine D = 175 JF Extralight
 
| Weapons D = <ul>
 
| Weapons D = <ul>
 
<li>2x [[CDSSRM4]]
 
<li>2x [[CDSSRM4]]
<li>2x [[CHML]]
+
<li>2x [[HML]]
<li>1x [[CHSL]]
 
 
<li>1x [[B-Pod]]
 
<li>1x [[B-Pod]]
 
</ul>
 
</ul>
 
| Equip D = <ul>
 
| Equip D = <ul>
 
<li>[[GECM]]
 
<li>[[GECM]]
<li>4 [[DHS]]
+
<li>[[iJJ]]
 +
<li>3 [[DHS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
 
<li>7t [[Armor]]
 
<li>7t [[Armor]]
Line 114: Line 113:
 
</ul>
 
</ul>
 
| Equip F = <ul>
 
| Equip F = <ul>
 +
<li>[[BAP]]
 
<li>[[iJJ]]
 
<li>[[iJJ]]
<li>[[BAP]]
 
 
<li>4 [[DHS]]
 
<li>4 [[DHS]]
 
<li>2 [[free tons]]
 
<li>2 [[free tons]]
Line 142: Line 141:
 
| Armor B = 2966
 
| Armor B = 2966
 
| Armor LRA = 2595
 
| Armor LRA = 2595
| Armor LRL = 4004  
+
| Armor LRL = 4004
 
| Armor INT = 2402  
 
| Armor INT = 2402  
  
| Version140 = 0.14.0
+
| Version153 = 0.16.1
 
}}
 
}}
  
The '''Cougar''' is a [[Clan]] [[Light Mech]] focused on long-range damage and intelligence support. The Cougar is generally equipped with high-damage, long-range weapons, making it an effective early-game sniper against other Light and [[Medium Mechs]]. Cougars can carry a wide variety of equipment, making it an extremely adaptable chassis suitable for many roles.
+
Most '''Cougars''' are [[fire support]] 'mechs. Cougars have substantial [[armor]] and lots of [[weapons]]. Unfortunately, Cougars have large [[hitboxes]] and slow speed for a light 'mech, often making them an easy target. Most Cougars function best at [[long-range]]. For those Cougars with short-range weapons, it is important to stay close to allies.
 
 
  
 
==Roles and Gameplay Hints==
 
==Roles and Gameplay Hints==
 
===Prime===
 
===Prime===
The Cougar Prime is equipped with two [[cLPL]]s a pair of [[cLRM5]], giving it powerful long-range damage dealing capabilities that don't diminish until the enemy is practically hugging the unit. Equipped with [[B-Pod]] to help deal with [[Battle Armor]], the Prime Variant is quite deadly, capable of dealing out respectable damage for a low price tag. 3 [[DHS]] don't stand a single chance of keeping the Cougar Prime running cool with all guns constantly firing, so care must be taken to not overheat. Chain-firing its weapons will keep the heat build up under control on most planets. On hotter planets you're better off just using either the [[LPL]]s or [[LRM]]s depending on your range, or just picking a different unit altogether.
+
An [[early-game]] [[long-range]] [[fire support]] 'mech. Can also [[twist fight]]. Good at [[Gameplay_Tactics#Arming.2C_Externaling.2C_and_Winging|cutting off individual components]].
 +
{{Commentbox
 +
| Comment1=[[Group fire]] the [[cLPL]]s except against [[BA]] or when [[heat|hot]]. [[Twist fight]]ing makes the [[cLRM5]]s useless except at close range where they can be [[dumb-fired]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant A===
 
