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BATTLETECH- Tactical 'Mech Combat

Source: HERE


Quote
Harebrained Schemes is pleased to announce their return to Kickstarter this Fall to partner with Backers in co-funding the creation of BATTLETECH. Jordan Weisman, the creator of BattleTech and MechWarrior, is back with the first turn-based BattleTech game for PC in over two decades. Steeped in the feudal political intrigue of the BattleTech universe, the game will feature an open-ended Mercenaries-style campaign that blends RPG ‘Mech and MechWarrior management with modern turn-based tactics.




Marauder & Warhammer Spotted, The Return of the Unseen?

Source: HERE



More New Forest Colony

Shadow Cat Review

I've already posted (well, technically Cattra posted it - thanks bro!) my review of the Arctic Cheetah, a very exciting mech with all sorts of special characteristics and strengths and stuff! So now it's time for us to talk about it's sister mech, the Shadow Cat, or Scat as it is more colloquially referred to. The label may have been originally derived from S-Cat, but it is appropriate in more ways than one (and I'm not talking about jazz).

<a href="http://www.youtube.com/watch?v=Y5WuFWMOIXw" target="_blank" class="aeva_link bbc_link new_win"><strong><span style="color: red;" class="bbc_color">!</span></strong> No longer available</a>


The Shadow Cat is the newest Clan Medium mech, showing up as the second in the 45-ton bracket, and the first Clan Medium with ECM capability. There are a few distinguishing characteristics of this mech, but let's start out with the good ones. First off, there's ECM, which is pretty self-explanatory, and also very useful for the mech. Next up, we see that it has almost exclusively high mounts, the only exceptions being stacked ballistic weapons in the left torso, which you don't really want to do on this mech anyways. These help a lot for minimizing risk and just generally helping you out when it comes to guesstimating convergence issues. The next good thing we have is the mobility of the mech. It comes in considerably slower than the Ice Ferret, sure, but it comes with 6 jumpjets and MASC. These attributes have actually already led to one of my most memorable recent moments in MWO - sadly I do not have a recording but...

We were on HPG, Assault mode. There was a decently paced engagement going around over the center of the match, all friendly mechs fully engaged and we had a fair bit of momentum. Which is when we noticed the health of our base dropping rapidly. Clearly, we couldn't run back in time, it was too far. So I took to the skies, leaping from the ground to land on top of the dividing wall between the center of the map and our cap, and jumping back down directly onto the base. Thankfully one of my teammates (pretty sure it was Khornite) followed me and helped me clean up the 3 mechs that were already on cap and additional one en route, but there was no way we would have won that round without those jumpjets. And then, I casually lept back up onto the wall and continued sniping with my ER PPCs to help finish off a few enemy mediums and heavies that remained in the center. I've never been so goddamn pleased with jumpjets in this game, because for the first time in a long time, if not ever, I got to use them for exactly the thing they are meant for. Also, I found a neat little shortcut to get into the center of HPG if you get one of the crappy spawns.

Despite the mech being a great source of pleasure for me, I cannot honestly say that its benefits outweigh its disadvantages. First of all, you have less pod space available for guns than a friggin' Adder, despite the extra 10 tons and higher weight class. A big part of this is the 5 tons of locked space spent on MASC and jumpjets, and having the option to remove a few of the jumpjets would open up some really nice options, but that's just not the current situation. More importantly, the Shadow Cat has the worst hardpoint availability of any Clan mech in the game. If PGI had given the Shadow Cat a Left Torso with 3 energy hardpoints instead of 3 ballistics (or just added an energy hardpoint to all the existing locations), it would be a superb mech with really nice build options using 6xcERML. But with a maximum of only 3 energy hardpoints total, the Shadow Cat features some very lackluster build options. Aside from these two glaring issues, the Shadow Cat would really be a nice mech, it's a real shame that it's so hamstrung in (arguably) the two most important areas of any mech - hardpoints and available tonnage.

There's a couple quirky little things about the Shadow Cat I also want to make a note of, things that aren't really good or bad, but that I think are worth knowing. First of all, the Left Torso omnipod with ECM (from the B variant) not only has the best equipment but by far the best quirks, with 17 total extra durability split between armor and structure. I am also happy to say that it is one of the few clan mechs in the game where the Prime variant (with the C-Bill bonus if you pre-ordered) has the best CT. I think that the only other mech like this is the Kit Fox, and then there are a few others whose CT's aren't quirked so it doesn't matter, but they don't count. Also, the Scat and Cheeter both represent a drastic departure from the standard of heavily and uniquely quirked CTs, with maybe half the usual numbers that we see and less differentiation between the variants, including a variant with quirks split between two of the others (half the torso twist and turn speed from each of 2 of the others). Now that I write it down, I question just how interesting that is, but it's the sort of thing I find noteworthy.

