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We Need A New Weapon.


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Poll: New weapon system. (384 member(s) have cast votes)

Would you like to see a new weapon system?

  1. Yes (259 votes [67.27%])

    Percentage of vote: 67.27%

  2. No (126 votes [32.73%])

    Percentage of vote: 32.73%

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#101 Deathsani

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Posted 16 February 2014 - 07:35 PM

How about we make all the weapons we have do their job before we make the balance more complicated with another one?

#102 Andross Deverow

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Posted 17 February 2014 - 10:57 AM

View PostEdustaja, on 06 May 2013 - 02:31 PM, said:

Arrow IV maybe. Either off map or mech installable.
http://www.sarna.net...ow_IV_Artillery

Ammo:
- Smoke
- Laser inhibitor
- Cluster
- Homing
(- Inferno)

We havent really got any maps that are large enough to use it IMHO. Maybe if PGI gets moving on CW and gives us something to do other than move counter clockwise around the tiny little maps we have now. I guess Alpine may be large enough but I would like something even larger.

Regards

#103 wanderer

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Posted 17 February 2014 - 11:03 AM

View Postmwhighlander, on 06 May 2013 - 02:25 PM, said:

Blazer Cannon, but instead of burn time, up front damage.


Realizing that a Blazer is actually a slightly higher damage, slightly higher heat ER PPC with less range, right?

In any case, we don't -need- new weapons.

We need the current ones functional.

LB-X need their solid shot mode. Flamers need to be built to not continual-fire for cruddy damage/heat gain and given both proper fire modes (heat mode for heat, damage mode for damage).

If there was anything I'd add, it'd be Arrow IV. That's actually historically correct at this point and would be a new, interesting weapon system.

#104 Khobai

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Posted 17 February 2014 - 11:05 AM

They should add the silver bullet gauss (basically LBX gauss) since its available in 3050.

They should also add mech mortars to test the viability of arcing ballistics to see if the longtom might be viable.

It would also be cool to see different ammo types: tracer rounds, caseless ammo, tandem charge srms, inferno srms, thunder lrms, swarm lrms, etc... along with the ability for LBXs to switch ammo types.

Edited by Khobai, 17 February 2014 - 11:09 AM.


#105 wanderer

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Posted 17 February 2014 - 11:11 AM

View PostOppresor, on 23 June 2013 - 12:05 PM, said:

If we are talking about new weapons not yet written into lore, then for me the thought of an LBX30 Scattershot would be very welcome. Most LBX users like the concept of this weapon and especially that sound that it makes when you fire it at anything under 100 metres. An LBX30 would be devastating, especially against something like a Spider or a Raven. If we ever get Elementals; An LBX would literally take then apart.


http://www.sarna.net/wiki/HAG_30

Since you were asking, they show up circa 3068 in the Clans. The IS gets a LB-20X ten years before that, 3058.

Again, though- we don't even have a full list of the current weapons being functional, never mind new ones.

Fix what you have before adding much new to that.

#106 wanderer

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Posted 17 February 2014 - 11:17 AM

View PostTice Daurus, on 05 July 2013 - 10:02 PM, said:

C3 is not a weapon as you said, it's equipment. But they are planning on adding it in down the road along with MASC later on in the next coming month or two I believe. As for them skipping a couple of years, that might happen once the game has stabilized for the next year or two sticking with the Clan invasion, and then I could see them skipping from 3052 to 3055. At that point, they could add in the stabilization of the Ultra AC/5 on the Inner Sphere side, and DHS at that point would go from 3 slots to 2 slots by then I think due to canon lore to where NAIS reverse engineers them to make them 33 percent smaller to match the clans.


UAC/5's never become more stable, and IS DHS never become 2-critical-space. In fact, decades later the IS -still- can't make Clantech-spec DHS properly.

Quote

From that point new weapons would be added every year or so and they could skip years down the road if needed.


I wouldn't mind them skipping to 3058 eventually...but they have to fix the current weapons FIRST. Otherwise, we're piling more broken weapons on top of the current ones, and that's useless.

#107 wanderer

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Posted 17 February 2014 - 11:27 AM

View PostCaptain Stiffy, on 10 October 2013 - 12:21 AM, said:

There are so many other weapon variants in the 3050 book it's actually ridiculous.

Balancing all of those in MWO is going to be almost impossible if they try to implement them.

