It's so true that it did even more.... at 30 tons.
Without spoiling the premise too much, but I've had too much fun in this mech... probably more than I have with a Firestarter... which can only mean one thing... something is going to have to give in the near future.
I honestly didn't expect much in the quirks, but I'll spend some time explaining how the quirks have affected this mech, and indirectly the game... as there's no other way I can explain success (other than the people who keep trying to core+side core these things).
So, let's go with 3 parts... because 3 is an easy # to remember.
1) Omnipods - Moar wub? Yes plz.
2) Field Report - Were you scared of the "6MG Spider"? All your back are belong to the ACH
3) The Future - The Paulconomist might visit soon™.
1) Omnipods - The Mist Lynx is officially in retirement, just like the Kitfox and Adder.
I've said as much about the Mist Lynx's deficiencies, but I've also mentioned a lot about high mounted hardpoints. The Arctic Cheetah fixes pretty much what ails the Mist Lynx and all the art+visuals had suggested high mounted weapon points. These are things that contribute to a great mech. The Firestarter is honestly jealous at this point...
So, let's get to the meat and potatoes of the thing...
With regards to the CT (and pretty much all of Wave 3's variants), there is no CT hardpoint and while the quirks are kinda more or less the same, there's nothing that's critically different (with some exceptions, like the Shadowcat), but nothing that can't be worked around.
I would also like to mention the legs... but specifically the quirks. It's very much like the CT quirks as they are minor and you can mix and match (more internal structure or more accel/decel or more turn speed), but I've mentioned before that the Reverse Speed quirks are far more potent than the rest, as the rate of change improves for accel/decel/turn speeds despite the somewhat meaningless increase in the reverse top speed. It's worth experimenting with to see if it makes any meaningful difference to you. For the purposes of of the Arctic Cheetah, look into the ACH-B "for science".
Let's go through the omnipods by section...
Left Torso:
ACH-PRIME - 1E, ECM, +7 LT Internal Structure
ACH-A - n/a, +7 Internal Structure, +5% arm pitch+yaw
ACH-B - n/a, +7 Internal Structure, +3% torso twist (yaw)
ACH-C - 2E, -2.5% Pulse Laser heat gen, -2.5% heat gen
If you're using the A or B's omnipods, you are wasting your time. The mech doesn't need it, based on the system the game uses to define torso twist, arm, and turn speeds. Heck, a Spider using a 240(XL) engine doesn't need any quirks for that purpose. So, if you bother to use those omnipods, you're doing it wrong.
The ECM issue makes for an interesting tradeoff talk, especially if you're planning to use pulse lasers... particularly Small Pulse lasers. The C's quirks are the hallmark of a certain degree of powercreep, but at least there is a tradeoff. However, for the people that aren't planning to use pulse lasers, you can safely go with the ECM omnipod across the board. It's something we'll get in a little more in depth later...
Right Torso:
ACH-PRIME - 1E, +7 RT Internal Structure, +2.5% Turn Rate
ACH-A - 1AMS, +7 Internal Structure, +5% arm pitch+yaw
ACH-B - n/a, +7 Internal Strucutre, +3% torso twist (yaw0
ACH-C - 1E, -2.5% Pulse Laser heat gen, -2.5% heat gen
Doesn't the Mist Lynx wish it got a piece of the Arctic Cheetah quirks? Well, it's not wubfriendly, and thus, it must go away.
You can see it's more or less like the Left Torso, minus the ECM related quirks. Again, the A and B quirks are a waste of time and the C trades off durability for better heat quirks. Clan XL in some ways will allow this to be a "reasonable" tradeoff, so that's to be expected here.
Not to forget this, but the A does have an AMS option, but ECM generally has more "pull" than AMS. Also, it's only natural that an AMS hardpoint was added to a mech that doesn't have it naturally...
Right Arm:
ACH-PRIME - 1E, 1M, +8 RA Internal Structure, LRM/SRM spread -4%
ACH-A - 1E, 1M, +8 RA Internal Structure, 3% Missile Cooldown
ACH-B - 1E, 1B, +8 RA Internal Structure, LBX spread -5%
ACH-C - 2E, +8 RA Internal Structure, -2.5% ER Laser Duration, -2.5% Laser Duration
You'll see a lot of this mirrored on the other arm, which is to be expected. The A omnipod is honestly inconsequential as the spread is probably "slightly" more useful overall. More facetime on your opponent is the worst thing a Light should be dealing with.
While the B omnipod is irrelevant when it comes to ballistics (it treads on a bad Ice Ferret/Mist Lynx design), the actual point to using it is that the energy hardpoint uses the higher mount. This is woefully annoying for the other variants, but it is what it is and is the only reason you bother with this omnipod. The C continues the legacy of powercreep as it has actual value... less duration means less facetime and it translates well for a Light.
