Mechs That Mount Binary Laser In Stock Variant?
#1
Posted 24 March 2013 - 11:22 AM
A: Yes, generally when we add a BattleMech that carries the aforementioned equipment."
Curious which mechs mount the Blazer.
Maybe we can figure out some of the upcoming mechs.
For example, the Marauder MAD-4X mounts 2 blazers in each arm.
#2
Posted 24 March 2013 - 11:24 AM
#3
Posted 24 March 2013 - 11:27 AM
Trauglodyte, on 24 March 2013 - 11:24 AM, said:
http://www.sarna.net...ry_Laser_Cannon
Quote
While research on the Blazer started in the Lyran Commonwealth in 2801, actual prototype models first showed up in the Free Worlds League in 2812.
With the re-introduction of double heat sinks, the Blazer cannon is now a viable weapon.
Quote
#4
Posted 24 March 2013 - 11:44 AM
Base damage: 12
Heat: 16
Slots: 4
Tons: 9
Range: 450m
Compared to 2 LL:
Base Damage: 18
Heat: 14
Slots: 4
Tons: 10
Range: 450m
To make the Blazer effective in MWO I would suggest the following:
Base Damage: 15
Heat: 13
Slots: 4
Tons: 9
Range: 450m
ROF: 3.5 (LL has 3.25)
Beam Duration: 1.2 (LL has 1.0)
Has some advantages over 2 LL but is still a heavy, high heat weapon. You could still focus your damage quite well but the heat will be an issue if you are heavy on the trigger.
#5
Posted 24 March 2013 - 12:01 PM
#7
Posted 24 March 2013 - 12:17 PM
There aren't any production mechs with Blazers in them because even the technicians working on them realized they sucked and they just put them in storage facilities.
Arrow IV on the other hand...There's a Catapult with one of them available at this time in the game.
They could probably give it full map capability on any map, but can ONLY fire aimed at a target that's tagged, otherwise it fires much less accurately, 300 m minimum range. 4 damage, 15 meter spread 2 damage 30 meter spread. Now that may not sound like a lot of damage, but with that kind of spread, a mech (or mechs) is taking 5 damage to every part...about 40 total damage to a mech(s) near it, about 20 total to a mech(s) still within 30m range. 8 second reload, can't fire till last Arrow is done with it's job.
Makes it a useful support weapon, but not a game changer. Makes TAG more useful (I like Tagging Fatlases with my Spider) So it's a fun team weapoon. Multiples of it might be devastating, but only to camping players. Might make for a very good base defender (ie send a fast mech bake to spot for you and nuke your own base that's being capped)
#8
Posted 24 March 2013 - 12:22 PM
verybad, on 24 March 2013 - 12:17 PM, said:
There aren't any production mechs with Blazers in them because even the technicians working on them realized they sucked and they just put them in storage facilities.
Arrow IV on the other hand...There's a Catapult with one of them available at this time in the game.
They could probably give it full map capability on any map, but can ONLY fire aimed at a target that's tagged, otherwise it fires much less accurately, 300 m minimum range. 4 damage, 15 meter spread 2 damage 30 meter spread. Now that may not sound like a lot of damage, but with that kind of spread, a mech (or mechs) is taking 5 damage to every part...about 40 total damage to a mech(s) near it, about 20 total to a mech(s) still within 30m range. 8 second reload, can't fire till last Arrow is done with it's job.
Makes it a useful support weapon, but not a game changer. Makes TAG more useful (I like Tagging Fatlases with my Spider) So it's a fun team weapoon. Multiples of it might be devastating, but only to camping players. Might make for a very good base defender (ie send a fast mech bake to spot for you and nuke your own base that's being capped)
No, not a game changer. But for mechs like some Awesomes with only one energy in it's arm it would add more options.
#9
Posted 24 March 2013 - 12:25 PM
verybad, on 24 March 2013 - 12:17 PM, said:
Then you increase the base damage of the Blazer. The benefit is that you can effectively mount 2 LL in 1 hardpoint. For many mechs this would not be a big deal, but for some it could be a very useful increase to their available firepower.
I will not loose any sleep if we never get them in the game, but they might be worth adding once everything else is working correctly. Of course that could take a while, lol.
#10
Posted 24 March 2013 - 12:26 PM
- Marauder (MAD-4X)
- Zeus (ZEU-6Y)
- Enforcer III (ENF-7X)
- Deva (Alt. Config. S)
- Archangel ("Caelestis" non-standard variant)
- Eisenfaust (EFT-8X)
- Rook (NH-3X)
- Schwerer Gustav (sole variant)
- Sarissa (MN1-D)
Edited by Strum Wealh, 24 March 2013 - 12:28 PM.
#11
Posted 24 March 2013 - 12:34 PM
Strum Wealh, on 24 March 2013 - 12:26 PM, said:
- Marauder (MAD-4X)
- Zeus (ZEU-6Y)
- Enforcer III (ENF-7X)
- Deva (Alt. Config. S)
- Archangel ("Caelestis" non-standard variant)
- Eisenfaust (EFT-8X)
- Rook (NH-3X)
- Schwerer Gustav (sole variant)
- Sarissa (MN1-D)
<3
Edit: Hello ZEU-6Y
Edited by Tennex, 24 March 2013 - 12:38 PM.
