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A: I believe this is the third time I'll have answered this, but yes, there will be alternate ammunition sources at some point, though they'll be later in development. [Garth]
With the recent announcement that the Clan LB-X ACs are intended to receive the ability to switch munition types (source: Paul Inouye on NGNG's "'Mechs, Devs, & Beer #15"; see here and here), there is hope that a similar ability trickle back to the standard (non-Streak) missile launchers of both tech bases, such that LRM & SRM launchers might eventually get access to alternate guidance systems like Heat-Seeking Warheads (implemented as locking onto the hottest target near the aim point if fired without a missile lock), Listen-Kill Missiles (implemented as an anti-radiation missile that locks onto Beagle & ECM carriers near the aim point if fired without a missile lock), and Follow-the-Leader Warheads (implemented as having weaker tracking strength but tighter spread than normal LRMs)... along with alternate damage effects, like AX Warheads (implemented as bonus damage vs FF Armor), Inferno missiles (implemented as adding heat to the target on impact), and Magnetic-Pulse Warheads (implemented as disrupting a target's sensors on impact, producing an ECM-like effect).
Here is a list of alternate missile types, from Sarna.net:
- LRM-only (+MML):
- Follow-the-Leader Warhead (IS: 3049, production stops in 3054)
- Semi-Guided LRM (IS: 3057)
- Standard Long-Range Missiles (IS and Clan: retained from Star League)
- Swarm LRM (Clan: retained from Star League; IS: 3053)
- Swarm-I LRM (IS: 3057)
- Thunder LRM (Clans: retained from Star League; IS: 3052)
- Follow-the-Leader Warhead (IS: 3049, production stops in 3054)
- LRM and SRM (+MML):
- Anti-Radiation Missiles (Clan: 3057, IS: 3066)
- Dead-Fire Missiles (IS: year unknown)
- Fragmentation Missiles (IS: 3050)
- Heat-Seeking Warhead (IS and Clan: retained from Star League)
- Listen-Kill Missiles (IS: 3042)
- Magnetic Pulse Warhead (IS: 3057, production stops in 3065)
- Mine-Clearance Missiles (IS: 3069)
- Smoke Warhead (IS and Clan: retained from Star League)
- Anti-Radiation Missiles (Clan: 3057, IS: 3066)
- SRM-only (+MML):
- Acid (AX) Warhead (IS: 3053)
- Inferno Missiles (IS and Clan: retained from Star League)
- Retro-Streak Warhead (IS: "late 3050s")
- Standard Short-Range Missiles (IS and Clan: Retained from Star League)
- Tandem-Charge Warhead (IS: "early 3050s")
- Tear Gas (IS: retained from Star League)
- Acid (AX) Warhead (IS: 3053)
- Arrow IV only:
- Air-Defense Arrow Missiles (IS: 3068)
- Arrow IV Homing Missiles (IS: 3044)
- Cluster Arrow Missiles (IS: 3047)
- Illumination Arrow Missiles (IS: 3047)
- Inferno-IV Missiles (IS: 3055)
- Laser-Inhibiting Warhead (IS: 3053)
- Thunder Arrow Missiles (Clans: retained from Star League; IS: 3051)
- Air-Defense Arrow Missiles (IS: 3068)
- Narc-only:
- Bola Pod (IS: 3057)
- Explosive Pod (IS: 3058)
- Homing Pod (Clan: Retained from Star League; IS: 3035)
- Shoot-and-Sit Pod (IS: 3053)
- Bola Pod (IS: 3057)
- iNarc-only:
- ECM Pod (IS: 3062+)
- Haywire Pod (IS: 3062+)
- Homing Pod (IS: 3062)
- Nemesis Pod (IS: 3062+)
- ECM Pod (IS: 3062+)
Missile types for which no specific year of (re)introduction to the IS could be found and could conceivably be canonically available to the IS and/or Clans in/around 3050 are in italics.
Additional munition types include Flare LRMs (available to the IS in 3054; see page 230 of TechManual), Incendiary LRMs (available to the IS in 3053; see page 230 of TechManual).
Note that some of the specialized launchers (such as ATM launchers, Extended LRM launchers, Streak SRM & Streak LRM launchers) cannot (in BattleTech) make use of some or any of the alternate munition types, and that some munition types are (in BattleTech) specific to one type of missile system (LRM or SRM) and may not be used by the other.
Additionally, some of the alternate munition types are not (canonically) compatible with certain missile-related technologies (such as the Artemis FCS and Narc beacons).
Additionally, here is a list of special munitions available to Standard ACs (and the Light ACs), from Sarna.net:
- Armor-piercing (AP) munitions (as distinct from the "standard" (HEAP) munitions) were prototyped by the FedSuns in 3053, and went into production in 3059.
- Caseless munitions were put into production by the FedSuns in 3055.
- Flak munitions were produced in 2310 for anti-air duty and have been available since, but were only occasionally popular (due to the superior anti-'Mech capabilities of the cluster rounds used by the LB-X series... when they were in production and available).
- Flechette munitions were put into production by the FedSuns in 3055.
- Precision munitions were put into production by the FedSuns in 3062.
- Tracer munitions were produced in 2300 and have been available since.
What would be canonically available for Standard ACs as of 3050/3051 is: Standard (HEAP) shells, Flak shells, Tracer shells, and possibly Incendiary shells (which could be implemented as adding heat to a target but dealing less direct damage, similar to a Plasma Rifle round in dealing both damage and heat to a target).
Note that, in BattleTech, neither the LB-X nor the Ultra autocannons can use special munitions (nor can the Rotary ACs or Hyper-Velocity ACs).
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I believe that it would add substantial amounts of additional depth and excitement to the game to see some or all of these alternate munition types made available for their respective weapon systems.
Thoughts?
Edited by Strum Wealh, 12 May 2014 - 05:09 PM.