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Weapon Invasion, New Intershere Weapon Options!


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Poll: Weapon Invasion, New InterShere Weapon Options! (193 member(s) have cast votes)

which if any, would you endorse?

  1. Blazer(E) (95 votes [19.83%])

    Percentage of vote: 19.83%

  2. Rifles(B) (94 votes [19.62%])

    Percentage of vote: 19.62%

  3. Mech Mortars(BM) (110 votes [22.96%])

    Percentage of vote: 22.96%

  4. Rocket Launchers(BM) (106 votes [22.13%])

    Percentage of vote: 22.13%

  5. Arrow IV Artillery(M) (70 votes [14.61%])

    Percentage of vote: 14.61%

  6. None, (4 votes [0.84%])

    Percentage of vote: 0.84%

On account of RocketLauncher & MechMortar?

  1. implimented just as Missiles, (39 votes [25.66%])

    Percentage of vote: 25.66%

  2. As Missiles and Ballistics, (75 votes [49.34%])

    Percentage of vote: 49.34%

  3. Dont Mind Ether, (38 votes [25.00%])

    Percentage of vote: 25.00%

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#1 Andi Nagasia

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Posted 22 September 2014 - 11:57 AM

hello everyone,
i was going through currently unreleased BattleMech Weapons,
and decided to compile this list of those Weapons, as so others could comment,

here is the list,
starting from Energy, moving to Ballistics, and finally Missile,
i will also give reasons i feel these Weapons should be added & how they matter,
please note some of these Weapons don't become available until 3050-3054,
for all those worried about timelines, the TimberWolf-S comes out in 3052,
so all these should fit with in the timeline or just barely outside it,


Binary Laser Cannon(Energy)
Nicknamed the Blazer, the Binary Laser Cannon is widely considered a dead technology,
Taking two large laser cores and fusing them, it was designed to fire both at the same time,
thus increasing damage, In practice, though damage was low compared to firing separately,
high heat generation by the Blazer severely taxed available heat sink technology of the time,
thus the weapon was abandoned in 2812, personally i feel it would be a cool weapon anyway,
-
acting similar to hot running Large Laser and as direct fire weapon systems,
hot firing but more damage, make it a good choice for missile boats and cooler systems
(if added, its likely they would Short Beam Duration, but longer Cool-downs, for Sniping use)
-
BLC- 16Damage,....9Ton,...4CritSpace,...13heat,....0min-range 450norm-range 900max-range,
(Blazers are Energy, they are the largest of Lasers, they have heat problems but a very fast burn)


Rifle(L-M-H)(Ballistics)
The precursor to modern Autocannons, Rifles were based on weapons used by older tanks,
phased out of service because it lacked stopping power against heavier battlefield units,
The Light Rifle used heavier rounds and larger propellant loads to fire its shells,
-
acting similar to slow firing Autocannons and as direct fire weapon systems,
much slower firing, but with much faster rounds make rifles good sniping weapons,
(if added, its likely they would act as slow firing Primitive Gauss Like Alternatives)
-
LR- 3Damage,....3Ton,...1CritSpace, 1heat,....0min-range 360norm-range 720max-range,
MR- 6Damage,...5Ton,....2CritSpace, 2heat,....0min-range 450norm-range 900max-range,
HR- 9Damage,....8Ton,...3CritSpace, 4heat,....0min-range 540norm-range 1080max-range,
(Rifles are ballistics, they fit between Machine-guns and ACs, but have Very long reload times)
(also the one of the few weapons here Available to both InterSphere and Clan)


Mech Mortars(1-8)(as Ballistics or as Missiles)
Mech Mortars fire a small shell or shells in a high arc that falls onto the target,
used around the time of the Succession wars, as a direct and indirect fire weapon,
but after was dropped in favor of LRMs, being a more accurate and reliable weapon,
with the addition of AMS systems MM(Mech Mortars) started making a come back,
as AMS systems weren't designed to identify or shoot down Mech Mortars,
Mech Mortars come in several sizes based on how many mortars are shot,
-
Damage per mortar shell=2, shells act as LRMs for direct or indirect fire,
no incoming missile warning, or AMS counter, but can dodge much more easily,
(if added, its likely they would have a high Arch & smoke stream, signifying launch)
-
MM1- 2Damage,...2Ton,...1CritSpace, 1heat,...180min-range 630norm-range 1280max-range,
MM2- 4Damage,...5Ton,...2CritSpace, 2heat,...180min-range 630norm-range 1280max-range,
MM4- 8Damage,...7Ton,...3CritSpace, 5heat,...180min-range 630norm-range 1280max-range,
MM8- 16Damage,.10Ton,.5CritSpace, 10heat,.180min-range 630norm-range 1280max-range,
(in lore MM are Missiles, however they have been described as able to replace both)
(also the one of the few weapons here Available to both InterSphere and Clan)