The Scat has its flaws, and its strengths, but is it well balanced? Honestly, I think it's too weak. There are some OK builds available for it, but none of them really hold up to the competition. The two most popular builds for the mech revolve around cLPLs and cERLLs, functioning as a weird sort of hybrid between mid-range laser vomit and laser sniper, but each of these builds come with serious competition from other mechs in both the Medium and Light classes.

The first build we'll look at on the Scat is my personal favorite, a mid-long range laser vomit ECM platform thingy. It definitely has some value, but the damage is just not nearly high enough, and when we compare it to a Stormcrow or even a Nova, we see that it is weaker, hotter, and has very few advantages in general. The ECM, MASC, and jumpjets all help a fair amount, but not to the point that we need. You can't trade or DPS as well as you need, your only real option is to spend all of your energy on flanking maneuvers and sniping. Similarly, you can use cERLLs for this goal (there's also a cooler version with just 2), but I find them to be less help than hindrance.

The next Scat build is one of the more fun options: poptart! Again, it can serve you pretty well, but again the other mechs do it better, most notably the Nova, which runs cooler, has faster peeps, and can fire them more often. The comparison is closer than the numbers suggest due in large part to the ECM and high mounts of the Scat, but I'd still take a Nova over it.

Finally, we have the most disappointing build of the bunch - Gauss Vomit. Here's a list of things it doesn't have enough of: ammo, cERMLs, Targeting Computers, ECMs, general viability. It's just a bit disappointing, you know? If we had 4 less jumpjets, it would be so nice - could add ECM and the last ton of ammo it needs to keep in the fight. But as is, it just gets humiliated by the friggin Adder - a Stormcrow comparison would just be overkill.

At the end of the day, the Scat is just a little worse than its competitors in most ways, with just a couple neat little features that help it be fun and unique. I think it's a bit weaker than balanced, but I'm impressed that PGI could make a mech that really has its own personality, and I kind of prefer it to having another Ebon Jaguar situation (which is really just a smaller Timber Wolf without jumpjets).

Score relative to all chassis:

Off: 4/10
Def: 4/10
Mob: 8/10
Fun: 8/10
OVR: 6

Score relative to its class:

Off: 2/10
Def: 4/10
Mob: 9/10
Fun: 9/10
OVR: 6



GMan129 is currently an officer of the Steel Jaguar competitive team, is the owner of and writer for MetaMechs, and recently begun writing at NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider contributing to his PayPal and Patreon accounts!

Arctic Cheetah Review

Welp, the Cheeter and Scat were just released, and it's been a very unusual day in Puglandia. A bunch of crazy lights and fast mediums running down isolated assaults...ok maybe it's a bit similar, but turned up to 11.

For now we're going to take a close look at the Cheeter.

<a href="http://www.youtube.com/watch?v=kVUNX1OAWvY" target="_blank" class="aeva_link bbc_link new_win"><strong><span style="color: red;" class="bbc_color">!</span></strong> No longer available</a>


The Arctic Cheeter comes in as the newest Clan Light mech, and the second which functions as an actual scout, and the first of those which is any good. Rocking 6 jumpjets, an engine rated at 142.6 KPH, ECM capability and super high torso mounts (the arms are a bit lackluster), there are only a few real drawbacks. One of which is those 6 jumpjets - more precisely the fact that they're locked, denying 2 tons of free space, another is the fact that it is a 30- and not a 35-ton mech (that alone is going to cost us 2 tons of pod space). Apart from those issues, it's about as good as a Clan Light is going to get, which does kind of indicate how great the Jenner IIC is gonna be but I digress.

There are a couple of neat little noteworthy things I want to point out about this chassis that aren't really good or bad, just stuff that I find interesting. First off, the quirks are mostly about pulse lasers, to the point where you can stack up to a 12.5% reduction in heat generation from them. Also, I would be remiss in not pointing out that the fourth "bonus" variant for pre-ordering is a big deal. It has the only right arm with 2 energy hardpoints, plus that right arm has the best energy quirks of the right arm omnipods. It also gets the energy quirked RT, and a viable alternative to the ECM LT with 2 hardpoints in it. Gotta be disappointing for people that didn't get that variant.

