Ever wanted a list of all weapons, upgrades and modules in MW:O to compare?
Ever wish there was a neatly compiled list so you didn't have to scroll around everywhere in the game?
Of course you have!
Now you have one! This list contains all weapons, modules, and upgrades in MW:O!
Weapons
Spoiler
Inner Sphere:
Clan:
Inner Sphere:
Spoiler
LB10-X
Pros: Spread of damage. Higher chance of hitting enemy and critical hitting internal components.
Cons: The field of damage means that you will not get high damage in one area, rather low damage in a field of areas.
UAC/5
Pros: Rapid fire allows potential to double or triple damage. Occasionally can be coaxed to fire two rounds at once.
Cons: Jams frequently.
AC/2
Pros: Fast firing rate and high ammo-per-ton allows devastating potential.
Cons: High heat and low damage-per-round.
AC/5
Pros: Albeit slower than the AC/2, the AC/5 does 5 damage per round with a decent fire rate.
Cons: Heavier than AC/2, less ammo-per-ton, slower.
AC/10
Pros: Albeit slower than the AC/5, the AC/10 does 10 damage per round with a faster fire rate than the AC/20, giving it a high damage potential in the right hands.
Cons: Heavier than AC/5, less ammo-per-ton, slower.
AC/20
Pros: Albeit the slowest autocannon, the AC/20 packs 20 damage per round, giving it a heavy hit.
Cons: Heaviest autocannon, slowest rate-of-fire, least ammo-per-ton.
Machine Gun
Pros: Highest rate-of-fire allows this weapon to have a high kill potential and a high DPS rating. Plenty of ammo-per ton. Hit-scan mechanics require little-to-no aiming. Also has a high critical hit chance.
Cons: When functioning as a stand-alone weapon, it has the least damage compared to other weapons.
Gauss Rifle
Pros: Smaller than the AC/20, deals 15 damage, decent ammo-per-ton rating, decent recharge rate. Gauss ammunition does not explode. Low heat and high-pinpoint damage.
Cons: Weighs one ton more than the AC/20, explodes if hit, capacitor must be charged before firing.
LRM 5
Pros: like all LRMs, the LRM 5 has homing capabilities, smallest LRM launcher available.
Cons: Small number of missiles in a salvo.
LRM 10
Pros: Decent sized, larger salvo makes the LRM 10 more efficient against AMS.
Cons: Still a (relatively) small salvo, higher heat.
LRM 15
Pros: Second largest salvo, size, immune to 2+ AMS, high damage.
Cons: Larger, higher heat, eats through ammo fairly quickly.
LRM 20
Pros: Largest LRM salvo, immune to AMS, very high damage.
Cons: Largest critical slot space, high heat, goes through a ton of ammo in 9 salvos.
SRM 2
Pros: Smallest and lightest SRM available, ammo conservative. Good scout weapon.
Cons: Lowest damage available to the SRM series, like all SRMs, it does not home in.
SRM 4
Pros: Same critical slot number as the SRM2, still more ammo conservative than the SRM 6. Good brawling weapon.
Cons: More heat, less ammo conservative than the SRM 2.
SRM 6
Pros: Only 2 critical slots, highest damage of all SRM launchers. Good short ranged assault weapon.
Cons: Larger than the SRM 4, highest heat of the SRM series, semi-high tonnage, only 16 salvos per ton.
Streak SRM 2
Pros: Unlike normal SRMs, the SSRM 2 homes in. Very similar to the SRM 2 otherwise.
Cons: Weighs 0.5 tons more than the SRM 2.
Flamer
Pros: Very bright and can easily blind enemies on daytime stages. Not only deals damage to enemy units, but can also deal heat points to enemy units.
Cons: More heat is dealt to you than to the enemy, short ranged, rather low DPS (0.7).
Small Laser
Pros: Smallest laser weapon, lightest laser weapon, little heat.
Cons: Extremely short ranged, little damage.
Small Pulse Laser
Pros: Same size as Small Laser, higher damage. Very effective in groups. Deals damage in a more localized area (high pinpoint), as does all the Pulse Lasers.
