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Who Uses The Ice Ferret And Why?


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#1 Reposter

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Posted 05 February 2018 - 06:09 AM

Hey guys, I have been looking at the Ice Ferret clan mech for a while and still have no clue how to equip it properly? Anyone here swear by the Ice Ferret and what loadouts do you use and how do you play the Ice Ferret properly?

#2 Ruccus

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Posted 05 February 2018 - 07:33 AM

The Fridge is pretty much a light mech in a medium chassis. You can use it to bully light mechs, or you can use it to flank the enemy and pick away at targets preoccupied with other mechs.

Generally with the flanking playstyle you'll want a couple ERLLs or other long range weapons, and ideally the Rainbow Crow or IFR-P for their CT mounted ECM. To bully light mechs you want a cool build with SRMs and lasers that can keep firing while you follow the light mech (at 130kph you're as fast as many light mechs, so they might not have the speed to outrun you and you should have the armour to outlast most quick light mechs).

Edited by Ruccus, 05 February 2018 - 07:34 AM.


#3 DarkFhoenix

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Posted 05 February 2018 - 07:39 AM

Well on my IS account in scout mode those annoying ferrets like to stay out of range and blast me to ribbons with Er large lasers or their second most annoying habit is using the ECM variant and run up to my back and shut down my streak rockets .

#4 Voivode

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Posted 05 February 2018 - 07:42 AM

I'm a big fan of mobility as a form of protection. Armor protects you from shots the enemy lands. Mobility makes sure they never land them.

While I can appreciate Ruccus' use in flanking with ranged weapons, I prefer using ERML, MPL, and SRM on mine. I don't tend to run off after lights or move too far away from the main force. I prefer to be patient and wait until a match moves into closer range combat and attack heavier mechs from oblique angles, diving through the enemy force and diverting their fire, reducing their focus from our own heavier mechs. Being patient and getting a good readout on a target mech to determine its weakest point before foraying in is important. Overall though, I really love the Ice Ferret.

#5 Metus regem

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Posted 05 February 2018 - 07:42 AM

If you really want Ice Ferret advice, I'd talk to
Pariah Devalis


He uses them to great effect....


Edit:

I should add, this is a build I am thinking of trying on mine, the next time I feel like dropping with it:

IFR-PRIME

Edited by Metus regem, 05 February 2018 - 08:38 AM.


#6 Jonathan8883

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Posted 05 February 2018 - 07:45 AM

I use an Ice Ferret P with a heavy large laser in each arm (each in their own groups) and nothing else. Replacing the IFR-P right torso with a variant with no hardpoints adds 15 points of armor and makes that entire side of the mech much more durable.

It's very fast, does good alpha damage (36 points), and has ECM. It's considered a low priority target, so I have time to move around and rack up quite a few shots. It does play much like a light.

#7 TooDumbToQuit

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Posted 05 February 2018 - 08:31 AM

I got mine after I saw a couple of really good players using them for scouting. I like the two Heavy Lasers idea, I'm going to try it.

This is what I'm running atm.

Posted Image

#8 SuperFunkTron

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Posted 05 February 2018 - 09:01 AM

Some of the most functional advice toward using the Ice-Ferret very effectively:

"One of the best tips I can give is to consider how much armor you are trading per a maneuver. There are a few simple questions to ask yourself:
1. How much damage will I take if I do this move?
2. How much damage will I deal if I do this move?
3. Will the placement of this damage be meaningful?
4. What is my position (and protection) after I make this move?

A lot to consider at first, but when you start practicing those questions you'll start to perform really well in brawls (especially in scouting), see your damage start climbing, and you'll be surprised at how long you are able to survive.

Only other tip I have is that a medium mech that functions best as a pack animal, find your pack ASAP when the game starts, be it fast and light or slow and heavy. Ice-Ferrets don't have the damage capacity to eliminate enemies quickly on their own, BUT they are great at exploiting weaknesses. Find a mech (or group of mechs) that can expose some weaknesses and go nuts!"

Some builds I regularly use and score well with:

4 Medium pulse lasers is a strong build as long as you make sure to use the mech's speed.

2 medium pulse, 3 er mediums, and ecm is also very effective.

2 er medium, 1 medium pulse, 2 er small, and ecm.

A variety of missile brawlers are good as well.

#9 CFC Conky

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Posted 05 February 2018 - 09:38 AM

I didn't see a lot of them until the last faction play event where they started showing up often in scouting. For a mech that is generally not considered top-tier, it can be a very tough opponent thanks to its speed.

Good hunting,
CFC Conky

#10 S 0 L E N Y A

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Posted 06 February 2018 - 12:37 AM

boat ER meds and use them to kite out brawlers on scouting

#11 _SpiderGoat

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Posted 07 February 2018 - 12:12 PM

I use a IFR ERM boat on conquest or for a fast filler on a last mech.

The IFR isn't a great mech, but positioning+speed makes it good 'nuff in the right hands.

#12 GX9900 Gundam X

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Posted 07 February 2018 - 12:32 PM

View PostDarkFhoenix, on 05 February 2018 - 07:39 AM, said:

Well on my IS account in scout mode those annoying ferrets like to stay out of range and blast me to ribbons with Er large lasers or their second most annoying habit is using the ECM variant and run up to my back and shut down my streak rockets .