#12
Posted 24 March 2013 - 12:36 PM
#13
Posted 24 March 2013 - 12:36 PM
Tickdoff Tank, on 24 March 2013 - 11:44 AM, said:
Base damage: 12
Heat: 16
Slots: 4
Tons: 9
Range: 450m
Compared to 2 LL:
Base Damage: 18
Heat: 14
Slots: 4
Tons: 10
Range: 450m
To make the Blazer effective in MWO I would suggest the following:
Base Damage: 15
Heat: 13
Slots: 4
Tons: 9
Range: 450m
ROF: 3.5 (LL has 3.25)
Beam Duration: 1.2 (LL has 1.0)
Has some advantages over 2 LL but is still a heavy, high heat weapon. You could still focus your damage quite well but the heat will be an issue if you are heavy on the trigger.
they can't make tonnage changes to weapons because that would screw up stock mech weight. but i think a good heat reduction buff would make it pretty viable. besides the logistic benefits of having 2 LL in 1 hardpoint.
#14
Posted 24 March 2013 - 12:37 PM
Lets get what we DO have sorted out first, before worrying about niche weapons that are of dubious use (at least in current MWO format..... I could see the Arrow IV making itself useful on Tourmaline, Alpine or even Caustic, but would have to be useluss up close and personal to balance it's massive range advantage).
Maybe after they get done with the lrm/srm yo-yo. But until they get the basics sorted (like they should have BEFORE introducing level 2 Tech in the first place), let's not confuse the poor dears, eh?
#15
Posted 24 March 2013 - 12:43 PM
Tennex, on 24 March 2013 - 12:36 PM, said:
they can't make tonnage changes to weapons because that would screw up stock mech weight. but i think a good heat reduction buff would make it pretty viable. besides the logistic benefits of having 2 LL in 1 hardpoint.
I did not change any tonnage amounts on what I listed. I just adjusted the heat, damage, ROF and beam duration.
Bishop Steiner, on 24 March 2013 - 12:37 PM, said:
Lets get what we DO have sorted out first, before worrying about niche weapons that are of dubious use (at least in current MWO format..... I could see the Arrow IV making itself useful on Tourmaline, Alpine or even Caustic, but would have to be useluss up close and personal to balance it's massive range advantage).
Maybe after they get done with the lrm/srm yo-yo. But until they get the basics sorted (like they should have BEFORE introducing level 2 Tech in the first place), let's not confuse the poor dears, eh?
I agree with you, we need to get the rest of the game sorted out first. But it is still fun to think ahead and speculate on ways to implement new weapons that we would want to see.
Edited by Tickdoff Tank, 24 March 2013 - 12:43 PM.
#16
Posted 24 March 2013 - 12:46 PM
Bishop Steiner, on 24 March 2013 - 12:37 PM, said:
Lets get what we DO have sorted out first, before worrying about niche weapons that are of dubious use (at least in current MWO format..... I could see the Arrow IV making itself useful on Tourmaline, Alpine or even Caustic, but would have to be useluss up close and personal to balance it's massive range advantage).
Maybe after they get done with the lrm/srm yo-yo. But until they get the basics sorted (like they should have BEFORE introducing level 2 Tech in the first place), let's not confuse the poor dears, eh?
Absolutely agree with this. I want all sorts of weapons in the game, but making sure the balance is really good before adding more distractions is necessary.
#17
Posted 24 March 2013 - 12:49 PM
Just because it wasn't good in TT does not mean it has to suck in MWO.
#18
Posted 24 March 2013 - 12:56 PM
Harrison von doober, on 24 March 2013 - 12:36 PM, said:
"ZEU-6Y - An experiment in logistical support, the -6Y kept the AC/5 in the right arm, but replaced the LRM-15 with a single LRM-10 launcher. A single Binary Laser Cannon was installed on an over-shoulder mount in the right torso. The heat from this weapon degraded the myomer performance however and production halted. Armor, engine, and heat dissipation remained identical to the -6S model."
The -6Y was an experimental variant (that apparently did see some limited production) around 2922.
Barring the introduction of the Marauder or a time-skip into the WoB J***d, the -6y is the only 'Mech that MWO would be likely to consider that comes stock with a Blaser.
#19
Posted 24 March 2013 - 12:56 PM
#20
Posted 24 March 2013 - 01:04 PM
Tickdoff Tank, on 24 March 2013 - 11:44 AM, said:
Base Damage: 15
Heat: 13
Slots: 4
Tons: 9
Range: 450m
ROF: 3.5 (LL has 3.25)
Beam Duration: 1.2 (LL has 1.0)
Has some advantages over 2 LL but is still a heavy, high heat weapon. You could still focus your damage quite well but the heat will be an issue if you are heavy on the trigger.
Also: beam color would be closer to indigo or purple...?
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