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Mech Name: Raven

Tech Type: Inner Sphere

Tonnage: 35

Weapons Slots: 7

Max. Armor Points: 213

Min/ Max Speed (KPH): 90.00/ 120.02

Good For:
Handicapping yourself when taking on newbies; using ECM on a light mech.
Component Options:
ECM, Beagle Active Probe, Light Amplification, AMS

Of all the mechs in this game, why choose the raven? Good question, and answers are not easily forthcoming. MechWarrior 4 does an excellent job, much better than its immediate predecessor, at avoiding the inclusion of nearly useless chassis, with no one chassis rendering another effectively moot, as the Daishi did to the Annihilator in MechWarrior 3 (see our review for more thoughts on this issue).  The Raven, unfortunately, comes closer to mootness (mootitude?) than most others.

Sharing a weight class with the Clan Cougar doesn't do this Inner Sphere design any favors.  The Cougar has more tonnage to play with and its weapons slots configuration thoroughly trounces that of the Raven. Each has four beam slots, but the Raven only has one group of two, with the two remaining slots separate.  This limits the mech to only one copy of some of the larger beam weapons like large and bombast lasers.  The Raven's three ballistic slots are one less than what the cougar carries, plus the cougar has the two omni slots on top of everything else.  

Statistically, the only advantages the Raven has over the Cougar are the ability to carry an ECM suite, a faster base speed (which the cougar can make up by expending its tonnage advantage), better acceleration and deceleration, and a better torso twist radius. In terms of stats less easily measured, the Raven is actually quite good at squeezing down some of the alleyways in city maps where even other small mechs cannot go. It also has the option of sporting both a BAP and an ECM, which makes it very good at playing hide-and-seek.

Chassis Weapons Armor
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