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Weapons Of The Future


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#1 Shadey99

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Posted 26 May 2015 - 03:25 PM

So, people are always talking about getting new weapons in MWO and I know PGI has said they want to stick to the timeline. So I decided to go digging and see if I could make a comprehensive list of all the weapons of Battletech we don't have yet with when they are available in lore.

I've tried to be as complete as possible and reference the only easily accessible source for this information online for that item (I don't expect everyone owns PDFs of dozens of Battletech books and manuals).

Current Weapons/Equipment We Don't Have (3052)




Arty, all of which have a variety of issues that keeps them out of our mechs in MWO. Hence consumable arty instead. Vehicular Grenade Launcher, launches grenades of various types which is why it will probably never be in the game as PGI doesn't know how to do ammo types for weapons.

Mech Mortar, fires volleys of 'missiles' much like lrms but with less guidance. On the other hand they are immune/resistant to AMS. I can see the forum threads over that part now...
Laser Anti-Missile System (LAMS) is available to clan Wolf in 3048 (Fed Com in 3059) and does pretty much what you would expect converting heat (instead of ammo) into anti-missile fire.
Binary Laser Cannon, effectively two large lasers fused into a single weapon giving you 16 damage for 12 heat (only a ER PPC is hotter). It's always pretty much experimental only in lore.
One Shot Launchers & Improved OS Launchers, single shot launchers with reduced weight as they require no ammo reloading. Both exist during this period, but would probably require special coding to ever be used and usually are not worth it.

3056




Light Gauss Rifle, Miniature Gauss Rifle for lighter battlemechs.

3057




Extended Range Small Pulse Laser, Clan Wolf prototype weapon.
Extended Range Medium Pulse Laser, Clan Wolf prototype weapon.
Extended Range Large Pulse Laser, Clan Wolf prototype weapon.
Small X-Pulse Laser, IS attempt to match clan pulse weapon ranges.
Medium X-Pulse Laser, IS attempt to match clan pulse weapon ranges.
Large X-Pulse Laser, IS attempt to match clan pulse weapon ranges.
Streak LRMs, streak version of normal LRM systems though they are twice the size and weight of normal versions. Clan only.
UAC (IS), the IS finally gets a full set of ultra AC weapons.

3058




ER Small Laser (IS), the IS variation of clan ER lasers.
ER Medium Laser (IS), the IS variation of clan ER lasers.
Enhanced Long Range Missiles, Fed Com enhancement to the standard LRMs with lowered minimum range.
Medium Range Missile Launchers, non-guided missile launchers fired more like ACs. They come in 10s, 20s, 30s, and 40s.
Streak SRM4s and 6s (IS), the IS finally gets a full set of Streak Launchers.
LB-X (IS), the IS finally gets a full set of LB-X weapons.

3059




Chemical Lasers, useless to us as they are only for vehicles that use ICE or Fuel Cell engines it's also clan only.
Heavy Small Lasers, even hotter than normal these have increased damage and the range of IS weapons though they are clan only.
Heavy Medium laser, even hotter than normal these have increased damage and the range of IS weapons though they are clan only. This version out damages the Large Laser and generates more heat than a LL.
Heavy Large Laser, even hotter than normal these have increased damage and the range of IS weapons though they are clan only. This version rivals the ER PPC for damage and heat generation.
Hypervelocity Autocannon, extreme range AC weapon that comes in 2, 5, and 10 ratings.

3060




Micro Pulse Laser, an even smaller pulse laser than the spl created and used by the clans.
Extended-Range Micro Laser, ER version of the Micro Laser.
Advanced Tactical Missile (ATM), clan system that has SRM-like damage with near LRM range. Comes in 3, 6, 9, & 12 packs.

3061




Heavy Gauss Rifle, Lyran attempt to increase the power of the normal Gauss Rifle however damage varies by range (from 25 to 10) and it has a minimum range like a PPC. Experimental.

3062




Rotary Autocannon, high rate of fire alternative to the UAC which fires faster (3 times faster than a UAC), but has a higher chance to jam at full speed.
Improved Narc Beacon, range increased NARC system.