Cons: Higher heat than Small Laser, weighs more than Small Laser, no range change. Barely more damage.
Medium Laser
Pros: Same size as Small Laser, longer ranged, higher damage. Same weight as Small Pulse Laser.
Cons: Higher heat than either Small Laser or Small Pulse Laser.
Medium Pulse Laser
Pros: Same size as Medium Laser, higher damage.
Cons: Higher heat, only does one damage point more than medium laser, weighs one ton more than medium laser.
Large Laser
Pros: Only one critical slot larger than the previous lasers, higher damage than previous lasers, longer ranged than previous lasers.
Cons: Higher heat than previous lasers, higher tonnage than previous lasers, larger than previous lasers.
ER Large Laser
Pros: Longer ranged than Large Laser.
Cons: Higher heat than Large Laser.
Large Pulse Laser
Pros: Higher damage than Large Laser.
Cons: Heavier than large laser, higher heat than large laser, shorter range than large laser, weighs more than large laser.
PPC
Pros: High damage energy weapon, behaves like a straight line ballistic, has an "EMP" effect to disable ECM for 2-3 seconds (does not work below minimum range). Long range. Also has a high pinpoint damage, similar to ballistics.
Cons: Largest of all energy weapons, 2nd highest heat of all energy weapons, not a beam. Has a minimum range (90m).
ERPPC
Pros: Same damage as PPC, longer ranged than PPC, same EMP effect.
Cons: Highest heat of all energy weapons.
LB10-X
Pros: Spread of damage. Higher chance of hitting enemy and critical hitting internal components.
Cons: The field of damage means that you will not get high damage in one area, rather low damage in a field of areas.
UAC/5
Pros: Rapid fire allows potential to double or triple damage. Occasionally can be coaxed to fire two rounds at once.
Cons: Jams frequently.
AC/2
Pros: Fast firing rate and high ammo-per-ton allows devastating potential.
Cons: High heat and low damage-per-round.
AC/5
Pros: Albeit slower than the AC/2, the AC/5 does 5 damage per round with a decent fire rate.
Cons: Heavier than AC/2, less ammo-per-ton, slower.
AC/10
Pros: Albeit slower than the AC/5, the AC/10 does 10 damage per round with a faster fire rate than the AC/20, giving it a high damage potential in the right hands.
Cons: Heavier than AC/5, less ammo-per-ton, slower.
AC/20
Pros: Albeit the slowest autocannon, the AC/20 packs 20 damage per round, giving it a heavy hit.
Cons: Heaviest autocannon, slowest rate-of-fire, least ammo-per-ton.
Machine Gun
Pros: Highest rate-of-fire allows this weapon to have a high kill potential and a high DPS rating. Plenty of ammo-per ton. Hit-scan mechanics require little-to-no aiming. Also has a high critical hit chance.
Cons: When functioning as a stand-alone weapon, it has the least damage compared to other weapons.
Gauss Rifle
Pros: Smaller than the AC/20, deals 15 damage, decent ammo-per-ton rating, decent recharge rate. Gauss ammunition does not explode. Low heat and high-pinpoint damage.
Cons: Weighs one ton more than the AC/20, explodes if hit, capacitor must be charged before firing.
LRM 5
Pros: like all LRMs, the LRM 5 has homing capabilities, smallest LRM launcher available.
Cons: Small number of missiles in a salvo.
LRM 10
Pros: Decent sized, larger salvo makes the LRM 10 more efficient against AMS.
Cons: Still a (relatively) small salvo, higher heat.
LRM 15
Pros: Second largest salvo, size, immune to 2+ AMS, high damage.
Cons: Larger, higher heat, eats through ammo fairly quickly.
LRM 20
Pros: Largest LRM salvo, immune to AMS, very high damage.
Cons: Largest critical slot space, high heat, goes through a ton of ammo in 9 salvos.
SRM 2
Pros: Smallest and lightest SRM available, ammo conservative. Good scout weapon.
Cons: Lowest damage available to the SRM series, like all SRMs, it does not home in.
SRM 4
Pros: Same critical slot number as the SRM2, still more ammo conservative than the SRM 6. Good brawling weapon.
Cons: More heat, less ammo conservative than the SRM 2.
