FEK315, on 08 February 2014 - 09:07 AM, said:
I think a lobbing artillery weapon that takes skill to use would be Sweet!!!
Enter the
LongTom. SOOOO FUN TO USE!!!
I loved the hated
Bombast Laser, it took 30 seconds to recharge this 30 damage laser. It created lots of heat and took a lot of skill to use but it saved my Chimera on numerous occasions!
Manual aimed Torpedo slow, dumb fire, long distance devastation. Made to execute campers.
Imagine a Light with a Torpedo, 3 slots 3 shots. Oh the guts it would take.
Napalm Flamer- This weapon would have a finite amount of napalm but would stick to the enemy so your mech wouldn't over heat and you wouldn't have to hold aim.
It could also have a min distance (because of splashing back onto your own mech) thus over heating you. Basicly a torch and run could torch be and fun.
Have the heat last 20 seconds or you could make it a
chemical acid burn.
Whatcha think?
The
Long Tom Cannon, while available according to the BT timeline, wouldn't work under MWO's current build rules - while the weapon's 20-ton mass is an issue that can be worked around for many 'Mechs, its 15-crit volume means that it cannot be mounted in any single location on a 'Mech (which has, at most, 12 available criticals).
The similar-but-smaller
Sniper Artillery Cannon (15 tons & 10 criticals) and/or
Thumper Cannon (10 tons & 7 criticals), however, would be workable alternatives.
The
Bombast Laser is not available in-universe until 3064, and PGI has made clear that they are using the BT timeline to determine which 'Mechs and equipment are available in MWO.
While the Bombast Laser may not be available, the
Binary Laser Cannon (aka "the Blazer") would be available (having been used on the
MAD-4X Marauder in 3039) as al alternative to the Large Laser, ER Large Laser, and Large Pulse Laser.
Torpedoes are (as the name implies) underwater equivalents of standard LRMs and SRMs - they wouldn't do much good outside of River City or Forest Colony.
Arrow IV artillery missile launchers are, like the Long Tom Cannon, too large to be placed on a 'Mech - the IS-built version consumes 15 critical spaces, so it cannot fit within a single body section of a 'Mech.
As an alternative,
Mech Mortars are an alternative missile-type system that fires in a very high arc (such that the projectiles drop vertically onto a target) and fires projectiles that are immune to AMS.
"
Vehicle Flamers" - flamers that consume stored liquid fuel rather than drawing plasma from the BattleMech's Engine - exist in BattleTech, but are usually described as performing in much the same way as standard Flamers (e.g. not sticking to a target like napalm, but being a stream of flame like a typical flamethrower).
By contrast, 'Mech-mounted
Fluid Guns also exist in BattleTech and can be equipped with a supply of
Inferno-type "ammunition" (which should act like napalm) or a corrosive acid-like compound (described on page 361 of
Tactical Operations) - though, getting the combined functionality would mean carrying both ammo types and having some toggle for switching between the two (which would also benefit the ACs and missile launchers, with their
alternate munition types).
So, really, the weapons you should be lobbying for are:
- Sniper & Thumper artillery cannons
- Binary Laser Cannons
- Mech Mortars
- Fluid Guns (with the implementation of alternate ammo types)
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Sephlock, on 09 February 2014 - 12:52 PM, said:
I just want my inferno streaks.
- "Developed as a means of conserving ammunition, the Streak system literally refuses to fire unless all of the launcher’s tubes simultaneously achieve a 'hard lock' on their target. While this approach guarantees a hit when the weapon fires, some have seen the system’s requirement for using only its own missile types (rather than any of the specialty munitions now available) as a hindrance." (TechManual, pg. 230)
- "Streak LRMs function identically to Streak SRMs. Streak LRMs may not be fired indirectly, and may not use specialty ammunition." (TacOps, pg. 327)
There are no Inferno Streak missiles.