Last Updated: 30-May-2015
I had ferrets (cat-snakes) when I was a kid. Man those are some interesting animals.
Overview
The Ice Ferret is an odd one. It’s a medium mech in name, but its size, hitboxes, firepower, speed, and pretty much everything about it is in some weird place between lights and mediums shared with the Cicada and Adder. This kind of makes it one of the not-as-good mechs most of the time, but though it’s not optimal at most things, it’s pretty cool at some others.
The current winner of the variant lottery is the currently P2W IFR-B, which gets a CT energy hardpoint (pretty much necessary to be a contender) and misses out on the offensive quirks in exchange for extra CT structure points. Next up is the IFR-D, which may lack those structure points, but gets some pretty sweet pulse laser quirks. After that, there’s a near tie between the IFR-A and IFR-C, but I give the edge to the IFR-C because I value its extra torso twist speed over the turn rate of the IFR-A. Lastly, there’s the IFR-Prime, which has no CT energy hardpoint and thus sucks. I would recommend waiting to get the IFR-B until it comes out for C-Bills, but the IFR-A, C, and D should do you fine in the meantime.
Chassis-Wide Information
Strengths
- The speed is pretty great. It rivals even its IS counterparts in this area, falling just over 5 KPH the Firestarter, and even a bit ahead of the Raven
- It’s got great offensive and defensive quirks – coming out to a healthy chunk of extra DPS and usability as well as half again as much structure with the right omnipod choices.
- Hitboxes are pretty solid, and while it may be large for something with its speed, its smaller than most mediums, allowing it to avoid a lot of return fire and spread it well.
Weaknesses
- For 10 extra tons and a weight class, its worth over an IS light mech is questionable, and a Stormcrow is usually a more effective pick.
- It’s the size of a medium, but functions as a light. It may be decent at avoiding/spreading damage, but if it gets hit hard it will go down fast.
- The massive engine limits your tonnage available for weapons and heatsinks, and it has less pod space than any clan mech but the Mist Lynx.
- No jumpjets! Makes brawling in this thing a risky proposition, and hurts maneuverability big time.
Generic Tips
- Hover just on the edge of the enemy’s perception; you don’t have the beef to duke it out, but this is probably the absolute pinnacle of flanking for clan mech. It’s almost trivial to put a couple of alphas into an isolated mech and then flee, or get endless poke while the enemy is distracted by your team.
Builds
For those of you who are not familiar with the general format, here’s how it goes (and it is different from the IS ones). 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. 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). I will italicize the variant(s) that the archetypical build fits best in as well. In general, the builds will be labeled according to their armament, but occasionally I will name a build if it is particularly badass.
Also, the consumables I’ve listed are the ones that are best for normal play, but while leveling the mech you may want to swap the less important one out for a UAV, if you can afford to use consumables at all (they aren’t necessary, just nice).
There are a couple of things that make this guide different from my standard fare. For the most part, I will be using only the IFR-D and IFR-C in this guide because the IFR-B is not out for C-Bills and the vast majority of people won’t have it. However, it’s safe to assume that the IFR-B is better for pretty much every build, and all of the builds in this guide can be replicated on any of the non-Prime variants. Also, while none of the main builds will be possible on the IFR-Prime, I’ll include a section at the end going over some good IFR-Prime builds for you poor suckers that got the pack, or bought it before reading this.
Now then, on with it!
Laser Sniper
Starting this out with your typical cERLL spam, the definitive long-range choice for pretty much all Clan mechs. The extra asset of high speed makes the Ice Ferret one of the best long-range harassers/flankers that the Clans have available to them, but unfortunately it is inferior to the IS options in most ways and is not generally all that effective. Still, it ain’t bad and the quirks do help quite a bit.
Try to keep to your max range, repositioning whenever necessary, and never poke from a spot that your enemy is looking at (if you got shot at the last time you fired, find a new place to poke from). Also remember to take advantage of your left side dead side; not only is it devoid of any guns, but your arm has extra armor and structure and is surprisingly usable as a shield.
Mech Modules (In order of importance): Radar Deprivation, Sensor Range
Weapon Modules (In order of importance): cERLL Range, cERLL Cooldown
Consumables (In order of importance): Cool Shot 9×9, Improved Air Strike
LRM Boat
NOPE.
Laser Vomit (cERMLs!)