SRM 6
Pros: Only 2 critical slots, highest damage of all SRM launchers. Good short ranged assault weapon.
Cons: Larger than the SRM 4, highest heat of the SRM series, semi-high tonnage, only 16 salvos per ton.
Streak SRM 2
Pros: Unlike normal SRMs, the SSRM 2 homes in. Very similar to the SRM 2 otherwise.
Cons: Weighs 0.5 tons more than the SRM 2.
Flamer
Pros: Very bright and can easily blind enemies on daytime stages. Not only deals damage to enemy units, but can also deal heat points to enemy units.
Cons: More heat is dealt to you than to the enemy, short ranged, rather low DPS (0.7).
Small Laser
Pros: Smallest laser weapon, lightest laser weapon, little heat.
Cons: Extremely short ranged, little damage.
Small Pulse Laser
Pros: Same size as Small Laser, higher damage. Very effective in groups. Deals damage in a more localized area (high pinpoint), as does all the Pulse Lasers.
Cons: Higher heat than Small Laser, weighs more than Small Laser, no range change. Barely more damage.
Medium Laser
Pros: Same size as Small Laser, longer ranged, higher damage. Same weight as Small Pulse Laser.
Cons: Higher heat than either Small Laser or Small Pulse Laser.
Medium Pulse Laser
Pros: Same size as Medium Laser, higher damage.
Cons: Higher heat, only does one damage point more than medium laser, weighs one ton more than medium laser.
Large Laser
Pros: Only one critical slot larger than the previous lasers, higher damage than previous lasers, longer ranged than previous lasers.
Cons: Higher heat than previous lasers, higher tonnage than previous lasers, larger than previous lasers.
ER Large Laser
Pros: Longer ranged than Large Laser.
Cons: Higher heat than Large Laser.
Large Pulse Laser
Pros: Higher damage than Large Laser.
Cons: Heavier than large laser, higher heat than large laser, shorter range than large laser, weighs more than large laser.
PPC
Pros: High damage energy weapon, behaves like a straight line ballistic, has an "EMP" effect to disable ECM for 2-3 seconds (does not work below minimum range). Long range. Also has a high pinpoint damage, similar to ballistics.
Cons: Largest of all energy weapons, 2nd highest heat of all energy weapons, not a beam. Has a minimum range (90m).
ERPPC
Pros: Same damage as PPC, longer ranged than PPC, same EMP effect.
Cons: Highest heat of all energy weapons.
Clan:
Spoiler
Coming soon! Currently being worked on!
Coming soon! Currently being worked on!
Components
Spoiler
Inner Sphere:
Clan:
Inner Sphere:
Spoiler
TAG
Pros: Identifies targets for locking, including ECM shielded targets (although ti takes a long time). Gives missile lock ability, long ranged (720m). Low weight (1t), no heat, only takes one critical slot. Also can increase lock speed by 20-25%.
Cons: Beam must be making contact at all times for target identification, no damage. Beam is somewhat easy to spot.
Narc Missile Beacon (Narc)
Pros: Accelerates missile locking speeds, causes missiles to home in o it's exact location.
Cons: Easily destroyed by allied missiles, blocked by ECM, weighs 3 tons, short ranged, does no damage.
XL (Extra Light) Engines
Pros: Lighter weight than Standard Engines.
Cons: Extends into the shoulder, increasing vulnerability by ~150% (varies based on size of side torsi).
Standard Engines
Standard Engines
Pros: Less vulnerable than XL engines
Cons: Significantly heavier than XL engines.
ECM
Pros: Makes targeting units within the ECM field impossible without LOS, slows missile lock time. Enemy units inside an ECM field have faulty HUD fields and no radar access. ECM comes with counter mode in order to negate an enemy ECM field.
Cons: Low Signal warning makes recon impossible with ECM on Disrupt, ECM (Disrupt or Counter) only has an effective range of 180 meters.
BAP
Pros: Allows you to target shutdown enemy Mechs, increases sensor range and decreases lock on time. Same weight and critical size as ECM. Can also counter one enemy ECM to 150 meters.
