

Mechsperties - IS Light mechs much?
#1
Posted 11 December 2011 - 01:03 AM
I am a light mech pilot.. more or less. 35 tons and usualy stuck to my Cougar.
So I know of a few mechs in close to weight class but none that had a purpose like the cougar.
Comando was pretty close as was the fire starter and urban mech. But was there ever a light mech made for heavy scout/light assault? What IS light mech are there that are really comparible to the cougar?
Panther maybe..
not the fire starter.. its a pumpkin head...
any sugestions or recomendations?
and if all else fails, im just going to go back to the bushwhacker, cant go wrong with whacking bush.
#3
Posted 11 December 2011 - 02:13 AM
So i always have been in favour for light mechs myself, but more the recon role. I loved to get in heavy action with the Uller or Cougar but also did some recon jobs with the Raven and the Osiris.
I think the Osiris could fit the Cougars role since it packs a little punch (but has 5 ton less).
But since we are in the year 3048 i think the mech will not be there....
Panther could be a good choice. Firestarter is more an "jump in a brawl and spit some fire guerilla warfare urban tactics"-mech xD But its fun to spit fire all around and then jump away..problem is you dont really find a bunch of Mechs on one spot.....
I will take a look at the Commando, for "medium" scouting and attack; and the Raven as a pure scout (IF it already has all the equipment i need in 3048).
I hope im not too wrong with the timeline....
// Edit:
I like the design of the Toro with the "flip-ups" to protect the rockets. Maybe also take a look at the http://www.sarna.net/wiki/Firebee (damn i read the factory was destroyed.... But maybe some Firebees are still in some Hangar somewhere)
FalconHawk is delayed till 3057

Talon has a nice speed with some nice firepower.
Edited by Kharrn, 11 December 2011 - 02:21 AM.
#4
Posted 11 December 2011 - 02:21 AM
Besides, I wouldn't count on IS light mechs being "comparable to Cougar", first of all Clan tech blows IS tech out of the water that you could only expect similar firepower from a "heavier medium" for IS machines, and second IS doesn't really have the concept of a "light hunter-killer mech" until after the invasion.
Also, Bushwacker could appear, but according to the wiki, its pre-Clan blueprints version had some pretty bad problems, and it didn't really start to appear until after 3050's. It is a reboot so it might as well (as "the unpopular, bugged version"), but I'd rather expect Centurions.
Here's something in a similar vein to Cougar, adjusted for "normal" tech:
http://www.sarna.net/wiki/Starslayer
Edited by Alex Wolfe, 11 December 2011 - 02:28 AM.
#5
Posted 11 December 2011 - 02:25 AM
#6
Posted 11 December 2011 - 02:39 AM
Since MWO is going to launch in 3048 with IS tech, you might want to look into the Wolfhound. No jump jets, but a decent ground speed, good armor for its size, a respectable armament, and no ammo issues. A model 4A Firefly might (generally a Wolf's Dragoons exclusive) also fit the bill. Decent armor for size, some jump jets, a small LRM launcher, and a bevy of small and medium lasers.
Hmm... Maybe the Mongoose? No jump jets, but a great ground speed. Armament is probably a little lacking, and despite carrying pretty much maxed out armor it still can't take a hit very well. The Valkyrie might do in a pinch. A good sized LRM launcher backed up by a medium laser, jump jets, but kind of slow for a light.
Sadly, not many Succession War era light mechs are well outfitted for tangling with the big boys. Which is kind of a shame, because in later eras the newer weapons and weight saving materials available makes even a low end medium mech able to make short work of most lights.
As a side note, if MWO incorporates physical attacks I highly recommend hanging back at least a little from a big boy. A kick from a heavy machine will do Bad ThingsTM to a light (I've seen pristine legs fly off of lights, with a little bit of the torso along for the ride, courtesy of a kick from heavy machine).
#7
Posted 11 December 2011 - 02:56 AM
Hm..
Well as has been said, it's not really possible to fit that kind of firepower on to a light 'mech chassis without some SERIOUS detriments to speed, or armor, or both.
Inner Sphere 'mechs tend to be more specialized to a role. As far as what you're looking for, I can offer two suggestions, in this order.
1.) The Wolfhound. This is in my opinion the best all-around light 'mech in Battletech/mechwarrior. It's got the maximum armor a 35 ton mech can have, along with comperable speed to most other lights (a hair slower than some but faster than most any medium and all but the weirdest heavies). Weapons wise? It's got a blistering array of energy weapons that in my opinion few other light 'mechs can touch. An ER large laser, a trio of medium lasers and a rear-mounted medium laser as well. Though, MWO looks to not have rear mounted weapons in the game, so if the weapons load out is left the same (assuming it's in game of course) then that's four medium lasers and an ER large laser (Or large laser at the very least). You'll be hard pressed to match that kind of firepower in a lot of medium IS 'mechs. In my eyes, this is going to be your best bet for an IS chassis. It's only fault as far as I can tell for you is it's lack of jump jets. Still, this is the front runner for you I think.
2.) The Panther. Slightly less armor and speed than the wolfhound, but it does have jump jets, and it's main gun is nothing to be ignored. A PPC backed up by an SRM 4 laucher means it can put out respectable damage at most any range. If you have to have Jump Jets, then this is your huckleberry. Just be careful of heat, as there is ammo in this thing, and if ammo explosions are an issue, that could spell a major uh-oh situation for you. Still, another very very solid design and one I reccomend without hesitation/
As you can see I prefer the Wolfhound, but it will really boil down to your personal preference and how badly you want to be able to jump.
Hope that helps ya out and best of luck!
<S>
-Havoc
A.K.A. Habokku
#8
Posted 11 December 2011 - 06:19 AM
20 tons
Locust LCT-1E bar none. Runs up to 129 kph. "Enough armor" for it's class. 2 meds and 2 smalls for back biting work.
25 tons
Mongoose MON-66. BAP, 3 med lasers and 1 small. Nothing too heavy but it has maximum armor and can still run up to 129 kph ! It can even reverse FASTER than most assault can turn. Think of it as an uber upgraded Locust.
Commando COM-2D. Getting hit by 10 SRMs whether normal or inferno. SUCKS. In TT terms 10 regular SRMs hitting a mech gives the Commando a chance to knock them down. If it is 10 inferno SRMs (+20 heat), that is powerful enough to trigger an ammunition explosion !!! A med laser is a paltry self defense tool.
30 tons
Javelin JVN-11A. This Fire Javelin is especially lethal with 7 medium lasers and enough double heatsinks to laugh at the heat generation. It even mounts extra armor !!
Valkyrie VLK-QD. LRM10 with artemis and med pulse, u could swap out the med pulse for 2 med lasers though.
Urbanmech UM-R63. 1 LB-10x autocannon, 1 small pulse laser and 1 small laser. And 1 redundant heatsink. Still the slowest light in the field but among the TOUGHEST to klll. Not to mention cheap. I see the 1 ton of heatsink as free tonnage to let me play with though. Primarily for more AC ammo. Then maybe swap the small pulse for a med.
If full customization is allowed and you aren't planning to move around much or doing roof top camping in cities, this baby has 14.5 tons of available tonnage to play around with, allowing quite a surprising number of options.
35 tons
Jenner JR7-K. 4 medium lasers and 1 SRM-4. And running around at 118.8 Kph. And it can jump ! Furious infighter and great for hit and run too!
What is there to hate aside from the armor being a little thin of course.