3064




Rocket Launchers, one shot fairly long range weapons that fire in a straight line.
Bombast Laser, mostly limited to Solaris and experimental status with variable damage/rate of fire.

3065




Improved Heavy Gauss Rifle, upgrade of the earlier Heavy Gauss with no damage falloff like the earlier model. Not a field weapon until 3081.

3067




Heavy PPC, Combine attempt to match the damage of clan PPCs however it lacks their range (It also has a minimum range like a normal PPC).
Light PPC, Similar damage to a medium laser, but is heavier and larger, it does however have a better range.
Heavy Flamer, More powerful flamer with it's own ammo though the fuel for it can explode when damaged. The IS version comes a year later.

3068




Light Rifle, an old weapon that just had gone 'unused' until 3068 the Light Rifle is lighter than a AC2, does slightly more damage, and has less range.
Medium Rifle, similar to the LR the MR fills a spot much like the AC5 (6 damage, mid range) for a bit less tonnage than an AC5 (5t).
Heavy Rifle, similar to the other two it though it fills a role like the AC10 (9 damage, 8t, mid range).
Light Machinegun, a normal MG except it has increased range, it would effectively replace the MG. The clans have them in 3060.
Heavy Machinegun, it weights twice a normal MG and does 3 damage and would make ballistics lights so happy. The clans have them in 3060.
Machine Gun Arrays, which link MGs (std, Light, or Heavy) into a single weapon system (and hence dual or quad MGs per hardpoint)
Hyper-Assault Gauss Rifle, a rapid high rate of fire gauss weapon that comes in 3 versions depending on the number of shots fired (20, 30, & 40).
Light Autocannon, while developed by the NAIS during the clan invasions it didn't see use until much later it offers the same damage as a normal AC2 or 5 with reduced range, weight, and size.
Multi-Missile Launcher, single system that can fire SRMs or LRMs of any variety as needed. Comes in 3s, 5s, 7s, and 9s.
Plasma Rifle, Mid range weapon comparable to a PPC combined with a flamer, though it requires ammo.

3069




Improved Heavy Small laser, refinement of the Heavy laser line though it explodes when destroyed like gauss rifles do.
Improved Heavy Medium Laser, refinement of the Heavy laser line though it explodes when destroyed like gauss rifles do.
Improved Heavy Large Laser, refinement of the Heavy laser line though it explodes when destroyed like gauss rifles do.
Anti-Personnel Gauss Rifle, Clan light AP gauss that can replace MGs with greater range.
Plasma Cannon, a clan specific more heat focused version of the Plasma Rifle. Against mechs it acts like a flamer doing no damage, but transferring heat.

3070




Improved Advanced Tactical Missile (IATM), adds a streak style guidance system to the original ATM.
Thunderbolt Missile, based on the large single fire missiles first designed in 3053. These missiles do as much damage as an AC round of their rating (5, 10, 15, 20) though otherwise act like LRMs.

3072




Magshot, extremely light MG sized Gauss weapon. Mid-range dealing 2 damage per shot.

3080




Silver Bullet Gauss Rifle, a rapid fire gauss weapon originally designed by NAIS in 3051 and abandoned until the Free Worlds League stole it in 3078.

3082




Extended LRMs, massively extended range (nearly twice that of normal LRMs), however the minimum range is increased as well.

Edited by Shadey99, 30 July 2015 - 04:33 AM.


#2 Tylerchu

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Posted 26 May 2015 - 06:45 PM

I'm imagining the Awesome boating MRM/160...
Or the Catapult A1 pulling MRM/240

#3 FearNotDeath

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Posted 27 May 2015 - 01:03 AM

View PostTylerchu, on 26 May 2015 - 06:45 PM, said:

I'm imagining the Awesome boating MRM/160...
Or the Catapult A1 pulling MRM/240


How about a Dire with 4 rotary autocannons. It would be like a uac5 x12.

#4 Gagis

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Posted 27 May 2015 - 01:19 AM

3068 also includes the Plasma Rifle, which is one of my favourite weapons. It is like a mix of a PPC, an AC10 and a Flamer.