Cons: Shutdown targeting range is only 120 meters, only increases sensor range and target information gathering rate by 20%.
C.A.S.E
Pros: Shields ammo explosions, protecting your Mech from otherwise catastrophic ammunition explosions. Weighs only 0.5t.
Cons: Consumes 1 critical slot which could be devoted to more ammo or weapons. Slightly costy (100k ).
AMS (Anti-Missile System)
Pros: Weighs only 0.5 tons, 1k ammo-per-ton, fires at enemy missiles and destroys what it hits. Has a 100% missile hit rate.
Cons: Most Mechs can only mount one, has specific mounting areas.
Command Console
Pros: (not applicable)
Cons: Weighs three tons, has no use, consumes the head critical slot, costs 1m and serves no function.
Jump Jets
Pros: Allows your Mech to fly and can be deployed while falling to minimize fall damage.
Cons: Raises heat slightly when in use, cannot change flight direction in mid air, only mounts on some Mechs. Somewhat noisy, and the blue flare is noticeable on the horizon.
TAG
Pros: Identifies targets for locking, including ECM shielded targets (although ti takes a long time). Gives missile lock ability, long ranged (720m). Low weight (1t), no heat, only takes one critical slot. Also can increase lock speed by 20-25%.
Cons: Beam must be making contact at all times for target identification, no damage. Beam is somewhat easy to spot.
Narc Missile Beacon (Narc)
Pros: Accelerates missile locking speeds, causes missiles to home in o it's exact location.
Cons: Easily destroyed by allied missiles, blocked by ECM, weighs 3 tons, short ranged, does no damage.
XL (Extra Light) Engines
Pros: Lighter weight than Standard Engines.
Cons: Extends into the shoulder, increasing vulnerability by ~150% (varies based on size of side torsi).
Standard Engines
Standard Engines
Pros: Less vulnerable than XL engines
Cons: Significantly heavier than XL engines.
ECM
Pros: Makes targeting units within the ECM field impossible without LOS, slows missile lock time. Enemy units inside an ECM field have faulty HUD fields and no radar access. ECM comes with counter mode in order to negate an enemy ECM field.
Cons: Low Signal warning makes recon impossible with ECM on Disrupt, ECM (Disrupt or Counter) only has an effective range of 180 meters.
BAP
Pros: Allows you to target shutdown enemy Mechs, increases sensor range and decreases lock on time. Same weight and critical size as ECM. Can also counter one enemy ECM to 150 meters.
Cons: Shutdown targeting range is only 120 meters, only increases sensor range and target information gathering rate by 20%.
C.A.S.E
Pros: Shields ammo explosions, protecting your Mech from otherwise catastrophic ammunition explosions. Weighs only 0.5t.
Cons: Consumes 1 critical slot which could be devoted to more ammo or weapons. Slightly costy (100k ).
AMS (Anti-Missile System)
Pros: Weighs only 0.5 tons, 1k ammo-per-ton, fires at enemy missiles and destroys what it hits. Has a 100% missile hit rate.
Cons: Most Mechs can only mount one, has specific mounting areas.
Command Console
Pros: (not applicable)
Cons: Weighs three tons, has no use, consumes the head critical slot, costs 1m and serves no function.
Jump Jets
Pros: Allows your Mech to fly and can be deployed while falling to minimize fall damage.
Cons: Raises heat slightly when in use, cannot change flight direction in mid air, only mounts on some Mechs. Somewhat noisy, and the blue flare is noticeable on the horizon.
Clan:
Spoiler
Coming soon! Currently being worked on!
Coming soon! Currently being worked on!
Upgrades
Spoiler
Standard heatsinks
Pros: Smaller than Double heatsinks, less expensive than Double heatsinks
Cons: Significantly less cooling efficiency and dissipation than Double heatsinks.
Double heatsinks
Pros: More cooling efficiency and dissipation than Standard heatsinks.
Cons: Larger and more expensive than Standard heatsinks.
Standard structure
Pros: Consumes less space than Endo-Steel structure, costs less than Endo-Steel structure.
Cons: Weighs more than Endo-Steel structure.
Endo-steel structure
Pros: Weighs less than Standard structure, allowing more weapons and ammo space.
