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Some Clan mechs (like the Summoner) share the same CT and so don’t need differentiation based on the variant, but others (like the Timber Wolf) have variants with very different center torsos and so a custom build for each of those variants must be made (if it’s getting a bit confusing, don’t worry it should all become clear momentarily). We’re going to be identifying build archetypes (generally listed from long range to short) and customizing them to fit the variants, often coming up with a few separate versions of the same type of build which function differently in some way. With very few exceptions, shield with your right side.įor those of you who are not familiar with the general format, here’s how it goes (and it is different from the IS ones).I’d only do it once from any location, really, cuz there are no builds which use the high mounts to enough firepower to be worth a real trade (max reasonable damage is like 27 or 29 if you’re a nutter for heat). If you have weapons in your might mounts, try out some hillpeaking…but don’t get predictable.It’s tempting to go crazy with the jumpjets, but remember that as long as you’re in the air, your trajectory is easily predictable, soooo unless you really need to soar try to stick to wittle jumps.Lil backstory, they were like “we don’t want people to stack jumpjets we gotta disincentivize that somehow” and then they were like “lets make them produce heat” and then they were like “yeah and we’ll make it so that more heat gets produced with more jumpjets”. Was never a fan of this mechanic…would be nice if they could get rid of it, or make it not stack per jumpjet. Speaking of jumpjets…it’s kind of nice that you get to jump like crazy, but it also has a substantial impact on your heat efficiency.The tonnage really gets cut out by the whole “but I’m just 30 tons!” thing, and of course the wholly unnecessary 6 jumpjets. It has the second least pod space of any Clan mech (only beating out the Mist Lynx) which can really be felt in the heatsink department.Side torso energy mounts (and I guess the arm missile mounts) are really high mounted, which helps a bit with hillpeaking, but there only being 2-3 of them kinda limits the usability of that bit.Even though only 6 are really useful (ECM too valuable), it’s still more than any other Clan Light and even most IS lights. Up to a whopping 7 hardpoints really makes the chassis what it is.
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After that, we have the ACH-A which has half of the ACH-Prime’s turn rate quirk, but 2% torso twist speed on top of that – this one is basically a hybrid of the ACH-Prime and the ACH-B, which has 4% torso twist and no turn rate bonus of any sort. The ACH-Prime is arguably the best variant, due to the turn rate quirk which helps out a bit with short range engagements. The CT’s all come with at least 10% acceleration quirks, so the difference is in the secondary ones, which are teeny tiny, but still worth mentioning. Since it’s an omnimech and none of the CT’s have unique hardpoints, the main/only way to differentiate is by quirks. It even shows as a strong competitor to the traditionally dominant IS light mechs. In lore, it was designed by Clan Ice Hellion to replace the Mist Lynx, and while I don’t think it’s possible to replace something which is already obsolete, it has certainly done a great job at exceeding it in every possible metric. The Arctic Cheetah was the second Clan scout mech to be added to MWO, and it is the first good one. The cheetah is the biggest kitty that purrs, and the cheeter is the littlest kitty that pwns.
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