Plasma Rifle is an energy weapon and has the damage and heat profile of a PPC with slightly shorter range and no minimum range. It weighs one ton less, but uses ammo like ballistics do and deals additional heat like the Flamer does. Unlike ballistics, neither the ammo nor the weapon are explosive though. As a mech vs mech weapon it is roughly on par with PPCs, but its main niche is in dealing MASSIVE extra damage against tanks, helicopters and infantry.

It probably wouldn't add much to MWO, since we only have mechs to shoot at, and a PPC that also adds a tiny bit of heat isn't that special. I'd still like to field one.

Most of the post-3050's weapons in BT are just boring our-amps-go-up-to-eleven power ups to existing weapons, which I find utterly boring and uninspired design that mostly leads to power creep, or when compensated by BV, damage creep. Just adding bigger numbers to a random weapon doesn't add much to a game.

Edited by Gagis, 27 May 2015 - 01:25 AM.


#5 Shadey99

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Posted 27 May 2015 - 02:22 AM

View PostGagis, on 27 May 2015 - 01:19 AM, said:

3068 also includes the Plasma Rifle, which is one of my favourite weapons. It is like a mix of a PPC, an AC10 and a Flamer.

Plasma Rifle is an energy weapon and has the damage and heat profile of a PPC with slightly shorter range and no minimum range. It weighs one ton less, but uses ammo like ballistics do and deals additional heat like the Flamer does. Unlike ballistics, neither the ammo nor the weapon are explosive though. As a mech vs mech weapon it is roughly on par with PPCs, but its main niche is in dealing MASSIVE extra damage against tanks, helicopters and infantry.

It probably wouldn't add much to MWO, since we only have mechs to shoot at, and a PPC that also adds a tiny bit of heat isn't that special. I'd still like to field one.

Most of the post-3050's weapons in BT are just boring our-amps-go-up-to-eleven power ups to existing weapons, which I find utterly boring and uninspired design that mostly leads to power creep, or when compensated by BV, damage creep. Just adding bigger numbers to a random weapon doesn't add much to a game.


I did miss that one, as well as it's clan cousin the plasma cannon... and the heavy flamer. Fixed now.

#6 stalima

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Posted 03 June 2015 - 12:48 AM

so... rocket launchers year availability is 3050 but they werent introduced again until 3064... but i... how is... head hurts...

http://www.sarna.net...Rocket_Launcher

http://www.sarna.net...ket_Launcher_10

Edited by stalima, 03 June 2015 - 12:54 AM.


#7 PeeWrinkle

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Posted 03 June 2015 - 07:22 AM

Wow! Great job putting all that together. I also wonder if they will ever start a salvage system of some type so you can start outfitting Clan weapons on Inner Sphere technology. That was always a big thing in past games, but I wonder how they would do that here. I imagine that would have a big effect on the quirk system and the locking down of Clan mech modifications.

#8 Pezzer

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Posted 03 June 2015 - 10:57 AM

View Poststalima, on 03 June 2015 - 12:48 AM, said:

so... rocket launchers year availability is 3050 but they werent introduced again until 3064... but i... how is... head hurts...

http://www.sarna.net...Rocket_Launcher

http://www.sarna.net...ket_Launcher_10

The previous ones were PRIMITIVE tech, meaning they sucked balls. Post-Jihad, everything old became new again (Jihadists took old ideas, refined them with advanced/prototype technology), with RLs going with it. The new ones were super good when compared to the previous iterations. Like how the russians took a 19th-century gun design (Gast Gun) and turned it into a robust and effective AA gun in the cold war.

Edited by Pezzer, 03 June 2015 - 11:05 AM.