Also... you might think you do but you DO NOT WANT long toms. Long toms basically = original LRM death storms - like with long toms someone murders you via a spotter from their base. That would not be a good idea.


The 'Mech-sized Long Tom is not an artillery-range weapon, it's a ballistic-arc, direct-fired weapon, the Long Tom CANNON, rather than the Long Tom Artillery Piece. The only true artillery that fits on a 'Mech is the Arrow IV, basically.

Artillery -cannons- deliver an area effect shot- basically a splash shot - to the point of impact. LTC's have a range roughly similar to an AC/2, as well, and there's weaker Thumper and Sniper versions as well.

Technically, you could also add the Silver Bullet Gauss- which is basically an LB-15X that has non-explosive ammo, the gun goes boom like a normal Gauss, and better reach with no solid-shot option like the LB-X autocannon SHOULD have. It's historically OK- barely - in 3051.

Binary lasers do weigh less that two large lasers, but also deal less damage- 75% of what two LL's apart would.

#108 Hawk819

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Posted 17 February 2014 - 11:33 AM

Thunder LRMs would be great. Area effect Landmines.

Thunder LRM

#109 Warrior UK

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Posted 27 April 2014 - 06:49 PM

View PostMongoose Trueborn, on 06 May 2013 - 02:03 PM, said:

We need one if not several new weapon systems for this game. It would do several things including but not limited to the following.

1) Curb complaints about existing weapons because everyone would be trying out the new weapon. This would give the dev team time to deploy changes needed to existing weapon systems.
2) Revitalize every mech variant. Having new weapons means new weapon combos and this would be tons of fun for those that love to spend hours in the mechlab.
3) Change the meta game. The meta has been determined by the new mechs out and what those mechs are most ideal with. By releasing some new weapons people would be trying different variants again to see what is the best fit.

I know PGI is trying to maintain a high and mighty approach to a specific timeline. While that is a really cool and honorable concept, the fact is that most people could care less and would simply rather have the ability to use different weapon systems. The people that actually care about the timeline are the ones that dominate the forums and are going to play regardless of what you do. We need to draw in those that aren't die hard BT fans and make the game fun for them to play.

I would love to see x pulse, med range missiles, heavy and light gauss. What weapon system would you love to see next?


I would like to see the light Gauss in game, as for the X pulse, will we not get that with the clan mechs? thought that was clan tech anyway

#110 Cart

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Posted 27 April 2014 - 09:48 PM

Too decide this, it would be helpful to know, if the timeline will be restored or if this part of the game is cancelled forever...

Meaning:
In which year are we now with MWO? Still 3051?
Or doesn't time matter anymore?

#111 GunnyKintaro 01

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Posted 30 April 2014 - 02:18 PM

RAC2 :D

#112 martius

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Posted 11 May 2014 - 06:55 AM

I voted no- but only because I want them to see to first add some appropriate options to the weapons we already have.

Like:

Slugs for LBX ACs (why do we still not have them?)

Inferno Ammo for SRMs

Smoke, Swarm, Thunder, Semiguided for LRM.

Explosive pods for Narc.

And if there are mines we should also get mine clearing ammo for LRMs and SRMs.

Making this options available would do much more to shift game balance and tactics than introducing a new way to simply poke a hole into an opponent.

#113 Strum Wealh

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Posted 11 May 2014 - 07:13 AM

View Postmartius, on 11 May 2014 - 06:55 AM, said:

I voted no- but only because I want them to see to first add some appropriate options to the weapons we already have.

Like:

Slugs for LBX ACs (why do we still not have them?)

Inferno Ammo for SRMs

Smoke, Swarm, Thunder, Semiguided for LRM.

Explosive pods for Narc.

And if there are mines we should also get mine clearing ammo for LRMs and SRMs.

Making this options available would do much more to shift game balance and tactics than introducing a new way to simply poke a hole into an opponent.

PGI recently determined that the Clan LB-X ACs are intended to receive the ability to switch munition types, while IS LB-X ACs would remain limited to cluster rounds only (source: Paul Inouye on NGNG's "'Mechs, Devs, & Beer #15"; see here and here).

Note that when Paul discusses the Clan LB-X ACs (from 40:40 to 42:48), he does not specifically indicate whether the Clan LB-X slug mode would also use a burst-fire implementation (like what's described for the Clan UACs, from 35:50 to 37:36) or if slugs would fire as single shells (like the current implementation of IS Standard ACs), though some of his reasoning for denying ammo-switching for the IS LB 10-X (specifically, with regard to rendering the IS Standard AC/10 obsolete) might seem to imply the latter.