===Variant A===
The A variant is a very capable short to mid range unit. The Cougar A is armed with a [[cLRM15]], a [[cDSSRM6]] and two [[cMPL]]s allowing it to handle threats at any range. It's best engagement range is one where it can bring all its weapons to bear, which is right at 350m and below, the [[minimum range|minimum arming range]] 20m of [[cLRM]]s, and 350m the maximum range of the [[cSSRM]]s its two CMPL good out to 500m. Fitted with [[iJJ|Improved Jump Jets]], enables it to move around the battlefield quickly, either to bring its shorter-ranged weapons to bear or to kite a slower enemy. Its [[LAMS]] provides useful team support and provides protection against enemy missile volleys. This mech can start to run hot in combat with just 1 [[DHS]] so watch your temperature and use coolant when required. One [[Free tons | free ton]] is available so load up before you head out.
+
An [[early-game]] [[generalist]], but works best as a [[brawler]]. Struggles against fast-moving Light 'mechs.
 +
{{Commentbox
 +
| Comment1=Works best within 350m. Good choice against enemy [[LRM boat]]s. Have a second [[cMPL]] button for [[chain-firing]] to manage [[heat]]. If the heat gets too bad, don't fire the cMPLs at all. The [[free ton]] of ammo should almost always be for the [[DSRM6]].
 +
| Writer1= - Warlord Kentax}}
 +
{{Commentbox
 +
| Comment2=The A variant is a very capable all around jack of all trades. [[Fire Support]], [[Skirmisher]], [[Brawler]], [[Support]]. All of these typical battlefield roles are ones that the A can fill at least in some capacity. The Cougar A is armed with a [[cLRM15]], a [[cDSRM6]] and two [[cMPL]]s allowing it to handle threats from long-[[range]] to short-range. The A typically has most success between 10 and 350m, because the [[Weapons#Ranges|minimum arming range]] of [[cLRM]]s is 10m. Fitted with [[iJJ|Improved Jump Jets]], the A can move around the battlefield quickly. Pilots would do well to take advantage of the iJJs [[vector|vectoring]] capabilities. Jump forward to get the SRMs in range. Jump backwards to get outside of the LRMs minimum range. Jump to the side to get behind cover. When it comes to [[heat]], the A can run a little hot when constantly firing its weapons '''and'' using its JJs. If one has enough buttons on their mouse, it is advised that pilots assign an extra [[chain fire]] button to the MPLs to better spread out the damage. If things are just too hot in general, the MPLs should be the weapon that is withheld as they are the least heat-efficient weapon in the A's arsenal. Rounding out the A as a true jack of all trades, is a [[LAMS]] giving the A a limited [[support]] role. Depending on the pilot's desired role, the A's one [[free ton]] of ammo should generally be used for SRMs (as they run out the most quickly), or LRMs in the case that the pilot expects to operate, primarily, at long-range.
 +
| Writer2= - Warlord Kentax}}
 +
 
  
 
===Variant B===
 
===Variant B===
The Cougar B is a sniper scout variant. Armed with a [[CERPPC]] and two [[CLBX5]]s, capable of a very effective mid- to long-range punch. [[Enhanced Optics]] to survey the battlefield, while it's [[JJ|Jump Jets]] allow it both to reach vantage points for its role as a spotter / sniper, as well as giving it the capability to jump snipe. When not running passive near the edge of its effective range a [[C3]] suite allows it to relay radar information to the rest of its team, but makes it even harder to hide from approaching enemies. With only 1 [[DHS]] keeping an eye on your temps is a must.
+
Dedicated [[jump sniper]].
  
 
===Variant C===
 
===Variant C===
The Cougar C is an aggressive NARC asset. Mounting a [[CNARC]], this variant is capable of jumping out of cover with its [[JJ|Jump Jets]], sticking a beacon on a prey of its choice while leaving only a small window of retaliation, and exploiting it along with the rest of its team using its pair of [[CLRM15]] launchers. Carrying its own NARC allows it to bypass the clan LRM limitation of not arcing over nearby obstacles by firing away from its designated target. Unfortunately, without any reloads the LRM racks will soon run out, but pilots are bound to stay until they run out of NARCs as its own [[indirect fire]] ability is a bonus and not enough to warrant taking the asset without dedicated friendly units to support. Providing some backup direct fire are 2 [[CERML]], not dealing any insane damage, but capable of harassing targets at mid, as well as deterring [[BA]] with pinpoint strikes. Its two [[DHS]] usually don't have to work too hard to manage heat, as situations where it has to deploy all of its weapons and equipment usually mean it's in a bad spot and will soon either reposition or perish.
+
[[Fire support]] [[LRM Boat]] with [[self-NARC]]ing capabilities and extremely limited [[ammo]]. Strong against slow enemies. Very weak against fast enemies.
 +
{{Commentbox
 +
| Comment1=After [[NARC]]ing a target, [[flick]] the [[LRM]]s. [[Chain fire]] the LRMs for [[heat]] management. Use on open maps with [[ammo base]]s or with allied [[APC]]s.  
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant D===
 