#9 WrathOfDeadguy

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Posted 03 June 2015 - 05:09 PM

Would love to see PGI fudge or advance the timeline a bit for an expanded selection of light ballistic options, since right this minute there's absolutely nothing between 0.5 and 6 tons. That brand new PNT-10P would be a hell of a lot less tricky if those 6-ton AC2s were 4-ton LAC2s, and any 'Mech with MGs could benefit from swapping its pathetic pair of MGs for HMGs, or MG Arrays. Huginn wouldn't need to be quirked for continuous SRM spam, the SDR-5K wouldn't suck, and the LCT-1V could do something other than mount an ERLL and ignore the rest of its hardpoints. Everything else has been subject to so much firepower creep that it is high time to kick a little something downstream to the light drivers... especially if MGs don't ever get the buffs they desperately need to be viable in twos and threes.

Rocket Launchers would also be fantastic for low-tonnage missile-armed 'Mechs like the COM-1B, 1D, 2D, 3A, LCT-1M, and 3S... and would drastically alter the way those 'Mechs are played.

#10 Shadey99

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Posted 04 June 2015 - 10:39 AM

View PostPS WrathOfDeadguy, on 03 June 2015 - 05:09 PM, said:

Would love to see PGI fudge or advance the timeline a bit for an expanded selection of light ballistic options, since right this minute there's absolutely nothing between 0.5 and 6 tons. That brand new PNT-10P would be a hell of a lot less tricky if those 6-ton AC2s were 4-ton LAC2s, and any 'Mech with MGs could benefit from swapping its pathetic pair of MGs for HMGs, or MG Arrays. Huginn wouldn't need to be quirked for continuous SRM spam, the SDR-5K wouldn't suck, and the LCT-1V could do something other than mount an ERLL and ignore the rest of its hardpoints. Everything else has been subject to so much firepower creep that it is high time to kick a little something downstream to the light drivers... especially if MGs don't ever get the buffs they desperately need to be viable in twos and threes.

Rocket Launchers would also be fantastic for low-tonnage missile-armed 'Mechs like the COM-1B, 1D, 2D, 3A, LCT-1M, and 3S... and would drastically alter the way those 'Mechs are played.


The problem, as you can see from the list, is that we are in 3052. All those ballistics options come in 3068. While to the lore Light Autocannons were created during the Clan Invasion period, and the lore never says why they never entered real production then (because the real reason is another company introduced them during 3068 than the one that ran BT until 3058). The MG options are from the same period which spawned literally half the options for ballistics. The next closest ballistic is the Light Gauss Rifle in 3056 which could help mechs like the new Panther a bit (3 tons less weight-wise than a full Gauss and equals the Clan version for weight).

However we also have a dozen or more new mechs in 3055 that should come first (completely new mechs and mechs that finally gain three variants). 3055 also brings second line clan mechs (ie non-omnis such as the goshawk and IIC mechs), which PGI wants to avoid due to the problems with the criteria to be included...

However even before that we have 30 IS mechs that fill all criteria to be added to the game now without advancing the timeline. This includes everything from the Hornet (Which I think most of us can agree is a worse armed jj capable Locust, but I'd still play it) to the Cyclops. By far the largest collection of those are medium (9 of 30) and light (9 of 30) mechs, while most of the rest are heavies.

#11 IraqiWalker

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Posted 04 June 2015 - 11:22 AM

View PostShadey99, on 26 May 2015 - 03:25 PM, said:

Machine Gun Arrays, which link MGs (std, Light, or Heavy) into a single weapon system (and hence dual or quad MGs per hardpoint)


Love the whole post. However, I do have a point of contention here. It's not that we would get multiple MGs per hardpoint. No, instead all of our MGs will be represented as ONE weapon, MG array. So a Locust with 4 ballistic hardpoints will still only be able to use 4 MGs. It's just that when people press "R", they will see the readout as "Machine gun Array" instead of whatever mix of MGs we put in there.

#12 Shadey99

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Posted 04 June 2015 - 12:00 PM

View PostIraqiWalker, on 04 June 2015 - 11:22 AM, said:


Love the whole post. However, I do have a point of contention here. It's not that we would get multiple MGs per hardpoint. No, instead all of our MGs will be represented as ONE weapon, MG array. So a Locust with 4 ballistic hardpoints will still only be able to use 4 MGs. It's just that when people press "R", they will see the readout as "Machine gun Array" instead of whatever mix of MGs we put in there.


