We Need A New Weapon.
#121
Posted 12 May 2014 - 10:12 AM
-Different ammo types for LRMs (thunder LRMs and swarm LRMs)
-MRMs for IS to fill the gap between SRMs and LRMs
They should also add the silver-bullet Gauss which would basically be like an LBX gauss.
#122
Posted 12 May 2014 - 11:13 AM
Bigbacon, on 12 May 2014 - 09:22 AM, said:
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.
The Light Machine Gun and Heavy Machine Gun are developed bu the Clan Smoke Jaguar around the late 3050s (immediately prior to being destroyed by the IS), and IS versions are not available until 3068.
Since PGI is still using the BattleTech timeline with regard to determining what equipment is made available, the LMG & HMG are not available as near-term solutions.
It would seem that the weapon you are looking for takes the form of the Light Rifle and/or Medium Rifle.
- Light Rifle: 3 tons, 1 critical, 3 damage/shot, 1 heat/shot, 18 shots per ton of ammo, TT "long" range of 360 meters
- Medium Rifle: 5 tons, 2 criticals, 6 damage/shot, 2 heat/shot, 9 shots per ton of ammo, TT "long" range of 450 meters
- Heavy Rifle: 8 tons, 3 criticals, 9 damage/shot, 4 heat/shot, 6 shots per ton of ammo, TT "long" range of 540 meters
However, the canonical BT rules call for the Rifles to subtract 3 units from their damage/shot when used against anything that isn't infantry or civilian vehicles (which lowers the Rifles' damage against BattleMechs and other properly-armored targets to 0, 3, and 6, respectively), and they cannot make use of the ACs' special munitions.
IMO, PGI could change the damage reduction to a 50% reduction rather than going by number of damage points & give them the same recycle time as the one-step-up AC (with LR = AC/5, MR = AC/10, and HR = AC/20) & give them the same weapon speed as the reverse-step AC if they were to implement the Rifles. What it would look like then is:
Light Rifle
- 3 tons
- 1 critical
- 1.5 damage/shot
- 1 heat/shot
- same recycle time as AC/5
- same weapon speed/muzzle velocity as AC/20
- 27 shots per ton of ammo
- optimal range of 360 meters
- maximum range of 1080 meters
- 5 tons
- 2 critical
- 3 damage/shot
- 2 heat/shot
- same recycle time as AC/10
- same weapon speed/muzzle velocity as AC/10
- 14 shots per ton of ammo
- optimal range of 450 meters
- maximum range of 1350 meters
- 8 tons
- 3 critical
- 4.5 damage/shot
- 4 heat/shot
- same recycle time as AC/20
- same weapon speed/muzzle velocity as AC/5
- 9 shots per ton of ammo
- optimal range of 540 meters
- maximum range of 1620 meters
Basically, comparing the Rifles to the Autocannons should be analogous to comparing a single-projectile semi-automatic weapon (e.g. semi-automatic rifle) to a burst-firing fully-automatic weapon(e.g. assault rifle).
#123
Posted 12 May 2014 - 11:21 AM
#124
Posted 12 May 2014 - 12:02 PM
Light autocannon (Available 3068) Pros - Weigh 4 and 5 tons respectively, fires all of the specialized munitions available to standard ACs. Cons - tradeoff for reduced weight is a shorter range.
Magshot Gauss Rifle (3072) Pros - unlike MGs, is actually useful against armor, weighs only a half ton,and takes up two crits, making it perfect for lights, (would make the Huginn and LCT-1V relevant) range profile is similar to a med laser, 50 shots per ton. Cons - will explode it hit, like any other gauss. slightly weaker than a sm laser (2 dmg rather than 3)
Anti-Personnel Gauss Rifle (3069) - Pros - Clan tech, weighs a half ton w one crit, range profile of a med laser and dmg profile equal to a sm laser, 40 shots/ton. Cons - none listed
Protomech Autocannon (3073) Pros - Clan tech, ProtoAC2 is easily the lightest AC available (3.5 tons), availabe in 2, 4, and 8, classes. range profiles are slightly better than light ACs, despite name, can be fitted to battlemechs. Cons - none listed
X-Pulse Lasers (3057) Pros - Modification to existing Pulse lasers, (can be implemented as an upgrade like Artemis IV) giving them increased range, upgrade adds no weight or bulk, first VG appearance was Mechwarrior 4. Cons - increased heat, damage profile remains the same, considered an experimental weapon until 3145.