Rocket Launcher(10-20)(as Ballistics or as Missles)
Rocket Launchers fire a single-volley of inaccurate "dead-fire" missiles that lack guidance,
primitive versions of Rocket Launchers where used in the Pentigon wars with Star League,
Despite their simple nature, their relatively light weight, compact size allows multiple launchers,
allowing them to replace a large missile launcher or Autocannon, offering other Fire Options.
-
Damage per rocket missile=1, missiles act as SRMs systems for direct fire,
have longer range but Much slower and less Hp per missile, AMS counter-able,
(if added, its likely they would work as an Unguided Missile-Stream(CLrm+Srm))
-
RL10- 10Damage,.. 1/2Ton,...1CritSpace, 3heat,...0min-range 450norm-range 900max-range,
RL15- 15Damage,...1Ton,......2CritSpace, 4heat,...0min-range 450norm-range 900max-range,
RL20- 20Damage,...1.5Ton,...3CritSpace, 5heat,...0min-range 450norm-range 900max-range,
(in lore RL are Missiles, however they have been described as able to replace both)


Arrow IV Artillery(as Missles)
the Arrow IV Artillery fires a single Super Long Range missile that can be devastating,
It was first introduced by the Terran Hegemony in 2600 and was used by the Star League,
but was lost long ago to be eventually rediscovered by the Capellan Confederation in 3044,
Arrow IV launchers can be equipped with standard area saturation missile or homing missiles,
-
Damage per rocket missile=20, missiles act depending on their type,
Stardard Arrow IV Missles act as SRMs firing straight a head in direct fire,
Homing Arrow IV Missles act as LRMs firing and homing in on targets indirectly,
(if added, its likely they would work as both as SRMs and as LRMs)
-
SA4- 20Damage,15Ton,15CritSpace,10heat,0min-range 1000norm-range 2000max-range,
HA4- 20Damage,15Ton,15CritSpace,10heat,0min-range 1000norm-range 2000max-range,
(in lore A4s are Missiles, and they have been described as having 8Maps range)

=Notes=
Balance Wise, values can be changed, and most of these weapons have low Ammo per-Ton,
Lore Wise, there is a good Chance PGI will Time-jump to 3055+, most likely next year,
For multi-type weapons, thats a PGI call, so it will be up to them to decide,


notice a pre-3054 weapon you want to see on this list?
comment your weapon, and ill see to adding it to this list,

what do you think about these Weapons?

Thoughts, Comments, Concerns?
Thanks,


for my Clan topic see, Omni Invasion!

Edit- Spelling,
Edit2- options weren't multiple choice,
Edit3- range change,
Edit4- added 3rd Medium-range,
Edit5- second question added,
Edit6- MM(refined to Clan and IS)
Edit7- added "if added" Notations,
Edit8- Added both Arrow4 Missiles,
Edit9- added links to Sarna.net,
Edit10- fixed error in poll
Edit11-Blazer Stats refinded

Edited by Andi Nagasia, 26 September 2015 - 08:05 AM.


#2 101011

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Posted 22 September 2014 - 12:13 PM

More weapons = good.
There are a few issues that would have to be worked out, however, namely AC's and Rifles. What we have in-game currently are fancy high-damage rifles, while autocannons fire in, shockingly, automatic (like the CUAC's). This means that the AC/10 would become obsolete. The Heavy Rifle fires just as far as the AC/10 for a lot less weight and space (4 tons, 4 slots) and only 1 less damage. The Light Rifle, in addition, lacks the ability to damage 'Mechs. To give the AC's an advantage again, we would need special munitions. The Medium Rifle, however, would fill the much needed role of light ballistic, similar to an ammo based Large Laser.

#3 Andi Nagasia

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Posted 22 September 2014 - 12:45 PM

View Post101011, on 22 September 2014 - 12:13 PM, said:

More weapons = good.
There are a few issues that would have to be worked out, however, namely AC's and Rifles. What we have in-game currently are fancy high-damage rifles, while autocannons fire in, shockingly, automatic (like the CUAC's). This means that the AC/10 would become obsolete. The Heavy Rifle fires just as far as the AC/10 for a lot less weight and space (4 tons, 4 slots) and only 1 less damage. The Light Rifle, in addition, lacks the ability to damage 'Mechs. To give the AC's an advantage again, we would need special munitions. The Medium Rifle, however, would fill the much needed role of light ballistic, similar to an ammo based Large Laser.


the main problem with Rifles would be Long reload times, that would balance them,
it would be interesting to see a light with 2-4 Light rifles, for 12 damage on alpha,
i think it would make long range light ballistic builds viable and fun to play,

Edited by Andi Nagasia, 24 September 2014 - 09:06 PM.