Well... That may or may not be the case depending on how PGI implement them. Technically they should be along the same level as Artemis Fire Control Systems and be an 'upgrade'... However all their benefits in TT (ability to fire MGs as one and so roll once for all linked MGs on things like hit tables and hit location tables) are completely invalid in MWO (where MGs spread damage in a cone and can fire as one already). If left as they are in TT without any addition they become worthless and have no purpose to be introduced any more than OS missile launchers.

The best way to implement them in MWO would be to allow one to spend tonnage (.5t per array) and crits (1 crit) for more MGs. The idea being that the ballistic hardpoint holds the array and not the HMGs or LMGs in the array. It would majorly boost Light mechs at short ranges that rely on MGs as the only light ballistics option. At the same time other Ballistics options should appeal more to heavier mechs of the same era, though some mediums (the arrow for instance) would be amazingly deadly MG carriers implementing it this way.

#13 IraqiWalker

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Posted 04 June 2015 - 12:53 PM

View PostShadey99, on 04 June 2015 - 12:00 PM, said:


Well... That may or may not be the case depending on how PGI implement them. Technically they should be along the same level as Artemis Fire Control Systems and be an 'upgrade'... However all their benefits in TT (ability to fire MGs as one and so roll once for all linked MGs on things like hit tables and hit location tables) are completely invalid in MWO (where MGs spread damage in a cone and can fire as one already). If left as they are in TT without any addition they become worthless and have no purpose to be introduced any more than OS missile launchers.

The best way to implement them in MWO would be to allow one to spend tonnage (.5t per array) and crits (1 crit) for more MGs. The idea being that the ballistic hardpoint holds the array and not the HMGs or LMGs in the array. It would majorly boost Light mechs at short ranges that rely on MGs as the only light ballistics option. At the same time other Ballistics options should appeal more to heavier mechs of the same era, though some mediums (the arrow for instance) would be amazingly deadly MG carriers implementing it this way.


Actually, if they are firing as one, and better synched up, it could be that the investment of tonnage, and slots would go to minimizing their cone, and increasing rate of fire/crit chance. The main reason they worked that way in TT is because TT had no hardpoints. I could make an atlas with 24 ER-Medium Lasers on it, and no one would bat an eye. I remember a friend once made a custom build Atlas with a 400 engine (Either XL or light fusion, I don't remember.) MASC, and a Supercharger. I think he also used TSM. Since the Atlas had only a Sword and a Shield. It was for Solaris tournaments, but by God when that think comes charging at you at full speed (and doesn't lock it's legs, or damage it's engine), It can really wreck you. I think he also had a big energy weapon in there to help cook off the mech so TSM activates. Ever seen a lance shoot an atlas and completely miss? I have, when it's moving at over 110 Kph.

Did I mention he was a Kurita player?

#14 Shadey99

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Posted 04 June 2015 - 02:20 PM

View PostIraqiWalker, on 04 June 2015 - 12:53 PM, said:


Actually, if they are firing as one, and better synched up, it could be that the investment of tonnage, and slots would go to minimizing their cone, and increasing rate of fire/crit chance. The main reason they worked that way in TT is because TT had no hardpoints. I remember a friend once made a custom build Atlas with a 400 engine (Either XL or light fusion, I don't remember.) MASC, and a Supercharger.


Yet PGI has worried considerably about ever making MGs better weapons, most specifically reducing cone size and crit chance. I'm even worried what they might do if they ever get to add Light and Heavy MGs because they have downgraded MGs considerably from TT in the first place. I still remember TT style MGs from early stages of this game and they were much more effective weapons, then as most things go they nuked it down because they felt MGs were to strong... Now it takes at least 4 if not more MGs to be useful...

Btw, why didn't he just use a Berseker? 100t, 400XL, MASC, ECM, 7 ton hatchet... no supercharger (It was a 3055 mech and so didn't have access to those), but it seems much closer to what he wanted...

Edited by Shadey99, 05 June 2015 - 05:58 AM.