===Variant D===
The Cougar D comes as a very powerful brawler. Strictly a close range, twin [[CHML]]s and one [[CHSL]] allow for high damage while two [[CDSSRM4]] add punch cockpit shake. The smart mech pilot must take into account the high heat output. Pacing the damage output will give it a chance to pack such a wallop, especially with only 4 [[DHS|Double Heatsink]]s. Its no doubt that D Variant will become a favorite to Mech pilots wanting to hunt down Battle Armors using its [[B-Pod]], and Vehicles, which should give some a means to pausing and thinking twice facing this variant. On the equipment side, [[GECM]] helps it reach its desired engagement, with an 2 [[Free tons]] ammo and extra tons of armor gives staying power, similar to medium mechs. It has 800 more armor on side torsos, 1200 extra armor on center torso, as well as 1000 more armor on legs. Arms, back torso and internals gaining only 500 more armor.
+
[[GECM|Stealthy]] [[skirmisher]] and [[brawler]]. Best on [[maps]] with [[rough terrain]] and short- to mid-[[range]] sight-lines.
 +
 
 +
{{Commentbox
 +
| Comment1=[[Chain fire]] the [[SSRM]]s to spread out [[screen shake]]. Runs a bit [[C-Bills|expensive]] for a Cougar, best purchased when [[jump jets]] are needed and a [[Hellhound]] or [[Shadowcat]] are just a little too pricey.
 +
| Writer1= - Warlord Kentax
 +
| Comment2=[[rough terrain]] ''page does not exist''
 +
| Writer2= - aibot}}
  
 
===Variant E===  
 
===Variant E===  
The Cougar E is a powerhouse at medium range. Twin [[ATM6]]s with 2 extra tons of ammo give it range and endurance. Its three [[cERML]]s back these up, doubling as point defence within their [[minimum range]]. Its [[JJ|Standard Jumpjets]] afford it a degree of jump-sniping ability, the ATMs often managing to lock and fire against active radar enemies before you drop back behind cover. With only a pair of [[DHS]] this is an attack pattern that is impossible to sustain, requiring breaking off to cool down and judicious use of chain fire during prolonged engagements even without using the jets, controlling laser use to leave enough heat capacity for missile volleys.
+
[[Early game]] [[upgrade]]. Excellent [[fire-support]], great choice on cold maps.
 +
{{Commentbox
 +
| Comment1=Create a second [[weapon group]] for [[chain fire|chain firing]] the [[cERML]]s to better manage [[heat]]. Watch out for the [[minimum range]] on the [[ATM6]]s.
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant F===  
 
===Variant F===  
Sporting 5 [[cSPL]]s and 2 [[cDSRM4]]s and an extra ton of armor, the F variant is a very short range focused brawler with an effective range of 350m. Thankfully, [[iJJ|Improved Jump Jets]] give it an easier time approaching enemies and a [[BAP]] gives it greater awareness of the battlefield, despite users usually switching to passive as they begin their approach. Its four [[DHS]] add much needed cooling support, as care must be taken to not overheat if mixing combat jumping with alpha strikes.
+
Extremely powerful [[brawler]], one of the best for its tonnage. A go-to "starter" for [[Solaris Arena]].
 +
{{Commentbox
 +
| Comment1=Have a second [[weapon group]] for both the [[cSPL]]s and [[cDSRM4]]s to help deal with [[heat]] and more quickly kill [[BA]]. High [[alpha]] makes the F good at [[seek-and-destroy]] tactics as well as capturing heavily defended [[objectives]].
 +
| Writer1= - Warlord Kentax}}
  
