Difference between revisions of "Cougar"
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− | 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]] | + | 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=== | ||
− | + | 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 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. | + | 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=== |
Revision as of 05:03, 18 September 2022
Cougar | ||
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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 |
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A: Price: 52 300 CBills Total armor: 34 335 Engine Size: 175 JF Extralight |
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B: Price: 51 200 CBills Total armor: 32 400 Engine Size: 175 JF Extralight |
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C: Price: 51 800 CBills Total armor: 32 400 Engine Size: 175 JF Extralight |
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D: Price: 58 000 CBills Total armor: 34 335 Engine Size: 175 JF Extralight |
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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 |
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G: Price: 51 300 CBills Total armor: 32 400 Engine Size: 175 JF Extralight |
||
Armor Points Distribution | ||
|
All stats current as of release 0.15.3
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.
Contents
Roles and Gameplay Hints
Prime
An early-game long-range fire support 'mech. Can also twist fight. Good at cutting off individual components.
Variant A
An early-game generalist, but works best as a brawler. Struggles against fast-moving Light 'mechs.
Variant B
The Cougar B is a sniper scout variant. Armed with a CERPPC and two CLBX5s, capable of a very effective mid- to long-range punch. Enhanced Optics to survey the battlefield, while it's 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.
Variant C
The Cougar C is an aggressive NARC asset. Mounting a CNARC, this variant is capable of jumping out of cover with its 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.
Variant D
The Cougar D is a very powerful brawler without any medium- or long-range weapons. The D's two CHMLs can provide moderate pinpoint damage while two CDSSRM4 add more damage and substantial cockpit shake. The smart mech pilot must take into account the high heat output of the D. Pacing the damage output, via chain fire, will give it a chance moderate its heat generation and avoid overuse of coolant. The D's 4 Double Heatsinks struggle to handle iJJ use in combat without coolant use, in most cases pilots will find the iJJs are better used in getting over difficult terrain and avoiding aerospace bombing runs. Extra armor and two free tons of ammo give the D substantial staying power, although Cougars in general have large side torsos and large hit boxes overall, making twist fighting a must when enemies target the D. Pilots will have to balance the need to chain fire with the need to twist fight, effectively considering what is more important right now: Conserving Armor or conserving Coolant?
Variant E
The Cougar E is a powerhouse at medium range. Twin ATM6s with 2 extra tons of ammo give it range and endurance. Its three cERMLs back these up, doubling as point defence within their minimum range. Its 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.
Variant F
Sporting 5 cSPLs and 2 cDSRM4s and an extra ton of armor, the F variant is a very short range focused brawler with an effective range of 350m. Thankfully, 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.
Variant G
A variant intended for extreme range fire or anti-air duty. The Cougar G mounts two ATM6 ER launchers capable of locking onto targets 1250m away, as well as two cERLL providing pinpoint damage at 900m out and, of course, Enhanced Optics to more accurately use them. 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.
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