#15 IraqiWalker

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Posted 04 June 2015 - 02:39 PM

View PostShadey99, on 04 June 2015 - 02:20 PM, said:


Yet PGI has worried considerably about ever making MGs better weapons, most specifically reducing cone size and crit chance. I'm even worried what they might do if they ever get to add Light and Heavy MGs because they have downgraded MGs considerably from TT in the first place. I still remember TT style MGs from early stages of this game and they were much more effective weapons, then as most things go they nuked it down because they felt MGs were to strong... Now it takes at least 4 if not more MGs to be useful...

Btw, why didn't he just use a Berseker? 100t, 400XL, MASC, ECM, 7 ton hatchet... no supercharger (It was a 3055 mech and so , but seems much closer to what he wanted...


Because he wanted the skull head that the Atlas had. Even added a sweet paintjob with a very scary head. over the 10 year long campaign (in-game time, not IRL), it became quite (in)famous, and even got Distracting, and his pilot had Demoralizer.

#16 Avimimus

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Posted 05 June 2015 - 06:57 PM

Shouldn't the periphery still have access to primitive rocket launchers?

Also, unguided SRMs and LRMs?

#17 Shadey99

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Posted 29 June 2015 - 07:24 PM

I've considered adding this list for a while as well... What is 'this list' you ask? All the IS mechs currently timeline and equipment appropriate with three variants that we can get in MWO... Rather than make a new thread I'll include it here.

Lights
  • Hornet, 20 ton, If anything both slower and less well armed than the Locust it does mount jjs.
  • Mercury, 20 ton, MASC equipped 20 tonner much like the Locust in design however it's standard version mounts 4 lasers (2xML+2xSL) it's also the mech in lore to lead to clan omnimechs and carries BAP. Sadly only the ComGuard fields them at this time, which may be an issue.
  • Mongoose, 25 ton, Another solid option for a light energy boat though again typically 4 energy hardpoints it also features BAP heavily.
  • Dart, 25 ton, Fast (Locust/Commando level) light with mostly laser weapons in the head/torsos (so not so great for hill humping, but more fast striking).
  • Firefly, 30 ton, This is a 'rare' in the IS until the Wolf's Dragoons arrived and fielded dozens of them. It uses energy and missiles with several versions having ECM.
  • Hermes, 30 ton, Another fast light energy boat with ECM options.
  • Hussar, 30 ton, Fast mech with high mounted energy weapons (higher than the body) that would make it a great peek-a-boo sniper which also has ECM options.
  • Javelin, 30 ton, missile platform light mech along the lines of the oxide or Huginn.
  • Ostscout, 35 ton, Possibly the least effective 35 ton light we could get with it's single energy hardpoint in the CT it is a fast 12jj scout with at least one variant carrying BAP as standard equipment.
Mediums
  • Assassin, 40 ton, lightly armed but quite fast (118 kph).
  • Hermes II, 40 ton, A humanoid Cicada mounting a mix of ballistic and energy weapons at speeds greater than clan Stormcrows.
  • Sentinel, 40 ton, Moderately fast (97.2 kph) mixed weapons platform (ballistic, energy, missile) the STN-3Lb even mounts a single gauss rifle.
  • Vulcan, 40 ton, This is a 'anti-infantry' mech with light ballistics (AC2 & a MG) as well as a flamer by default with a later variant offering a large pulse laser to make it more capable against mechs.
  • Whitworth, 40 ton, yet another mech very similar to the Treb mixing missiles and and energy weapons though it does have jump jets to make it more interesting.
  • Wyvern, 45 ton, a mixed weapons platform mech with a little bit of everything. A Com Guard exclusive 'clanbuster' variant gives it it's third variant that it needs.
  • Clint, 50 ton, this relatively fast (97 kph) medium mech doesn't bring anything new but it does meet the criteria.
  • Dervish, 55 ton, a 5 ton heavier Trebuchet that is mostly a missile platform.
  • Hoplite, 55 ton, ballistic and missile platform with ECM options it is also a chicken walker, so is visually distinct from other 55 tonners. Possibly the best mech for inclusion at this tonnage.
Heavies
  • Champion, 60 ton, a 'fast' (86 kph) heavy meant as a raider or heavy recon platform.
  • Lancelot, 60 ton, High armed energy boat that should play much like a energy only Jager or heavier Black Jack 1X or 3.
  • Ostroc, 60 ton, Energy boat with SRM missile hardpoints and the weapons are all torso mounted (so it should have survive-ability and act like a heavier Cent).
  • Ostsol, 60 ton, Energy boat that is fairly fast (86 kph).
  • Excalibur, 70 ton, Comguard is one of the only groups to have them until 3058 (with a new production run), so not highly likely to be added. It is a sniper platform using ballistics and missiles (though variants offer SPLs and MLs for energy weapons).
  • Guillotine, 70 ton, energy boat with some missile hardpoints and is considered a decent brawler mech in lore.
  • Flashman, 75 ton, the other energy boat 75 tonner besides the black knight.
Assaults
  • Charger, 80 tons, a 'fast' (86 kph) assault mech with limited firepower which was not only given tons of variants, but inspired the Hatamoto-Chi.
  • Shogun, 85 ton, Timeline correct however only the Wolf's Dragoons ever field them and they never produced them in the IS so by the end of the clan war only 2 remain. So not likely to be included...
  • Cyclops, 90 ton, While several variants don't fit the current equipment in MWO it does manage to have just enough timeline variants to qualify for inclusion.
  • Emperor, 90 ton, jj capable 90 tonner with a mix of weaponry, though it's not supposed to be in active production until 3057 (along with the Highlander both of which had their factories destroyed).
  • Annihilator, 100 ton, Exclusive to the Wolf's Dragoons, however this brutal mech is one that fits the timeline and does fit all the other requirements. Still not likely to make it.
Personally I'd love to see the Mercury, Hermes or Hussar, and Assassin/Hermes II/Sentinel. All of these are at places the roster is a bit light. We have an abundance of 35 ton lights and 55 ton mediums, however we have 1 choice for a 40 ton mech (both clan and IS) as well as one choice for a 20 ton mech. 30 tons at least has Spiders, Urbies, and Kit Foxes though the Hermes and Hussar both play drastically different than those three mechs...