A 35-point alpha may not seem like much, but coming out of this bad boy it is a real pain in the ass. The ability to poke repeatedly from 500 meters is not to be overstated. This is one of the two definitive Ice Ferret builds, and it is the most usable in the most situations.
The heat definitely gets up there, but it’s easily manageable, and use “running hot” as an excuse to get out of your position and find a better one that they won’t expect you from. Even without repositioning though, you can get out enough alpha strikes in a row to keep the enemy scared – just keep your hand steady on whatever component you feel like disintegrating and it will go away fast.
Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor
Weapon Modules (In order of importance): cERML Range, cERML Cooldown
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
Wubs!
Range and damage are a bit lower than its cERML counterpart, but the lower duration is a godsend. Heat is still an issue, but it’s hardly any worse (lower maximum heat, but less heat per alpha strike). All in all, it’s a fun build to play and pretty effective too.
I’ve talked about this elsewhere (mainly on the Nova and Timber Wolf guides), but the cMPL is just such a nice weapon. It’s a great little niche right between a medium range poking weapon and a brawler beam, and it performs each of those roles well. For the most part, this build plays very similarly to the cERML spam one, but at a shorter range and with less required exposure time.
Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor
Weapon Modules (In order of importance): cMPL Range, cMPL Cooldown
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
SPL Brawling “Splammer”
This is the other definitive build which makes the Ice Ferret worth playing. You’re pumping out a 30 point alpha strike with a .7s duration every 2.4 seconds, and it is goddamn heat efficient to boot. Legs will disintegrate, pilots will curse your name, and everyone will rage.
While most of these builds have focused on flanking from range and harassing enemy mechs while minimizing risk, this one focuses on getting in the enemy’s face (or preferably their back) and just brutally tearing them apart. This build plays as a beefier FS9-A, using mobility to close on an unsuspecting target and dropping them in seconds flat, preferably with the help of a partner. You can get in and out while taking minimal fire if you pick your targets right and hit isolated ones without much direct support.
Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor
Weapon Modules (In order of importance): cSPL Range, cSPL Cooldown
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
Missile Brawling
IFR-B Omnipod Alternative
Similar theory to the cSPL brawler, but this takes a slightly different approach. Personally, I’m a fan of using the Splammer over this, but to each their own. These builds have a certain advantage against larger mechs in extended engagement, whereas the pure cSPL version is more effective against smaller targets (and no slouch against the big ‘uns) and works better in hit-and-run tactics.
It’s a brawler in much the same way as the Splammer is, though it is better at full commits due to the relative heat efficiency of the SRMs. Take down the largest targets first as they’re the ones that your missiles will be most effective against, and when you’re running hot stick to just your missiles with your lasers as backup weapons to finish off components.
Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor
Weapon Modules (In order of importance): cSRM4 Cooldown, cSPL Range
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
IFR-Prime Options
It may be straight-up worse than the IFR-D, but this is probably your best bet for an IFR-Prime build. And hey, all arm mounted, that’s nice, right?
Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor
Weapon Modules (In order of importance): cMPL Range, cMPL Cooldown
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
Again, straight up worse than the IFR-C build, but sometimes you gotta settle for less. Hot damn I’m inspiring.
Mech Modules (In order of importance): Radar Deprivation, Seismic Sensor
Weapon Modules (In order of importance): cERML Range, cERML Cooldown
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
Not the most impressive armament…but between quirks, modules and pilot skills, you’re looking at a 24% total cooldown reduction. And hey, at least it’s heat efficient.
Mech Modules (In order of importance): Seismic Sensor, Radar Deprivation
Weapon Modules (In order of importance): cSRM4 Cooldown, cSRM4 Range
Consumables (In order of importance): Cool Shot 9×9, Improved Artillery Strike
Pilot Skills
I’ve figured that this is the best skill order for pretty much any mech, and so I’m just going to customize it for mechs that have to emphasize unusual pilot skills.
Basics: Cool Run – Heat Containment – Hard Brake – Kinetic Burst – Twist Speed – Twist X – Anchor Turn – Arm Reflex
Elites: Speed Tweak – Fast Fire – Quick Ignition – Pinpoint
Then just master it. Definitely hold onto the IFR-D and IFR-C, but you can throw out the other(s) (although they might requirk them again in the future so maybe not…) and get the IFR-B when it comes out.
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And that’s that. I hope you enjoy your mech, let me know if you have any questions, and as always glhf