The drawbacks definitely prevent it from being completely broken, but the Cheeter remains one of the strongest, if not hands-down the best, Clan light mechs in the game. The question we end up running into becomes, is it better than its IS counterparts? The main comparisons we'll be making are with the FS9-A for super-short range, FS9-S for normal short range, RVN-2X for medium range, and RVN-3L for long range.

Our first comparison will be between the typical FS9-A and the cSPL Cheeter from above. Thanks to the similar quirks, it's a pretty similar comparison. For firepower, the Cheeter has a slight edge, but the lower duration on the FS9-A gives it more concentrated damage as well as a slight boost to the DPS. When we compare total heat per second the FS9-A comes out a bit cooler, and the 2 extra heat sinks help it out there too. But when we look at range, the Cheeter has a bit over 180 compared to the ~130 on the FS9-A, a very substantial difference. And finally there's the two unique bits about the Cheeter - ECM, and crazy quantities of jumpjets. These are what I feel really push it over the edge. For the other intangible, the physical attributes, the two mechs are pretty even, but the Clan XL engine really does save the Cheeter some grief.

Next up are the FS9-S and the cERSL Cheeter. A lot of deja vu going on in this comparison - same exact firepower, the heat per alpha (and per second) is a bit higher for the Cheeter (though this time the Cheeter gets a few extra heat sinks to help out), and the beam duration is a bit worse for the Clanner, naturally. But the difference in range goes to the FS9-S, and the straight-up DPS is a big win for the Cheeter. Again, the comparison is tight, but the intangibles are weighted pretty hard to the Cheeter.

For mid-range, we're looking at the RVN-2X and a cERML build for the Cheeter. It's a lot harder for this to be a direct comparison, but we can still get a few conclusions. The mid-range firepower is very similar, with the damage drop-off at range on the Medium Lasers being a big part of what gives the Cheeter more punch at that long range. However, the Cooldown and Heat Gen quirks are a big boost to the RVN-2X's staying power. All in all, I'd say the RVN-2X is a bit ahead here, but not by a huge margin, and there are other builds I'm looking at that should help the Cheeter in other ways, including one with 5 cERMLs. They're very different mechs at the end of the day, but the RVN-2X seems more appropriate for extended DPS with safer peeking and the Cheeter for hit-and-run tactics.

Last up is our comparison between the RVN-3L and a cERLL Cheeter. These two are going to use the same weapon systems (well, the IS and Clan versions of it at any rate), both have ECM, high mounts, all in all they are very similar. There are a few differences though, and they mostly play to the advantage of the Cheeter. The Cheeter gets jumpjets, 4 extra points of damage, less vulnerability in general (thanks in large part to the Clan XL), and considerably more range. The RVN-3L, by comparison, gets a cooler build, and the mounts are a bit preferable due to them being on an arm and the cockpit being at the top of the mech. Oh and it's about 2KPH faster. Not much of a contest here if you ask me - I don't even count the beam duration as a point for the RVN-3L because the damage per second of beam duration ends up being higher on the Cheeter.

And one last thing about the Cheeter, specific to comp play...it's worth noting that in a weight-based drop, running 30-tonners instead of 35-tonners can free up room to fatten up your other mechs - dropping 4 Firestarters to Cheeters could mean moving a Stormcrow to a Timber Wolf, and 5 could pay for a Timber Wolf to grow into a Whale. Even just the flexibility they allow you in drops where your current deck is 10 tons under or over the limit could be invaluable.

So, my verdict? The Cheeter is a bit too strong - not only could I easily see it supplanting existing light mechs, but it fills the roles of all of the existing light mechs very well, while also bringing a few new tricks with it.

Score relative to all chassis:

Off: 4/10
Def: 4/10
Mob: 9/10
Fun: 6/10
OVR: 5.75

Score relative to its class:

Off: 9/10
Def: 9/10
Mob: 8/10
Fun: 8/10
OVR: 8.5/10

Later on today, I'll be publishing a review of the Shadow Cat, so look for that, too.



GMan129 is currently an officer of the Steel Jaguar competitive team, is the owner of and writer for MetaMechs, and recently begun writing at NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider contributing to his PayPal and Patreon accounts!