I've had this list together for over three weeks, so it's ironic I post it today when the new IIC pack is launched.

Edited by Shadey99, 30 July 2015 - 04:43 AM.


#18 Rogen

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Posted 01 July 2015 - 08:08 AM

Well i would add to that list close combat weapons, Hatchets were available in 3050, Swords came later, and claws maces are mostly Solaris/experimental.

Then there would be various equipment.
IS Targeting computer
Stealth armour
Enhanced Artemis V system
Light TAG
Light active probe
Angel ECM
BloodHound active probe
Improved JumpJets


And there is also a lot of ineresting system options:
Light engines (IS)
Compact engines
Compact gyro
XL Gyro

And also could be mentioned various armor and internal structure systems, mostly experimental.

#19 RED Smith

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Posted 01 July 2015 - 08:27 AM

View PostTylerchu, on 26 May 2015 - 06:45 PM, said:

I'm imagining the Awesome boating MRM/160...
Or the Catapult A1 pulling MRM/240


MRM's were designed to be a cheaper replacement for LRMs, by removing the guidance systems. This allows them to pack twice the missiles into the same space. MRM40 fits (crit/Ton) LRM20 , MRM30 fits LRM 15, etc. Since they lack the guidance systems the spreads tend to be worse and they were not artemis or TAG compatible (no guidance means no midcourse corrections).

#20 Tylerchu

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Posted 01 July 2015 - 08:24 PM

View PostRED Smith, on 01 July 2015 - 08:27 AM, said:


MRM's were designed to be a cheaper replacement for LRMs, by removing the guidance systems. This allows them to pack twice the missiles into the same space. MRM40 fits (crit/Ton) LRM20 , MRM30 fits LRM 15, etc. Since they lack the guidance systems the spreads tend to be worse and they were not artemis or TAG compatible (no guidance means no midcourse corrections).

So...they're extended range SRMs





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