 
===Variant G===  
 
===Variant G===  
A variant intended for extreme range fire or anti-air duty. The Cougar G mounts two [[ATM|ATM6 ER]] launchers capable of locking onto targets 1250m away, as well as two [[cERLL]] providing pinpoint damage at 900m out and, of course, [[EOptics|Enhanced Optics]] to more accurately use them. [[JJ|Jump Jets]] enhance the unit's manoeuvrability, allowing it to reach a vantage point with clear line of sight to the enemy beyond their weapon's reach, as well as enabling swift escapes from approaching units. Being afforded no extra tons of ammo, the unit is dependent upon supply lines, and even then its damage dealing potential is somewhat low due to the underpowered nature of extended range ATM munitions. 2 [[DHS]] don't provide enough heat dissipation for constant alpha strikes due to the poisonous heat generated by clan large lasers, but operating at extreme ranges using just the ATMs is a cooler if somewhat underpowered proposition.
+
Extreme long-[[range]] [[fire support]] 'Mech. Best on open maps and with [[NARC]] or [[TAG]] support.
 
+
{{Commentbox
 +
| Comment1=[[Chain fire]] all weapons in order to better manage [[heat]]. Can use [[Jump Jets]] to get to an excellent [[LRM camping]] vantage point, but struggles with limited [[ammo]]. Too hot to [[jump snipe]].
 +
| Writer1= - Warlord Kentax}}
  
 
==Canon==
 
==Canon==

Latest revision as of 05:33, 23 October 2024

Cougar
Cougar spin.gif
360.png
Cougar.png
360.png
Class: Light Mech
Faction: Clan
Ticket cost: 4 upon destruction
Tier: 5
Tonnage: 35 tons
Speed: 86.4 km/h (120 km/h with MASC)
Torso yaw: 280°
Torso pitch: -35° to +40° while standing
-35° to +50° while crouching
Variant Armament
Variant Weapons Equipment
Prime:
Price: 49 900 CBills
Total armor: 34 335
Engine Size: 175 JF Extralight
A:
Price: 52 300 CBills
Total armor: 34 335
Engine Size: 175 JF Extralight
B:
Price: 49 200 CBills
Total armor: 32 400
Engine Size: 175 JF Extralight
C:
Price: 51 800 CBills
Total armor: 32 400
Engine Size: 175 JF Extralight
D:
Price: 58 000 CBills
Total armor: 34 335
Engine Size: 175 JF Extralight
E:
Price: 49 300 CBills
Total armor: 32 400
Engine Size: 175 JF Extralight
F:
Price: 55 350 CBills
Total armor: 34 335
Engine Size: 175 JF Extralight
G:
Price: 51 300 CBills
Total armor: 32 400
Engine Size: 175 JF Extralight
Armor Points Distribution
BT
HD
LA
LL
LT
CT
RT
RA
RL
INT
2966
1380
2595
2595
4004
3213
5561
3213
2595
4004
2402

All stats current as of release 0.16.1

Most Cougars are fire support 'mechs. Cougars have substantial armor and lots of weapons. Unfortunately, Cougars have large hitboxes and slow speed for a light 'mech, often making them an easy target. Most Cougars function best at long-range. For those Cougars with short-range weapons, it is important to stay close to allies.

Roles and Gameplay Hints

Prime

An early-game long-range fire support 'mech. Can also twist fight. Good at cutting off individual components.

Player Comments:
Group fire the cLPLs except against BA or when hot. Twist fighting makes the cLRM5s useless except at close range where they can be dumb-fired.
- Warlord Kentax


Variant A

An early-game generalist, but works best as a brawler. Struggles against fast-moving Light 'mechs.

