Edited by Strikeshadow, 03 November 2014 - 05:19 PM.
We Need A New Weapon.
#141
Posted 03 November 2014 - 05:17 PM
#142
Posted 03 November 2014 - 06:32 PM
#143
Posted 03 November 2014 - 06:33 PM
....Really?
I dunno about you guys, but two years ago I heard they were looking into doing Mech Mortars.
....two years in development, I ain't got no mortars.
And no I'm not talking about artillery modules.
I'm talking Mech Mortar/1, /2, /4, and /8! Each number indicative of the number of shells it sends downrange when it's fired.
#144
Posted 03 November 2014 - 06:42 PM
Oh yeah, and orbital strikes for the clans. Not a weapon per se... but make it happen. =]
#145
Posted 03 November 2014 - 07:32 PM
But PGI needs to allow different AMMO TYPES for SEVERAL WEAPONS currently in game!
Inferno Missiles for IS* SRMs (think NAPALM burning all over the mech RAISING their HEAT ALOT),
Fragmentation Missiles for IS* SRMs,
Acid (AX) Warhead for IS* SRMs (3.15 dmg per/missle against clan ferro-armor, but just 1.15 dmg per/missle to std armor, endo-steel or std internal structure).
LB10X AC's that can switch standard or cluster AMMO types.
(use "L" as default key to switch between them and triggers a 5 sec cooldown, you cant fire the LB10X AC during which until it finishes "switching" over to the other type of ammo. Also to help balance LB10X AC vs AC/10, make the LB10XAC have a 1 sec LONGER recycle time than the AC/10)
Also PGI, please ADD Rocket Launcher 10,15,20 , Arrow IV System
Edited by ScorpionNinja, 03 November 2014 - 09:26 PM.
#146
Posted 04 November 2014 - 12:13 PM
This is what comes into a Free player's mind when buying a mech?
IS: Cheaper, swappable engines, less ghost heat than Clan Mechs, less variety in weaponry, Huge variety in mechs compared to Clans at the moment
Clans: Expensive, less variety in mechs, more variety in weaponry, ghost heat is your nemesis, engines can't be swapped out in customization
#147
Posted 08 November 2014 - 06:18 AM
Koniving, on 03 November 2014 - 06:33 PM, said:
....Really?
I dunno about you guys, but two years ago I heard they were looking into doing Mech Mortars.
....two years in development, I ain't got no mortars.
And no I'm not talking about artillery modules.
I'm talking Mech Mortar/1, /2, /4, and /8! Each number indicative of the number of shells it sends downrange when it's fired.
LRMs are basically mortars with their fire trajectory.
#148
Posted 08 November 2014 - 10:46 AM
Strikeshadow, on 08 November 2014 - 06:18 AM, said:
Exactly, but more likely to reach their target in a meaningful amount of time, likely to do a higher arc, and clearly non-homing weapons that can affect an area (if we go by how PGI would do the weapon based on their habits). Obviously not as powerful as artillery strike consumable, but quite possibly very useful. Though LRMs were more popular due to their homing capabilities, Mech Mortars did not set off AMS and had no advanced versions to be affected by ECM.
So, heh. Whoosh. Splat! No counter other than obviously dodging. Their downfall is the obvious guesswork that'd be required in firing a non-homing arc-firing weapon. Quite a strategic opportunity.
#149
Posted 08 November 2014 - 12:09 PM
Edited by DieGruneMorder, 08 November 2014 - 12:09 PM.
#150
Posted 08 November 2014 - 12:16 PM
DieGruneMorder, on 08 November 2014 - 12:09 PM, said:
Heavy Machine Guns don't show up until 3059 (when they are invented by Clan Smoke Jaguar), and are Clan-only until 3068.
#151
Posted 12 November 2014 - 01:30 AM
Strum Wealh, on 08 November 2014 - 12:16 PM, said:
So we just need to sit tight until then and look at the glaring gap between MGs and AC/2 because the original designers of Battletech didn't see this before the timeline had passed to 3059 and then of course had to wait until 3068 to fix it for IS.
#152
Posted 13 November 2014 - 06:59 AM
Ballistics:
- RAC/2's
- RAC/5's
- Hyper Velocity Autocannons (eventually)
- Light/Heavy Gauss
- Hyper Assault Gausses
- Light AutoCannons
- Heavy Lasers
- Snub-Nose PPCs
- X-Pulse Lasers (Especially if they're like the ones in MWLL. Lower RoF but can fire until you overheat)
- Continuous Beam Laser (MW4, Anyone? )
- MRMs (Dual MRM/40 Catapult, probably)
- ATMs
- Bigger IS Streak Launchers
- Rocket Launchers
Its a nice eclectic array of weapons, innit?
#153
Posted 15 November 2014 - 09:52 PM
Kraven Kor, on 16 May 2013 - 04:09 PM, said:
Well, there are a lot of things "in timeline" that we haven't seen yet.
DocBach, on 05 October 2013 - 08:10 AM, said:
Defiance 1001 ER PPC does 12 damage, but has a minimum range, or a Norse Storm Gauss rifle has a longer charge hold but blows up for 25 damage, a Sunbeam Large Laser that has longer range but only does 7 damage, etc etc.
Poppaukko, on 09 October 2013 - 12:40 PM, said:
Tarogato, on 03 November 2014 - 06:42 PM, said:
Oh yeah, and orbital strikes for the clans. Not a weapon per se... but make it happen. =]
not true we they have talked about the blazer mech morters and l/m/h rifles and a few others all of witch are in use in 3050
#154
Posted 15 November 2014 - 11:01 PM
Edited by Eclair Farron, 15 November 2014 - 11:02 PM.
#155
Posted 22 November 2014 - 04:09 PM
Eclair Farron, on 15 November 2014 - 11:01 PM, said:
honestly i dought the long tom would be op
#156
Posted 23 November 2014 - 10:58 AM
#157
Posted 23 November 2014 - 11:46 AM
Screw the timeline parity blather. We need more modules and systems, more variety. All I'm seeing right now is LRM spam, and it pains me.
#158
Posted 23 November 2014 - 03:09 PM
Burktross, on 23 November 2014 - 10:58 AM, said:
Strum Wealh, on 08 November 2014 - 12:16 PM, said:
#159
Posted 23 November 2014 - 03:26 PM
Immune to AMS, limited guidance as compared to LRMs, high arc, will require more than a bit of skill to use. Uses ballistic hardpoints and have a burst radius just like artillery damage range of 2 per shell with range similar to ACs.
http://www.sarna.net/wiki/Mech_mortar
Edited by Kjudoon, 23 November 2014 - 03:27 PM.
#160
Posted 23 November 2014 - 03:39 PM
Ultra Autocannons ALREADY BEHAVE like RACs for christ sake!!! hahaaa
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