Panther PNT-9R. The exact opposite of the Jenner. At about half the speed (64 kph), slightly less powerful jump but armed with a long range PPC and SRM4 ! Armor is thick for its class but just don't bring this thing to races. Many medium mechs can keep up or outright run it down.
Wolfhound WLF-2. The Steiner energy boat. 4 medium lasers and 1 ER Large laser. Full armor for tonnage and goes in a little sprint of 97 kph. This was also the basis of the legendary Grinner variant which Phelan Kell used with great effect.
Edited by [EDMW]CSN, 11 December 2011 - 06:25 AM.
#9
Posted 11 December 2011 - 06:25 AM
Others that migth fit the bill that are out then: mongoose, Clint, while technically a medium the dervish, Vulcan (again technically a medium but a good pick for what your wanting), gaussrifle on... i mean hollander,
honestly getting a light IS with firepower before 3055/3058 era is VERY hard when the clans showed up even then it was somewhat difficult to get a light with lots of firepower. The cougar was a post refusal war mech so it has slightly more tech than when the clans first show up i believe
#10
Posted 11 December 2011 - 06:36 AM
Gorith, on 11 December 2011 - 06:25 AM, said:
Others that migth fit the bill that are out then: mongoose, Clint, while technically a medium the dervish, Vulcan (again technically a medium but a good pick for what your wanting), gaussrifle on... i mean hollander,
honestly getting a light IS with firepower before 3055/3058 era is VERY hard when the clans showed up even then it was somewhat difficult to get a light with lots of firepower. The cougar was a post refusal war mech so it has slightly more tech than when the clans first show up i believe
The Adder was the gold standard back then. The Cougar was basically the watered down version that sacrificed speed and a little bit of armor for greater payload.
The Adder Prime was capable of winning many fights against mechs nearly twice it's tonnage no thanks to the Targeting computer hax and the power of Clan ERPPCs.
While the Adder A variant mounted twin Clan LRM20s with 4 tons of ammo which give it enough power to actually last in a fight. The only other IS mechs that actually carried twin LRM20s were the Bombardier and the Archer both which are in the 65 tons and 70 tons range respectively.
That is how superior Clan tech is.
Edited by [EDMW]CSN, 11 December 2011 - 06:38 AM.
#11
Posted 11 December 2011 - 07:00 AM
Again honestly pre 3055 the heavy scout and light combat roles are really what mediums do...
but if you want a REALLY heavy scout theres always the charger...
#12
Posted 11 December 2011 - 07:20 AM
(Osiris, Owens, Raven)
#13
Posted 11 December 2011 - 07:37 AM
#14
Posted 11 December 2011 - 07:40 AM
#15
Posted 11 December 2011 - 07:42 AM
#16
Posted 11 December 2011 - 07:45 AM
my fault
#17
Posted 11 December 2011 - 08:20 AM
[EDMW]CSN, on 11 December 2011 - 06:19 AM, said:
Maximum additional heat from external sources is 15. But that's ok, all 10 of those missiles aren't likely to hit anyway. Realistically speaking, only 6 or 7 missiles are going to hit (because of the cluster hit tables, assuming both launchers hit), which is going to become 12-14 heat. Which is still enough to ruin the day of many of the larger mechs, because a lot of them are heat pigs that rely on strategic overheating. Suddenly that heat level 4-6 they were banking on bleeding off the next round by slowing their rate of fire becomes 16-20 and will convince them to go quiet for a round and possibly slow their rate of fire for as long as the the little pyromaniac is on the field.
#18
Posted 11 December 2011 - 08:22 AM
#20
Posted 11 December 2011 - 08:49 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users