Cons: Costs more than Standard structure, consumes 14 critical slots.
Standard armor
Pros: Consumes less space than Ferro-Fibrous armor, costs less than Ferro-Fibrous armor.
Cons: Weighs more than Ferro-Fibrous armor.
Ferro-Fibrous armor
Pros: Weighs less than Standard armor.
Cons: Consumes 14 critical slots, cost more than Standard Armor, saves barely any weight.
Standard Guidance
Pros: Costs less than Artemis IV Guidance, weighs less than Artemis IV Guidance, consumes less space than Artemis IV guidance.
Cons: Not as fast as Artemis IV Guidance.
Artemis IV Guidance
Pros: Locks faster than Standard Guidance (for LRMs), tracks longer than Standard Guidance (for LRMs), decreases missile spread (for SRMs).
Cons: Costs, weighs, and consumes more space than Standard Guidance.
Standard heatsinks
Pros: Smaller than Double heatsinks, less expensive than Double heatsinks
Cons: Significantly less cooling efficiency and dissipation than Double heatsinks.
Double heatsinks
Pros: More cooling efficiency and dissipation than Standard heatsinks.
Cons: Larger and more expensive than Standard heatsinks.
Standard structure
Pros: Consumes less space than Endo-Steel structure, costs less than Endo-Steel structure.
Cons: Weighs more than Endo-Steel structure.
Endo-steel structure
Pros: Weighs less than Standard structure, allowing more weapons and ammo space.
Cons: Costs more than Standard structure, consumes 14 critical slots.
Standard armor
Pros: Consumes less space than Ferro-Fibrous armor, costs less than Ferro-Fibrous armor.
Cons: Weighs more than Ferro-Fibrous armor.
Ferro-Fibrous armor
Pros: Weighs less than Standard armor.
Cons: Consumes 14 critical slots, cost more than Standard Armor, saves barely any weight.
Standard Guidance
Pros: Costs less than Artemis IV Guidance, weighs less than Artemis IV Guidance, consumes less space than Artemis IV guidance.
Cons: Not as fast as Artemis IV Guidance.
Artemis IV Guidance
Pros: Locks faster than Standard Guidance (for LRMs), tracks longer than Standard Guidance (for LRMs), decreases missile spread (for SRMs).
Cons: Costs, weighs, and consumes more space than Standard Guidance.
Modules
Spoiler
NOTICE: Modules will be undergoing renovations to accommodate new modules and the new module system. Stay tuned!
360 Target Retention
Allows the user to retain Missile Target Locks even when the enemy is behind you.
COST: 15k GXP and 6m
Advanced Zoom
Allows the user to use a 4x zoom window by pressing 'V' (by default).
COST: 5k GXP and 2m
Air Strike Accuracy
Decreases area of Air Strike bombardment by 20%.
COST: 5k GXP and 4m
Artillery Accuracy
Decreases area of Artillery Strike bombardment by 20%.
COST: 5k GXP and 4m
Capture Accelerator
Increases the rate of capture for all units by 15%.
COST: 15k GXP and 6m
Hill Climb
Reduces the deceleration rate when climbing slopes by 10%.
COST: 15k GXP and 6m
Improved Gyros
Reduces the screen shake when hit by an enemy weapon by 33%.
COST: 5k GXP and 2m
Seismic Sensor
Allows detection of enemy footsteps for up to 180m for tier one and 250m for tier two (must be standing still to function).
COST: 7.5k GXP for tier one and 15k GXP for tier two, 6m regardless of tier
Sensor Range
Increases sensor range by 15% for tier one and 25% for tier two.
COST: 5k GXP for tier one and 7.5k GXP for tier two, 2m regardless of tier
Target Decay
Increases time you can hold a target lock outside Line-Of-Sight to 2.75 seconds for tier one and 3.5 seconds for tier two.
COST: 5k GXP for tier one and 7.5k for tier two, 6m regardless of tier
Target Info Gathering
Decreases the time required to gather target information by 25%.
COST: 15k GXP and 4m
UAV (single use a.k.a consumable)
Hovers in the air for 45 seconds at tier zero and 60 seconds for tier one. Allows targeting of units within a 240m visible range. Has 10 HP. UAV feed can be interrupted if you are in an ECM field.