What did the Mist Lynx deserve to get quirks that aren't on the same level as the Arctic Cheetah?
Left Arm:
ACH-PRIME - 1E, 1M, +8 LA Internal Structure, LRM/SRM spread -4%
ACH-A - 1E, 1M, +8 LA Internal Structure, 3% Missile Cooldown
ACH-B - 2E, +8 LA Internal Structure, -2.5% Energy Heat Generation
ACH-C - 2E, +8 LA Internal Structure, -2.5% ER Laser Duration, -2.5% Laser Duration
The only major difference is the B's arm as that is easily "the goto arm". While the laser duration buffs seem nice, heat is more your enemy than anything else. This suggests that the "weaker" side of the mech is the left side, given ECM+the number of energy hardpoints for those who don't have access to the C variant's omnipods.
So... how does this matter on the field?
2) Field Report - Are there any good 30-ton IS mechs out there?
I feel that it is important to get context of the two IS mechs this competes and compares with the most... as much of the discussion is kinda less about the current Clan mechs (which are generally more or less obsoleted for the most part).
So, let's look at some of the IS mechs it's somewhat related to...
Spider-5D - Low mounted CT hardpoint in conjunction with the Right Arm being the other source of power removes any chance of effective hill humping it ever desired. Just the pathetic # of energy hardpoints is generally enough to limit its potential, as even 4 ML would be good... but it has to make it up through "durability" with a large STD engine (for a Light) or a large weapon (like a Large Laser, Large Pulse Laser, or PPC). The Arctic Cheetah trades for none of that and has awesome heat quirks. So, this mech for all intents and purposes is obsolete... and that's just the beginning...
Firestarter (usually S, but also includes A) - While the FS9-S still has a general niche, it doesn't have high mounted torso energy and it has the WORST torso pitch of all the mechs in the game (can't look up or down as effectively). This doesn't mean the Firestarter has gotten worse exactly, but the mere fact that we're comparing a 30-ton mech to a 35-tonner should not be a thing, and yet we're here...
Still, if anyone with a clue is attacking a Light mech... if you're not legging, you're doing it wrong anyways.
Raven-3L - We have the traditional sniper mech with ECM here competing with the new Arctic Cheetah... and while I'm not a fan of the Clan ER Large, the poking ability of the Cheetah is pretty good even if you don't use the ER Med. While I think people will experiment and attempt to troll others like a Super-Spider+Raven combo (high mounts, great JJ capability), it's probably a sub-optimal choice. It's better to focus more a bit on the Light side, and while I think the Raven-3L is still a good sniper mech, but the Cheetah isn't entirely out of the running to accomplish that, especially with the 6 JJs it has.
Pretty much on a field testing level, it does pretty much what you ask a Spider or Firestarter to do... at an incredible rate. It's still fragile and often legged, but if you can manage/mitigate the leg damage, it can paint the Inner Sphere red.
As an anecdote... I had an epic awesome game with the Arctic Cheetah... with 4 CERMEDs. The team was down 7-11, and I was left. I had like 7 mins or so to "finish the game". It took a long while through poking and trolling where I ended up legged, and won the match 12-11. Whether it is ECM or that I got lucky on the PUG lotto (was playing solo), the potential the Arctic Cheetah for a good pilot far surpasses what we have currently in the Light realm of MWO.
So, with that said, what is its future?
3) The Future - A Nerfbat is waiting, and preemptive overquirking is not a good thing...
I feel as I'm saying this that a nerf is coming, whether we agree with it or not. I think part of the problem inherently is the overquirking or underquirking that goes on with the game due to not understanding what's important and what's not (with biases that exist). I feel like I'm doing more than a Firestarter ever would, and then some, and while I'm biased (a Light pilot), I'm almost compelled to stick with the Arctic Cheetah "meta" far longer than anything else (unless there's a related overnerf, which inevitably happens) because the mech puts most of what else is there to shame. I'm opening admitting.. they are incredible.. but they aren't unstoppable (if you're bad at legging, please learn to leg).
Still, I don't think it would bring Lights into relative usefulness, as it still involves ECM (despite the upcoming nerf not really addressing core issues) and general networking+hitreg somewhat affecting the opinions of people. Still, the good players don't think twice about legging. Anyone that totally relies on Streaks really need to step up their game and not totally rely on them for results.
The Clans finally got their "useful Light". Please be honest with yourselves when it comes Light balance. Those Firestarters know they have competition, and they have to compete with something 5-tons smaller than itself.
If only we weren't so reliant on quirks and powercreep...
A wise man once said... "we can't have nice things" and it might just be a matter of time when that happens...
Edited by Deathlike, 30 July 2015 - 12:55 PM.