Latest News

BATTLETECH- Tactical 'Mech Combat

Source: HERE


Quote
Harebrained Schemes is pleased to announce their return to Kickstarter this Fall to partner with Backers in co-funding the creation of BATTLETECH. Jordan Weisman, the creator of BattleTech and MechWarrior, is back with the first turn-based BattleTech game for PC in over two decades. Steeped in the feudal political intrigue of the BattleTech universe, the game will feature an open-ended Mercenaries-style campaign that blends RPG ‘Mech and MechWarrior management with modern turn-based tactics.




Marauder & Warhammer Spotted, The Return of the Unseen?

Source: HERE



More New Forest Colony

Shadow Cat Review

I've already posted (well, technically Cattra posted it - thanks bro!) my review of the Arctic Cheetah, a very exciting mech with all sorts of special characteristics and strengths and stuff! So now it's time for us to talk about it's sister mech, the Shadow Cat, or Scat as it is more colloquially referred to. The label may have been originally derived from S-Cat, but it is appropriate in more ways than one (and I'm not talking about jazz).

<a href="http://www.youtube.com/watch?v=Y5WuFWMOIXw" target="_blank" class="aeva_link bbc_link new_win"><strong><span style="color: red;" class="bbc_color">!</span></strong> No longer available</a>


The Shadow Cat is the newest Clan Medium mech, showing up as the second in the 45-ton bracket, and the first Clan Medium with ECM capability. There are a few distinguishing characteristics of this mech, but let's start out with the good ones. First off, there's ECM, which is pretty self-explanatory, and also very useful for the mech. Next up, we see that it has almost exclusively high mounts, the only exceptions being stacked ballistic weapons in the left torso, which you don't really want to do on this mech anyways. These help a lot for minimizing risk and just generally helping you out when it comes to guesstimating convergence issues. The next good thing we have is the mobility of the mech. It comes in considerably slower than the Ice Ferret, sure, but it comes with 6 jumpjets and MASC. These attributes have actually already led to one of my most memorable recent moments in MWO - sadly I do not have a recording but...

We were on HPG, Assault mode. There was a decently paced engagement going around over the center of the match, all friendly mechs fully engaged and we had a fair bit of momentum. Which is when we noticed the health of our base dropping rapidly. Clearly, we couldn't run back in time, it was too far. So I took to the skies, leaping from the ground to land on top of the dividing wall between the center of the map and our cap, and jumping back down directly onto the base. Thankfully one of my teammates (pretty sure it was Khornite) followed me and helped me clean up the 3 mechs that were already on cap and additional one en route, but there was no way we would have won that round without those jumpjets. And then, I casually lept back up onto the wall and continued sniping with my ER PPCs to help finish off a few enemy mediums and heavies that remained in the center. I've never been so goddamn pleased with jumpjets in this game, because for the first time in a long time, if not ever, I got to use them for exactly the thing they are meant for. Also, I found a neat little shortcut to get into the center of HPG if you get one of the crappy spawns.

Despite the mech being a great source of pleasure for me, I cannot honestly say that its benefits outweigh its disadvantages. First of all, you have less pod space available for guns than a friggin' Adder, despite the extra 10 tons and higher weight class. A big part of this is the 5 tons of locked space spent on MASC and jumpjets, and having the option to remove a few of the jumpjets would open up some really nice options, but that's just not the current situation. More importantly, the Shadow Cat has the worst hardpoint availability of any Clan mech in the game. If PGI had given the Shadow Cat a Left Torso with 3 energy hardpoints instead of 3 ballistics (or just added an energy hardpoint to all the existing locations), it would be a superb mech with really nice build options using 6xcERML. But with a maximum of only 3 energy hardpoints total, the Shadow Cat features some very lackluster build options. Aside from these two glaring issues, the Shadow Cat would really be a nice mech, it's a real shame that it's so hamstrung in (arguably) the two most important areas of any mech - hardpoints and available tonnage.

There's a couple quirky little things about the Shadow Cat I also want to make a note of, things that aren't really good or bad, but that I think are worth knowing. First of all, the Left Torso omnipod with ECM (from the B variant) not only has the best equipment but by far the best quirks, with 17 total extra durability split between armor and structure. I am also happy to say that it is one of the few clan mechs in the game where the Prime variant (with the C-Bill bonus if you pre-ordered) has the best CT. I think that the only other mech like this is the Kit Fox, and then there are a few others whose CT's aren't quirked so it doesn't matter, but they don't count. Also, the Scat and Cheeter both represent a drastic departure from the standard of heavily and uniquely quirked CTs, with maybe half the usual numbers that we see and less differentiation between the variants, including a variant with quirks split between two of the others (half the torso twist and turn speed from each of 2 of the others). Now that I write it down, I question just how interesting that is, but it's the sort of thing I find noteworthy.