COST: 40k , 15k GXP for tier one upgrade.
Advanced UAV (single use a.k.a consumable)
Hovers in the air for 60 seconds and allows targeting of units withing a 240m visible range. Has 10 HP. UAV feed can be interrupted if you are in an ECM field.
COST: 15
Cool Shot 6 (single use a.k.a consumable)
Adds -6 Heat Per Second to your Mech's cooling efficiency for one second.
COST: 10k
Cool Shot 9 (single use a.k.a consumable)
Adds -9 Heat Per Second to your Mech's cooling efficiency for one second, and -18 Heat Per Second for tier one.
COST: 40k , 15k GXP for tier one upgrade
Cool Shot 18 (single use a.k.a consumable)
Adds -18 Heat Per Second to your Mech's cooling efficiency for one second.
COST: 15
Air Strike (single use a.k.a consumable)
After a five second delay six bombs are dropped into the designated area, each of which does forty damage. The tier one upgrade has a four second delay and drops ten bombs, each of which does forty damage.
COST: 40k , 15k GXP for tier one upgrade.
Priority Air Strike (single use a.k.a consumable)
After a four second delay ten bombs are dropped into the designated area, each of which does forty damage.
COST: 15
Artillery Strike (single use a.k.a consumable)
After a five second delay six artillery shells land into the designated area, each of which does forty damage. The tier one upgrade has a four second delay and lands ten shells, each of which does forty damage.
COST: 40k , 15k GXP for the tier one upgrade
Priority Artillery Strike (single use a.k.a consumable)
After a four second delay ten artillery shells land into the designated area, each of which does forty damage.
COST: 15
NOTICE: Modules will be undergoing renovations to accommodate new modules and the new module system. Stay tuned!
360 Target Retention
Allows the user to retain Missile Target Locks even when the enemy is behind you.
COST: 15k GXP and 6m
Advanced Zoom
Allows the user to use a 4x zoom window by pressing 'V' (by default).
COST: 5k GXP and 2m
Air Strike Accuracy
Decreases area of Air Strike bombardment by 20%.
COST: 5k GXP and 4m
Artillery Accuracy
Decreases area of Artillery Strike bombardment by 20%.
COST: 5k GXP and 4m
Capture Accelerator
Increases the rate of capture for all units by 15%.
COST: 15k GXP and 6m
Hill Climb
Reduces the deceleration rate when climbing slopes by 10%.
COST: 15k GXP and 6m
Improved Gyros
Reduces the screen shake when hit by an enemy weapon by 33%.
COST: 5k GXP and 2m
Seismic Sensor
Allows detection of enemy footsteps for up to 180m for tier one and 250m for tier two (must be standing still to function).
COST: 7.5k GXP for tier one and 15k GXP for tier two, 6m regardless of tier
Sensor Range
Increases sensor range by 15% for tier one and 25% for tier two.
COST: 5k GXP for tier one and 7.5k GXP for tier two, 2m regardless of tier
Target Decay
Increases time you can hold a target lock outside Line-Of-Sight to 2.75 seconds for tier one and 3.5 seconds for tier two.
COST: 5k GXP for tier one and 7.5k for tier two, 6m regardless of tier
Target Info Gathering
Decreases the time required to gather target information by 25%.
COST: 15k GXP and 4m
UAV (single use a.k.a consumable)
Hovers in the air for 45 seconds at tier zero and 60 seconds for tier one. Allows targeting of units within a 240m visible range. Has 10 HP. UAV feed can be interrupted if you are in an ECM field.
COST: 40k , 15k GXP for tier one upgrade.
Advanced UAV (single use a.k.a consumable)
Hovers in the air for 60 seconds and allows targeting of units withing a 240m visible range. Has 10 HP. UAV feed can be interrupted if you are in an ECM field.
COST: 15
Cool Shot 6 (single use a.k.a consumable)
Adds -6 Heat Per Second to your Mech's cooling efficiency for one second.