Player Comments:
Works best within 350m. Good choice against enemy LRM boats. Have a second cMPL button for chain-firing to manage heat. If the heat gets too bad, don't fire the cMPLs at all. The free ton of ammo should almost always be for the DSRM6.
- Warlord Kentax


Player Comments:
The A variant is a very capable all around jack of all trades. Fire Support, Skirmisher, Brawler, Support. All of these typical battlefield roles are ones that the A can fill at least in some capacity. The Cougar A is armed with a cLRM15, a cDSRM6 and two cMPLs allowing it to handle threats from long-range to short-range. The A typically has most success between 10 and 350m, because the minimum arming range of cLRMs is 10m. Fitted with Improved Jump Jets, the A can move around the battlefield quickly. Pilots would do well to take advantage of the iJJs vectoring capabilities. Jump forward to get the SRMs in range. Jump backwards to get outside of the LRMs minimum range. Jump to the side to get behind cover. When it comes to heat, the A can run a little hot when constantly firing its weapons 'and using its JJs. If one has enough buttons on their mouse, it is advised that pilots assign an extra chain fire button to the MPLs to better spread out the damage. If things are just too hot in general, the MPLs should be the weapon that is withheld as they are the least heat-efficient weapon in the A's arsenal. Rounding out the A as a true jack of all trades, is a LAMS giving the A a limited support role. Depending on the pilot's desired role, the A's one free ton of ammo should generally be used for SRMs (as they run out the most quickly), or LRMs in the case that the pilot expects to operate, primarily, at long-range.
- Warlord Kentax



Variant B

Dedicated jump sniper.

Variant C

Fire support LRM Boat with self-NARCing capabilities and extremely limited ammo. Strong against slow enemies. Very weak against fast enemies.

Player Comments:
After NARCing a target, flick the LRMs. Chain fire the LRMs for heat management. Use on open maps with ammo bases or with allied APCs.
- Warlord Kentax


Variant D

Stealthy skirmisher and brawler. Best on maps with rough terrain and short- to mid-range sight-lines.

Player Comments:
Chain fire the SSRMs to spread out screen shake. Runs a bit expensive for a Cougar, best purchased when jump jets are needed and a Hellhound or Shadowcat are just a little too pricey.
- Warlord Kentax
rough terrain page does not exist
- aibot


Variant E

Early game upgrade. Excellent fire-support, great choice on cold maps.

Player Comments:
Create a second weapon group for chain firing the cERMLs to better manage heat. Watch out for the minimum range on the ATM6s.
- Warlord Kentax


Variant F

Extremely powerful brawler, one of the best for its tonnage. A go-to "starter" for Solaris Arena.

Player Comments:
Have a second weapon group for both the cSPLs and cDSRM4s to help deal with heat and more quickly kill BA. High alpha makes the F good at seek-and-destroy tactics as well as capturing heavily defended objectives.
- Warlord Kentax


Variant G

Extreme long-range fire support 'Mech. Best on open maps and with NARC or TAG support.

Player Comments:
Chain fire all weapons in order to better manage heat. Can use Jump Jets to get to an excellent LRM camping vantage point, but struggles with limited ammo. Too hot to jump snipe.
- Warlord Kentax


Canon

After the Refusal War with Clan Wolf, Falcon Khan Marthe Pryde decided to upgrade the 'Mechs her Clan fielded as they rebuilt. Rather than waste precious resources designing a new OmniMech from the ground up, she instructed her scientists to improve upon existing designs. The design the scientists chose to modify was the Adder. Though the two 'Mechs are visually similar and share the same weight, the Falcon Cougar is slower and better armed, though it only has six and a half tons of Ferro-Fibrous armor. This process enabled the Falcon scientists to produce a new design in roughly half the time it would have taken them otherwise.

Date Introduced 3058 during the Era known as "Clan Invasion" (3050 - 3061) - Unit Role: Sniper

BattleTech Reference