The Scat has its flaws, and its strengths, but is it well balanced? Honestly, I think it's too weak. There are some OK builds available for it, but none of them really hold up to the competition. The two most popular builds for the mech revolve around cLPLs and cERLLs, functioning as a weird sort of hybrid between mid-range laser vomit and laser sniper, but each of these builds come with serious competition from other mechs in both the Medium and Light classes.

The first build we'll look at on the Scat is my personal favorite, a mid-long range laser vomit ECM platform thingy. It definitely has some value, but the damage is just not nearly high enough, and when we compare it to a Stormcrow or even a Nova, we see that it is weaker, hotter, and has very few advantages in general. The ECM, MASC, and jumpjets all help a fair amount, but not to the point that we need. You can't trade or DPS as well as you need, your only real option is to spend all of your energy on flanking maneuvers and sniping. Similarly, you can use cERLLs for this goal (there's also a cooler version with just 2), but I find them to be less help than hindrance.

The next Scat build is one of the more fun options: poptart! Again, it can serve you pretty well, but again the other mechs do it better, most notably the Nova, which runs cooler, has faster peeps, and can fire them more often. The comparison is closer than the numbers suggest due in large part to the ECM and high mounts of the Scat, but I'd still take a Nova over it.

Finally, we have the most disappointing build of the bunch - Gauss Vomit. Here's a list of things it doesn't have enough of: ammo, cERMLs, Targeting Computers, ECMs, general viability. It's just a bit disappointing, you know? If we had 4 less jumpjets, it would be so nice - could add ECM and the last ton of ammo it needs to keep in the fight. But as is, it just gets humiliated by the friggin Adder - a Stormcrow comparison would just be overkill.

At the end of the day, the Scat is just a little worse than its competitors in most ways, with just a couple neat little features that help it be fun and unique. I think it's a bit weaker than balanced, but I'm impressed that PGI could make a mech that really has its own personality, and I kind of prefer it to having another Ebon Jaguar situation (which is really just a smaller Timber Wolf without jumpjets).

Score relative to all chassis:

Off: 4/10
Def: 4/10
Mob: 8/10
Fun: 8/10
OVR: 6

Score relative to its class:

Off: 2/10
Def: 4/10
Mob: 9/10
Fun: 9/10
OVR: 6



GMan129 is currently an officer of the Steel Jaguar competitive team, is the owner of and writer for MetaMechs, and recently begun writing at NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider contributing to his PayPal and Patreon accounts!

Arctic Cheetah Review

Welp, the Cheeter and Scat were just released, and it's been a very unusual day in Puglandia. A bunch of crazy lights and fast mediums running down isolated assaults...ok maybe it's a bit similar, but turned up to 11.

For now we're going to take a close look at the Cheeter.

<a href="http://www.youtube.com/watch?v=kVUNX1OAWvY" target="_blank" class="aeva_link bbc_link new_win"><strong><span style="color: red;" class="bbc_color">!</span></strong> No longer available</a>


The Arctic Cheeter comes in as the newest Clan Light mech, and the second which functions as an actual scout, and the first of those which is any good. Rocking 6 jumpjets, an engine rated at 142.6 KPH, ECM capability and super high torso mounts (the arms are a bit lackluster), there are only a few real drawbacks. One of which is those 6 jumpjets - more precisely the fact that they're locked, denying 2 tons of free space, another is the fact that it is a 30- and not a 35-ton mech (that alone is going to cost us 2 tons of pod space). Apart from those issues, it's about as good as a Clan Light is going to get, which does kind of indicate how great the Jenner IIC is gonna be but I digress.

There are a couple of neat little noteworthy things I want to point out about this chassis that aren't really good or bad, just stuff that I find interesting. First off, the quirks are mostly about pulse lasers, to the point where you can stack up to a 12.5% reduction in heat generation from them. Also, I would be remiss in not pointing out that the fourth "bonus" variant for pre-ordering is a big deal. It has the only right arm with 2 energy hardpoints, plus that right arm has the best energy quirks of the right arm omnipods. It also gets the energy quirked RT, and a viable alternative to the ECM LT with 2 hardpoints in it. Gotta be disappointing for people that didn't get that variant.