COST: 10k
Cool Shot 9 (single use a.k.a consumable)
Adds -9 Heat Per Second to your Mech's cooling efficiency for one second, and -18 Heat Per Second for tier one.
COST: 40k , 15k GXP for tier one upgrade
Cool Shot 18 (single use a.k.a consumable)
Adds -18 Heat Per Second to your Mech's cooling efficiency for one second.
COST: 15
Air Strike (single use a.k.a consumable)
After a five second delay six bombs are dropped into the designated area, each of which does forty damage. The tier one upgrade has a four second delay and drops ten bombs, each of which does forty damage.
COST: 40k , 15k GXP for tier one upgrade.
Priority Air Strike (single use a.k.a consumable)
After a four second delay ten bombs are dropped into the designated area, each of which does forty damage.
COST: 15
Artillery Strike (single use a.k.a consumable)
After a five second delay six artillery shells land into the designated area, each of which does forty damage. The tier one upgrade has a four second delay and lands ten shells, each of which does forty damage.
COST: 40k , 15k GXP for the tier one upgrade
Priority Artillery Strike (single use a.k.a consumable)
After a four second delay ten artillery shells land into the designated area, each of which does forty damage.
COST: 15
Omnipods
Spoiler
Omnipod data is currently being compiled and assembled! Please check back in apx. two weeks for a full data set!
Omnipod data is currently being compiled and assembled! Please check back in apx. two weeks for a full data set!
Clan/IS Chassis & Weapon type
Spoiler
Clan Type Chassis
Pros: More customization thanks to omnipods, can mount Clan type weapons.
Cons: Can only mount Clan type weapons, which are hotter. Cannot change engine or upgrades (except Artemis).
Inner Sphere (IS) Type Chassis
Pros: Can change engines and upgrades.
Cons: Runs Inner Sphere type weapons, which are less powerful. Less hardpoint customization.
Clan Type Weapons
Pros: More powerful, in some cases smaller, more variety in AC types, longer ranged
Cons: Much hotter, can only mount on Clan Mechs
Inner Sphere Type Weapons
Pros: Cooler than some Clan weapons, in some cases smaller, in some cases faster
Cons: Less powerful/varied, can only be mounted on Inner Sphere Mechs
(Note that the variety of weapons may change as PGI adds more weapons)
Clan Type Chassis
Pros: More customization thanks to omnipods, can mount Clan type weapons.
Cons: Can only mount Clan type weapons, which are hotter. Cannot change engine or upgrades (except Artemis).
Inner Sphere (IS) Type Chassis
Pros: Can change engines and upgrades.
Cons: Runs Inner Sphere type weapons, which are less powerful. Less hardpoint customization.
Clan Type Weapons
Pros: More powerful, in some cases smaller, more variety in AC types, longer ranged
Cons: Much hotter, can only mount on Clan Mechs
Inner Sphere Type Weapons
Pros: Cooler than some Clan weapons, in some cases smaller, in some cases faster
Cons: Less powerful/varied, can only be mounted on Inner Sphere Mechs
(Note that the variety of weapons may change as PGI adds more weapons)
Chassis Quirks
Spoiler
No promises I will have this completed! Feel free to PM me a list of quirks you assembled (in the correct formatting please) to have it added and to receive credit for making it!
No promises I will have this completed! Feel free to PM me a list of quirks you assembled (in the correct formatting please) to have it added and to receive credit for making it!
Updates
Update Log 2/26/14, 16:37 EST: Added a few critical hit entries, added the flamer (thanks to Koniving and Zanathan!).
Update Log 2/26/14, 17:19 EST: Added Modules (thanks to Smurfy for the detailed stats!)
Update Log 2/26/14, 19:15 EST: Moved upgrades to their own field (thanks for the reminder Shar Wolf!).
Update Log 2/27/14, 11:43 EST: Moved components (TAG, Narc, AMS) to their own group.
Update Log 10/9/14, 10:21 EST: Added new categories to prepare for Module renovations and new Clan additions!
NOTICE:
This is simply a look at the weapons as they are. Various combinations and tactics can make these weapons far deadlier than they may be portrayed.
Any feedback is welcome!
Edited by DavidHurricane, 09 October 2014 - 06:24 AM.