I tried many things, from running 4xERML, SRM4x3, 4xMPL, and everything in between. None made me happy, because the little Ferret just loves exploding so much when it gets seen by the enemy. Call it "playing possum," or, "DOA." I like to call it, "try another build."
I decided the most competitive way to run the Ferret is with 2xERLL + 1xDHS. One ERLL on each arm. With that build I've had my most consistent, highest damage, high kill (5-8) games. Many in the 800-900 range, a handful 1000+. AND, it can be run with the Prime variant.
Final Build, for all three Chassis:
Full Armor
2xERLL, one on each arm
1xDHS, in the left torso. I usually lose my right torso first for some reason.
Improved Artillery Strike - For punishing deathballs that don't understand spacing.
Radar Deprivation - Because you're doing MWO wrong if you don't always have it.
Clan ERLL Range 5 - Your only weapon.
Clan ERLL Cooldown 5 - Same as above.
Advanced Seismic Sensor - helpful for seeing those pesky flankers before they get to you. Target gathering may be a good choice too, especially since taking off components is this mech's specialty.
Here are some core rules for the build:
1.) This is a very general one, but is especially important in the IFR. Only pick unfair fights. Finish off weakened mechs, take out any components that are close to being destroyed. Be an opportunist. Because you can't go toe-to-toe with anything, run. Run a lot. It's the one thing the Ice Ferret excels at.
2.) Don't fight lights. It may seem like a good idea to chase and fight lights with a "bigger, better armored medium," but unless you built the mech specifically for it (ie, Streaks and Pulse) it's a bad idea. Jenners and Firestarters are hard targets with lasers, and often have equal or greater firepower. If they have a decent pilot who understands lag armor, they will deal back as much pain as you can deal to them, possibly faster. Don't engage them unless they are nearly legged or cored.
3.) Be the pilot every slow mech hates. Hill hump, pop around from far away buildings, and generally ruin every LRM boat, slow assault, and wannabe assault sniper's time. That 22 damage from the 2xERLL adds up, and is delivered fully at 814m range with range mod 5. It's somewhere in the range of the Shadow Hawk 2K 3xERLL sniper damage (with less heat) at 900m range, and is effective all the way out to 1100m, maximum just over 1600m. Range mod5 and Cooldown Mod 5 are highly recommended.
4.) Use your mobility to your advantage at all possible times. This goes hand in hand with #3 and is a continuation of #1. Fire a shot, move to a new location, then fire another. Don't pop out from the same location consecutively. If a mech starts moving in your direction, run away and keep 800-1000 meters between the two of you.
5.) Wiggle Wiggle. Bob Dylan's worst song. Also what you should be doing if you find yourself in the open. Don't give the gauss snipers and clan ERLL counter-snipers a good shot at your center torso. Flail about like an idiot and get to cover as soon as you can. This is likely to punish you and result in a lost arm, but at least you will probably survive and have one ERLL to annoy them with. Perhaps a kill or a few assists to be picked up if you're lucky.
6.) When it seems all is lost and it's you against many mechs, don't give up. If the game was even a little close, with 3 or 4 enemies left against you, try and make them bleed. I've ended up winning games by keeping my distance, sniping and taking out wounded enemies. If they only have assaults or slow mechs left, this is actually easy. Just stay at around 900 meters away, continually moving backwards, taking shots and running into cover. The enemy will laugh at your Ice Ferret initially, then begin running in horror as their arms and legs begin disappearing.
In short, the singular reason for the Ice Ferret's existence is speed. It can do something that no other clan mech can do nearly as well, scout sniping, and escape the inevitable pursuers with good speed.
It could be better at mid-range skirmishing if it had ECM, JJ or better hardpoints (especially energy) which could all be fixed with new omnipods. But we're not likely to get anything except quirks, (one day...) so perhaps it's best to just work with what we've been given: An awkward looking clan cicada wannabe with a diaper, but deadly when kept at a distance.
Edited by Greenjulius, 23 November 2014 - 07:02 PM.