

What Is The Role Of The Panther?
#1
Posted 24 December 2015 - 05:28 AM
#2
Posted 24 December 2015 - 05:37 AM
In MWO, the mechs have an engine cap based on their stock engine, and the Panther's is tiny for a light, so you wind up with something comparable to a Jenner with only two-thirds the speed; it tops out at just over 100kph.
I've seen Panthers best used as escorts for bigger mechs - because they're small and slow, people often prioritise other targets and that allows you to get in some good damage. However, they also work as flankers if they can go about it undetected.
#3
Posted 24 December 2015 - 05:46 AM
#4
Posted 24 December 2015 - 05:55 AM
As noted, Panthers have an engine cap that prevents it from being really speedy, so diving through the enemy murder ball causing disruption isn't really an option as it is with other lights.
Definitely a shoot and scoot mech.
#5
Posted 24 December 2015 - 06:39 AM
Starwars8539, on 24 December 2015 - 05:28 AM, said:
The 10k was an awesome ERPPC light. That plus 2 SRMx2s was happy times! Then they nerfed the ERPPC heat generation MASSIVELY. Now I use it as a tanky little SRMboat with MPLs... sort of the Commandos bigger brother with JJs. It's slower, but you play it smarter and it does well.
Edited by Kjudoon, 24 December 2015 - 06:40 AM.
#6
Posted 24 December 2015 - 06:41 AM
there is one build with 2xPPC, basically dedicated to that role, another build that favors medium-close range with 1xPPC and 2xSRM4, IMO being the most effective playstyle on that chassis, vs other lights doing LL (rvn-2x) and ERLL(rvn-3L) and other skirmisher builds better.. (fs9, jr7, ach...)
Edited by zudukai, 24 December 2015 - 06:42 AM.
#7
Posted 24 December 2015 - 07:23 AM
Starwars8539, on 24 December 2015 - 05:28 AM, said:
In Battletech, the source material, mechs of all weight classes had various roles. For example, the Charger is an 80 ton assault mech designed for scout missions, with barely any reasonable weapon armament and whose sole intention should it encounter a rival scouting force is to overtake it with its immense speed and brutally maul it with its battering ram for an arm; and should the enemy's speed be greater than its own, it should catch up enough to use its 6 small lasers.
Yes. That was seriously a thing.
Some light mechs are meant for scouting, some for full-on combat, some for fire support, and anti-infantry applications. The Firestarter for example is intended as an anti-infantry mech; but where's the infantry? These variations are even within chassis, for example the Raven 3-L is a bonified scout mech designed for information warfare. The Raven 4X is actually a full on combat chassis designed in BT to take on mechs larger than itself; its armor within Battletech nearly rivals that of some Battlemechs up to 20 tons heavier than itself. In a tangle, RVN-4X would hand any non-5th generation Shadowhawk its hip actuators in a scrap heap. Though this isn't quite true in MWO...because "freedom to build."
But going back to roles: Fire support includes missile lights such as the Thorn (not in MWO yet). It also includes heavy fire mechs such as the Hollander, a 35 ton walking Gauss Rifle, and the Panther. The Panther is a smaller version of the Vindicator, a walking single PPC. In a Light 'Mech company, these would be your second to third line lights, providing sniper support for your scouts and fighters. They are slower, lumbering, and in actual Battletech hardly ever go 64 kph because they would lose accuracy then. (Mind you this is because Panthers 'ran' to get to 64.8 kph...they are also 2 meters shorter than MWO has them.) They ambushed more than rushed and usually loved hanging out in water (to cool).
You can improve it, give it faster engines and all that. But in the source material what you would do in MWO to make virtually any mech 'competitive' would be nigh on impossible to completely suicidal.
#8
Posted 24 December 2015 - 07:26 AM
Take this. Select the Panther you have. Load the stock loadout.
Edit to your heart's content.
Note that you have an allotment of 35 tons. This includes ALL the weight on/in the mech. The engine, including Gyro and sensor equipment, is 5 tons. The PPC is 7 tons. The missile launcher varies with the variant and type. The armor is 6.5 tons. The skeleton is 2 tons. The heatsinks have their weight too. It all comes together to create your mech.
While allocating armor, consider this:

Orange/blue is side torsos, purple is center torso. The yellow outline in the Panther's mouth is your "cockpit" and it is really difficult to hit.
(Will do another post with my Panthers in it next.)
Edited by Koniving, 24 December 2015 - 08:08 AM.
#9
Posted 24 December 2015 - 08:33 AM

Rawr.
#10
Posted 24 December 2015 - 08:58 AM
As this still isn't the greatest speed around I also like taking 4 jumpjets for additional mobility. You need to reliably be able to relocate, not get hung unfortunately hung up using your single hoverjet.
The 9R has the whole 4E gun arm, but I'm not really fond of it. If I want multiple energy on an IS Light I'll take a Jenner or Firestarter instead.
I quite like the 10K and 8Z though. One big gun backed up by two SRM2's. An ERPPC for the 10K and a LPL for the 8Z. My small but surprisingly nimble Panther is often ignored in favour of more scary mechs, and this has netted me a good number of multi-kill games.
Is it the best Light out there? Certainly not, but much like the Urbanmech it brings a different playstyle to the game, and that's entertainment enough for me!

#11
Posted 24 December 2015 - 09:30 AM
MarineTech, on 24 December 2015 - 05:55 AM, said:
As noted, Panthers have an engine cap that prevents it from being really speedy, so diving through the enemy murder ball causing disruption isn't really an option as it is with other lights.
Definitely a shoot and scoot mech.
How I use mine. Speed of 120ish, JJ, and good mobility makes for some good harassment and skirmishes.
#12
Posted 24 December 2015 - 09:46 AM
For the 10K I took a different approach. An XL200 engine, with two AMS units, two SRM4s and either a ERPPC or Large Pulse Laser. This build plays like some Adder builds, meant to stick near the fatties. Chip away with energy at range and cut loose with SRMs once the fatties on both sides start to brawl.
#13
Posted 24 December 2015 - 09:54 AM
it cannot be as effective as a fast harrasser, scouting or playing the diversion as the faster Lights, and due to Light Mech armor it is not a great front line brawler, but its role can be what ever you want it to be, thanks to the customization you can do in MWO
#14
Posted 24 December 2015 - 10:00 AM
Edited by Elyam, 24 December 2015 - 10:01 AM.
#15
Posted 24 December 2015 - 11:13 AM
Elyam, on 24 December 2015 - 10:00 AM, said:
Same with mechs like the Shadowhawk, Wolverine and Griffin. Individually their stock weapon loads look lacklustre for their weight, but when you think of it more as a 220-ton unit with 4 AC/5's, 4 ML's, 4 SRM/LRM launchers, 4 PPC's, which can keep going as a smaller unit if any one part is disabled...
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users