ER Pulse lasers (3057) Pros - range profile is better than clan pulse lasers, but slightly less than ER lasers. Cons - damage profile is no better than standard clan pulse lasers, bulkier than standard pulse, ER sm pulse is heavier than equivalents. slightly less accurate than standard/X-pulse lasers
Laser AMS (3048) Pros - no ammo dependency, potentially can shoot down all missiles in a volley. Cons - generates significant heat
Binary Laser Cannon (2812) Pros - range profile of a large laser, likely the only weapon on this list that could be added. Cons - 9 tons, hotter than an ER PPC, does less damage than two large lasers, considered dead-end tech, DHS are mandatory to handle heat.
PPC Capacitor (3060) Pros - increases PPC damage by 5, can be used with any PPC, capacitor can be discharged whenever pilot wants more damage. Cons - A critical hit disables the associated PPC, firing the charged shot adds 5 heat, capacitor adds one crit and one ton per PPC.
Bombast Laser (3064) Pros - Variable damage and heat based on charge, range profile of a large laser. Cons - 7 tons, Charging dynamic was more hindrance than boon, (was included in MW4, and was one of the only weapons to be removed from later expansions. Yes, they were THAT horrible)
Enhanced LRMs (3054) Pros - min range reduced 50% (95 m in MW:O), compatible with special munitions, Artemis, TAG, and NARC. Cons - launchers are slightly heavier (NLRM-20 = 12 tons)
Extended LRMs (3054) Pros - Double the range of LRMs (2km in MW:O) Cons - heavier than even NLRMs (ELRM-20 - 18 tons) min range is 50% greater (285m), incompatible with advanced guidance systems and special munitions. Spotters become absolutely essential in order to reliably hit anything >1km.
Edited by Vanguard319, 12 May 2014 - 12:09 PM.
#125
Posted 12 May 2014 - 04:57 PM
#126
Posted 12 May 2014 - 05:42 PM
#127
Posted 12 May 2014 - 06:09 PM
Sevrid, on 12 May 2014 - 05:42 PM, said:
So, about those alternate munition types...
#128
Posted 13 May 2014 - 08:01 AM
We don't actually *need* new weapons systems, we need players who can stop whining for five seconds and play. I'll use LRMs as an example, since they seem to be everybody's favorite to complain about. We all know them, and we all hate the "incoming missile" warning that is constantly blaring in every single match as some jag-off with a middle finger uses it to launch barrages of self-guided hellfire (thank God they aren't as effective) missiles from behind some goddamned terrain obstruction.
Well, let's examine that, shall we? If you're getting pounded to dust by LRMs, you're (a) in the open, and (
Of course, there's the small problem of getting from way over here to way over there, but it's not so difficult with the maps we are provided. Even Alpine Peaks is pretty easy to close distance on, provided you're not an idiot. For some reason, everyone thinks h9 is the place to be on that map. The vast majority of strategies revolve around taking it. Fine for the team on that side of the map, if they can get up there, but why indulge them if you're on the other side?
"Come up here and get us!"
"No, f*** you, come down here and get us!"
You see, the main problem with the weapons systems in this game is operator error. This isn't COD or BF, it's MWO, a shooter for thinkers. Battlemechs are slow, ponderous, they have a tough time turning around, changing direction, that sort of thing. If you're arguing about the balance of weapons systems based on fractions of a point of damage, you've probably already lost. Being hit in the flank with a decent assault lance is going to kill you, no matter what weapons you have, or even if you're in one of those annoying Spiders. A good pilot can give you the slip once or twice, but they ain't that hard to hit. If they are, practice more. It's not PGI's fault that you're a lousy shot and can't work with a team.
Okay, so now that we've got that out of the way, yeah, I'd like to see new weapons systems. Why wouldn't I? Ever since I installed this game I've loved stuffing my 'mech with weapons. What could be more fun other than MOAR WEAPONS? None of them are going to change the balance of the game significantly, save possibly the Clans and their light-weight, extreme-range versions of everything, but so long as I can use those weapons as well, I fail to see a problem, unless shorter matches are a problem.
#129
Posted 13 May 2014 - 01:31 PM
Bad Frosty, on 13 May 2014 - 08:01 AM, said:
We don't actually *need* new weapons systems, we need players who can stop whining for five seconds and play. I'll use LRMs as an example, since they seem to be everybody's favorite to complain about. We all know them, and we all hate the "incoming missile" warning that is constantly blaring in every single match as some jag-off with a middle finger uses it to launch barrages of self-guided hellfire (thank God they aren't as effective) missiles from behind some goddamned terrain obstruction.