I absolutely hate this as well. If I'm in any of my streaker builds (like my light-killer cyclops with 6 SSRM6 or my Mad Dog with the same) there's absolutely nothing you can do about this except shoot them with whatever backup weapon you have equipped. They honestly need to make it so that there's some other way to disable counter ECM besides using your own counter ECM or shooting them with a PPC. Honestly it's kind of ridiculous that the Beagle Active Probe doesn't already do this, but that's probably just tabletop rules.

#13 WrathOfDeadguy

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Posted 07 February 2018 - 02:12 PM

View PostGX9900 Gundam X, on 07 February 2018 - 12:32 PM, said:


I absolutely hate this as well. If I'm in any of my streaker builds (like my light-killer cyclops with 6 SSRM6 or my Mad Dog with the same) there's absolutely nothing you can do about this except shoot them with whatever backup weapon you have equipped. They honestly need to make it so that there's some other way to disable counter ECM besides using your own counter ECM or shooting them with a PPC. Honestly it's kind of ridiculous that the Beagle Active Probe doesn't already do this, but that's probably just tabletop rules.


BAP does counter ECM. If it isn't countering, then either you are outside its counter range (which IIRC is somewhere around 180m in a bubble around you), or there is more than one enemy ECM covering the 'Mech you're trying to target. BAP is a passive ECM counter; the effect is always on and will disable one (and only one) ECM within its bubble without any player input.

Your other ECM counters are UAV, which will counter all enemy ECM within its detection range for the duration of its effect, an ECM of your own in counter mode, PPCs of any type, NARC (but only if you stick a beacon on the ECM 'Mech itself), and TAG. Of those, TAG is the most reliable counter because it will cut straight through any number of ECM fields and let you target whatever 'Mech you've painted with it- of course, that requires an energy hardpoint, but if you're running guided missiles you should always have TAG equipped anyway to speed up your locks.

After repeated nerfs to ECM, the available counters should be more than sufficient, considering that it also requires a significant sensor tree investment to be worth mounting anymore.

#14 Reposter

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Posted 07 February 2018 - 08:35 PM

Just wondering about the ECM, the Clan Active Probe does not say it counters ECM, but does it counter ECM like the Beagle Active Probe?

#15 WrathOfDeadguy

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Posted 07 February 2018 - 09:47 PM

Clan Active Probe is simply the Clan version of BAP, yes- it does all the same stuff BAP does, including countering ECM. Clan Light Active Probe does the same thing too, but has a shorter effective range.

#16 DerHuhnTeufel

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Posted 08 February 2018 - 02:03 AM

I essentially use mine as an upgraded death's knell. Still skilling it out, but having a blast so far. 40 point alpha with heavy medium lasers, have taken out 2 people in one alpha from behind so far. Really liking it. Does run a little hot, but like I said, still missing a lot of skills.

#17 Burning2nd

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Posted 08 February 2018 - 02:53 AM

er med and srm...

kit people.. or smash lights...

dont over extend... as said its a light mech on a medium chasis

#18 Koniving

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Posted 08 February 2018 - 06:35 AM

View PostReposter, on 05 February 2018 - 06:09 AM, said:

Hey guys, I have been looking at the Ice Ferret clan mech for a while and still have no clue how to equip it properly? Anyone here swear by the Ice Ferret and what loadouts do you use and how do you play the Ice Ferret properly?

Pretend its a Cicada.
Used one of those yet?
For another comparison, consider the Jenner.
Or an oversized Myst Lynx.

View PostReposter, on 07 February 2018 - 08:35 PM, said:

Just wondering about the ECM, the Clan Active Probe does not say it counters ECM, but does it counter ECM like the Beagle Active Probe?

Pretty much.
If you find it isn't countering an ECM despite being in range, just be sure the enemy is targeted (assuming that old Clan-exclusive mechanic is still in game), and that there isn't more than one ECM close by.

Edited by Koniving, 08 February 2018 - 06:36 AM.


#19 CrazyEyes

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Posted 17 May 2018 - 07:54 PM

My ice ferret is a small pulse build. 5 small pulse lasers, max armor and cooling. Thanks to speed I'm hard to kill and able to juke behind larger mechs, hitting them in the back. I tend to score at least 2 kills per game. Absolute best was 7. I do a lot of back lines fighting, hitting slow assaults where it hurts.

#20 Old dirty B

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Posted 17 May 2018 - 11:05 PM

View PostCrazyEyes, on 17 May 2018 - 07:54 PM, said:

... I tend to score at least 2 kills per game. ...


So far this season you played 65 games with a medium and managed to get 42 kills, thats an average of 0,65 kill per game. Not to say you aren't amazing with this mech but your stats do not backup your claims. Anyway, it gives a false impression that this mech is easily capable to be great which it isn't, its not a piranha...

@OP, IFR good/decent mech for scouting, especially when you are able to exploits its main advantage: mobility. Especially when you wolfpack the IFR. Such a mobile force is hard to counter.

Edited by Old dirty B, 17 May 2018 - 11:11 PM.






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