The drawbacks definitely prevent it from being completely broken, but the Cheeter remains one of the strongest, if not hands-down the best, Clan light mechs in the game. The question we end up running into becomes, is it better than its IS counterparts? The main comparisons we'll be making are with the FS9-A for super-short range, FS9-S for normal short range, RVN-2X for medium range, and RVN-3L for long range.

Our first comparison will be between the typical FS9-A and the cSPL Cheeter from above. Thanks to the similar quirks, it's a pretty similar comparison. For firepower, the Cheeter has a slight edge, but the lower duration on the FS9-A gives it more concentrated damage as well as a slight boost to the DPS. When we compare total heat per second the FS9-A comes out a bit cooler, and the 2 extra heat sinks help it out there too. But when we look at range, the Cheeter has a bit over 180 compared to the ~130 on the FS9-A, a very substantial difference. And finally there's the two unique bits about the Cheeter - ECM, and crazy quantities of jumpjets. These are what I feel really push it over the edge. For the other intangible, the physical attributes, the two mechs are pretty even, but the Clan XL engine really does save the Cheeter some grief.

Next up are the FS9-S and the cERSL Cheeter. A lot of deja vu going on in this comparison - same exact firepower, the heat per alpha (and per second) is a bit higher for the Cheeter (though this time the Cheeter gets a few extra heat sinks to help out), and the beam duration is a bit worse for the Clanner, naturally. But the difference in range goes to the FS9-S, and the straight-up DPS is a big win for the Cheeter. Again, the comparison is tight, but the intangibles are weighted pretty hard to the Cheeter.

For mid-range, we're looking at the RVN-2X and a cERML build for the Cheeter. It's a lot harder for this to be a direct comparison, but we can still get a few conclusions. The mid-range firepower is very similar, with the damage drop-off at range on the Medium Lasers being a big part of what gives the Cheeter more punch at that long range. However, the Cooldown and Heat Gen quirks are a big boost to the RVN-2X's staying power. All in all, I'd say the RVN-2X is a bit ahead here, but not by a huge margin, and there are other builds I'm looking at that should help the Cheeter in other ways, including one with 5 cERMLs. They're very different mechs at the end of the day, but the RVN-2X seems more appropriate for extended DPS with safer peeking and the Cheeter for hit-and-run tactics.

Last up is our comparison between the RVN-3L and a cERLL Cheeter. These two are going to use the same weapon systems (well, the IS and Clan versions of it at any rate), both have ECM, high mounts, all in all they are very similar. There are a few differences though, and they mostly play to the advantage of the Cheeter. The Cheeter gets jumpjets, 4 extra points of damage, less vulnerability in general (thanks in large part to the Clan XL), and considerably more range. The RVN-3L, by comparison, gets a cooler build, and the mounts are a bit preferable due to them being on an arm and the cockpit being at the top of the mech. Oh and it's about 2KPH faster. Not much of a contest here if you ask me - I don't even count the beam duration as a point for the RVN-3L because the damage per second of beam duration ends up being higher on the Cheeter.

And one last thing about the Cheeter, specific to comp play...it's worth noting that in a weight-based drop, running 30-tonners instead of 35-tonners can free up room to fatten up your other mechs - dropping 4 Firestarters to Cheeters could mean moving a Stormcrow to a Timber Wolf, and 5 could pay for a Timber Wolf to grow into a Whale. Even just the flexibility they allow you in drops where your current deck is 10 tons under or over the limit could be invaluable.

So, my verdict? The Cheeter is a bit too strong - not only could I easily see it supplanting existing light mechs, but it fills the roles of all of the existing light mechs very well, while also bringing a few new tricks with it.

Score relative to all chassis:

Off: 4/10
Def: 4/10
Mob: 9/10
Fun: 6/10
OVR: 5.75

Score relative to its class:

Off: 9/10
Def: 9/10
Mob: 8/10
Fun: 8/10
OVR: 8.5/10

Later on today, I'll be publishing a review of the Shadow Cat, so look for that, too.



GMan129 is currently an officer of the Steel Jaguar competitive team, is the owner of and writer for MetaMechs, and recently begun writing at NGNG as well. He has been playing MechWarrior Online since the early days of closed beta, and has spent far too much time and money on this crap. If you're interested in supporting his self-destruction, consider contributing to his PayPal and Patreon accounts!

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