Well, let's examine that, shall we? If you're getting pounded to dust by LRMs, you're (a) in the open, and (
Of course, there's the small problem of getting from way over here to way over there, but it's not so difficult with the maps we are provided. Even Alpine Peaks is pretty easy to close distance on, provided you're not an idiot. For some reason, everyone thinks h9 is the place to be on that map. The vast majority of strategies revolve around taking it. Fine for the team on that side of the map, if they can get up there, but why indulge them if you're on the other side?
"Come up here and get us!"
"No, f*** you, come down here and get us!"
You see, the main problem with the weapons systems in this game is operator error. This isn't COD or BF, it's MWO, a shooter for thinkers. Battlemechs are slow, ponderous, they have a tough time turning around, changing direction, that sort of thing. If you're arguing about the balance of weapons systems based on fractions of a point of damage, you've probably already lost. Being hit in the flank with a decent assault lance is going to kill you, no matter what weapons you have, or even if you're in one of those annoying Spiders. A good pilot can give you the slip once or twice, but they ain't that hard to hit. If they are, practice more. It's not PGI's fault that you're a lousy shot and can't work with a team.
Okay, so now that we've got that out of the way, yeah, I'd like to see new weapons systems. Why wouldn't I? Ever since I installed this game I've loved stuffing my 'mech with weapons. What could be more fun other than MOAR WEAPONS? None of them are going to change the balance of the game significantly, save possibly the Clans and their light-weight, extreme-range versions of everything, but so long as I can use those weapons as well, I fail to see a problem, unless shorter matches are a problem.
Well said, good sir.
#130
Posted 25 June 2014 - 10:49 AM
#131
Posted 25 June 2014 - 12:44 PM
Here's what I came up with:
#133
Posted 09 July 2014 - 08:20 PM
Chihuahuablend, on 25 June 2014 - 12:53 PM, said:
oh yeah, because what this game definitely needs is another high-damage single-impact-point weapon
It is reasonable to think they would make mech-mounted artillery and Arrow-IV, if ever added, into damage-spread weapons. They could make it AOE damage, really; good for those who want to contribute with near-misses
#134
Posted 10 July 2014 - 12:06 PM
Long-Tom and Arrow systems would also be pretty sweet.
#135
Posted 03 November 2014 - 12:56 AM
#136
Posted 03 November 2014 - 01:51 AM
Maccasimus, on 03 November 2014 - 12:56 AM, said:
The PNT-9R Panther is equipped with a Lord's Light PPC - "Lord's Light" is the make/model, but it is a standard PPC (manufactured by Alshain Weapons on the planet Tok-Do) and not a Light PPC (a related, but separate weapon type).
Likewise, the PNT-10K Panther is equipped with a "Lord's Light 2" ER-PPC (also manufactured by Alshain Weapons on the planet Tok-Do).
#137
Posted 03 November 2014 - 03:22 AM
Being able to load slugs as opposed to shot in an LB would be stellar, or AP vs HE rounds for other AC weapons. Could have a lot more customization and variety of play styles just using the weapons systems already in game with some more interesting ammo to play with.
Edited by Kodyn, 03 November 2014 - 05:58 AM.
#138
Posted 03 November 2014 - 08:35 AM
I would like to see the Sniper Artillery Piece. It comes stock on the Helipolis BattleMech.
I would rather use the Sniper Artillery Piece, instead of Artillery Strike. Yes, it's big and heavy. But, its 9,000m range makes it worth it to me.
#139
Posted 03 November 2014 - 10:36 AM
-LAMS can't be that hard to make. Take the AMS functionality, give different animation and visuals, make it generate more heat.
-Zeus introduction would be the perfect time to implement the Blazer (and thats not even until what, like, March 2015?)
-Switchable LBX ammo, this has been mentioned before, and acknowledged, lets get it gooooooinn
#140
Posted 03 November 2014 - 11:24 AM
Chihuahuablend, on 25 June 2014 - 12:53 PM, said:
oh yeah, because what this game definitely needs is another high-damage single-impact-point weapon
The Artillery Weapons do splash damage. Not single impact point damage. They do full damage in a 30m radious and half damage in a 90m radious.
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