For the rest of the points raised in the quoted post, see this thread. :P

Edited by Strum Wealh, 11 May 2014 - 07:14 AM.


#114 Grimmrog

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Posted 11 May 2014 - 07:33 AM

tehre should be some kind of heavy machine gun. seriously, the lowest tonnage gun you cna get after the machine gun is the AC 2 and AC 2 somehow is too much. its a lower damage high rate of fire gun. Somethig around 2 tons able to make some decent low range damage. it feels like there is missing a gun inbetween. so maybe heavy MG, 2 tons, range 250m 1,5damage/s.

pulselasers for example, are more heavy and lower in range, harly a real advantage thats worth it. would also like to see some chanegs on them.
Also would like some "pulse" lasers as MW3 had them, a lower heat long duration beam dealing damage over time. With damage and tonnage between medium laser and large laser.

#115 Triordinant

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Posted 11 May 2014 - 09:38 AM

View PostKrazy Kat, on 06 May 2013 - 05:20 PM, said:

I saw something on Sarna about a mine-dropper. I like the idea of dropping mines around base for those pesky light base-cappers.

That would be Thunder LRMs. They'll be available in 3052. The Clan designation is FASCAM (Field Artillery Scatterable Mines).

#116 CyclonerM

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Posted 11 May 2014 - 10:14 AM

Arrow IV? :P

#117 Strum Wealh

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Posted 11 May 2014 - 12:16 PM

View PostTriordinant, on 11 May 2014 - 09:38 AM, said:

That would be Thunder LRMs. They'll be available in 3052. The Clan designation is FASCAM (Field Artillery Scatterable Mines).

There are also Mine Dispensers.

The Sarna.net article primarily addresses the Battle Armor version of the device (invented by the Capellans in 3050), but page 325 of TechManual indicates that "Vehicular (vehicle- and ’Mech-based) Mine Dispensers" are available as far as the timeline is concerned (specifically, the availability listed is "Pre-spaceflight (Vehicular), 3050 (Capellan Confederation [Battle Armor])").

Tactical Operations gives the available mine types as Active Landines (pg. 364; availability is listed as "pre-spaceflight" with no rediscovery date), Command-Detonated Land & Sea Mines (pg. 365; availability is listed as "pre-spaceflight" with no rediscovery date), Standard Land & Sea Mines (pg. 366; availability is listed as "pre-spaceflight" with no rediscovery date), and Vibrabomb Landmines (367; availability is listed as "2445 (Lyran Commonwealth)" with no rediscovery date).

View PostCyclonerM, on 11 May 2014 - 10:14 AM, said:

Arrow IV? :D

The IS Arrow IV launcher consumes 15 critical spaces - it cannot fit onto any BattleMech unless crit-splitting is implemented in MWO.

The Clan version, however, only consumes 12 critical spaces (e.g. it could fit into a side-torso if there is a non-XL Engine) - go ahead and imagine the QQ that would wash over the forum if the Clans got the Arrow IV system implemented while the IS didn't. :D :ph34r:
Besides, all of the currently-announced OmniMechs use XL Engines, and thus wouldn't be able to equip it anyway due to space constraints.

Edited by Strum Wealh, 11 May 2014 - 12:16 PM.


#118 Kalimaster

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Posted 12 May 2014 - 07:43 AM

A couple weapons that are in the game but are not here are the single shot no reload missile launchers such as the LRM 10 (OS) and the LRM 15 (OS).

#119 Creovex

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Posted 12 May 2014 - 07:48 AM

MRM 20 and MRM 40 plz...

The rest I assume will be the clan version of the weapons we find now.

#120 Bigbacon

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Posted 12 May 2014 - 09:22 AM

View PostMasterBLB, on 07 May 2013 - 01:37 AM, said:

I think most needed is some ballistic to fill the tonnage gap between machine guns and ac2.


this is where I would start. some kind of heavy MG with a slower rate of fire but a slightly higher damage potential. less ammo per ton than an MG and weighs between MG and AC2 somewhere? (3 tons?)

my only other changes would be to some how make pulse laser a more rounded weapon. I like them because of the short duration but most of the time, there isn't a reason to choose them over lasers.

Edited by Bigbacon, 12 May 2014 - 09:27 AM.






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