#4 Hoffenstein

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Posted 22 September 2014 - 04:46 PM

A lot of these are very low-tech options. Maybe they could add in some garbage-Tech, Succession War era hodgepodge Mech's that allow you more than one respawn if they are loaded with these weapons (and primitive armour!).

#5 Nothing Whatsoever

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Posted 24 September 2014 - 02:41 PM

I'd like to see these in MWO.

I came up with different numbers but close to what you have.

Ballistics
Spoiler

Energy
Spoiler

Missile
Spoiler


#6 Andi Nagasia

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Posted 24 September 2014 - 05:27 PM

ya, i knew my values were a little off, i couldn't find the source materiel,
so i was basing my ranges off of the TT values, thanks for the Sources,

ill update the main post, thanks again,

#7 Nothing Whatsoever

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Posted 24 September 2014 - 05:43 PM

Here's the original table: http://www.sarna.net...Equipment_Lists

I added the data into an excel to then calculate values for MWO.

And I adjusted the Rifles a bit to allow them to do some damage and modified ammo per ton for example.

#8 kosmos1214

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Posted 25 September 2014 - 07:47 PM

i like this idea it would help some mechs fill some odd holes in there builds

#9 Andi Nagasia

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Posted 25 September 2014 - 08:38 PM

View Postkosmos1214, on 25 September 2014 - 07:47 PM, said:

i like this idea it would help some mechs fill some odd holes in there builds


exactly, now all of the weapons on this list are InterSphere only,
so they would not have lighter Clan counter parts,

#10 kosmos1214

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Posted 26 September 2014 - 11:22 AM

right witch is why they would do this the clan does not need as much help filling holes do to there weapon being both smaller and lighter

#11 Andi Nagasia

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Posted 26 September 2014 - 04:01 PM

View Postkosmos1214, on 26 September 2014 - 11:22 AM, said:

right witch is why they would do this the clan does not need as much help filling holes do to there weapon being both smaller and lighter


Agreed, i feel this would give IS a bit more flexibility, which the Clans don't really need at this point,

#12 kosmos1214

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Posted 26 September 2014 - 05:05 PM

yah pretty much im no clan hater but this would help big time with the feel end differences between the IS and clans

Edited by kosmos1214, 26 September 2014 - 05:05 PM.


#13 Andi Nagasia

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Posted 29 September 2014 - 08:23 PM

agreed, and i fee this will allow for a more diverse InterSphere experience,

#14 VixNix

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Posted 30 September 2014 - 07:41 AM

while more choices are always a good thing, i think the ones we have and heat needs to be fixed first, no?

#15 Andi Nagasia

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Posted 30 September 2014 - 08:43 AM

View PostVixNix, on 30 September 2014 - 07:41 AM, said:

while more choices are always a good thing, i think the ones we have and heat needs to be fixed first, no?


i agree, as i stated earlier, this update if implemented would likely come next year,

#16 MisterPlanetarian

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Posted 09 October 2014 - 03:42 AM

Get some real mech weapons instead. HAG/Heavy Gauss, Rotary AC's, Arrow IV etc.

#17 kosmos1214

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Posted 09 October 2014 - 12:46 PM

most of thoughts save the arrowIV are meany years off the year is 3049 after all

Edited by kosmos1214, 09 October 2014 - 12:46 PM.


#18 kosmos1214

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Posted 27 October 2014 - 06:27 PM

come on inersphere

#19 David Makurai

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Posted 24 November 2014 - 10:46 PM

Rocket Launcher -> Missle Hardpoints
Mech Morta -> Ballistic Hardpoints

#20 MechWarrior679696

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Posted 25 November 2014 - 02:17 AM

I don't know if it's just me, but even given the extra tonnage they'd grant me in some builds Rifles still wouldn't be much of an in-between for AC/2s and MGs. I want something like a huge-ass machinegun, a multi-barreled suppression weapon, preferably somewhere in the 3-4 ton class. Something rapid-firing and scary enough to tide us over until we get RACs. It's too bad that this hasn't ever been thought of in the canon, presumably due to the difficulty of calculating the damage points for a weapon that fires hundreds or even thousands of rounds per minute, rather than a few single shots. A fun little intermediary measure would be to allow us to cram in two rifles in one ballistic slot, ostensibly sharing a loading system between two barrels, if we can spare the tonnage. I'd be all for multi-barrel setups, particularly since my Firebrand can use a bit more ballistic dakka... The problem is just the atrocious ammo/ton ratio of rifles, which is ludicrously bad.

Edited by Mr Huge, 25 November 2014 - 11:12 AM.






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