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A List Of Every Weapon, Upgrade, Omnipod (Wip), Mech Quirk (Wip), And Module In Mw:o!

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#1 990Dreams

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Posted 26 February 2014 - 12:30 PM

Ever wanted a list of all weapons, upgrades and modules in MW:O to compare?

Ever wish there was a neatly compiled list so you didn't have to scroll around everywhere in the game?

Of course you have!

Now you have one! This list contains all weapons, modules, and upgrades in MW:O!


Weapons
Spoiler


Components
Spoiler


Upgrades
Spoiler


Modules
Spoiler


Omnipods
Spoiler


Clan/IS Chassis & Weapon type
Spoiler


Chassis Quirks
Spoiler


Updates

Update Log 2/26/14, 16:37 EST: Added a few critical hit entries, added the flamer (thanks to Koniving and Zanathan!).

Update Log 2/26/14, 17:19 EST: Added Modules (thanks to Smurfy for the detailed stats!)

Update Log 2/26/14, 19:15 EST: Moved upgrades to their own field (thanks for the reminder Shar Wolf!).

Update Log 2/27/14, 11:43 EST: Moved components (TAG, Narc, AMS) to their own group.

Update Log 10/9/14, 10:21 EST: Added new categories to prepare for Module renovations and new Clan additions!

NOTICE:
This is simply a look at the weapons as they are. Various combinations and tactics can make these weapons far deadlier than they may be portrayed.

Any feedback is welcome!

Edited by DavidHurricane, 09 October 2014 - 06:24 AM.


#2 Zanathan

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Posted 26 February 2014 - 12:41 PM

Looks good.

I probably can add a few:

LB10-X
Pros: Chance to crit internals

Gauss Rifle
Pros: Extremely low heat generation, low spread (pinpoint) damage
Cons: Charging mechanic (differs from any other weapon currently in firing)

For the pulse and PPC, similar to the Gauss I would low spread (pinpoint) damage

#3 Koniving

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Posted 26 February 2014 - 12:53 PM

Slight things to note:

When it comes to dealing damage to internal components, every weapon has an okay chance for 1*times damage against crucial equipment, weapons and ammo. They have a slim chance for twice the damage against crucial equipment, weapons and ammo, and finally an ultra rare chance for triple damage to those parts.

LB-10x and Machine Guns have a nearly 'always' chance of doing that damage, an okay chance for doubles, and only a slim chance for triple the damage.

An MG shares the same DPS as a small laser. But the small laser doesn't need to fire as long.

MG is a hit-scan weapon like lasers, does not require leading. Ignore particle effect it's an instant travel time.

ECM's low signal warning doesn't show when set to counter.

AMS always hits. It's kill rate is 1.5 damage (each missile has 1 health) per second with aimbot-style auto-aiming. The particle effect means nothing. In 2 seconds it takes out 3 missiles. In 1 second with twin AMS, you take out 3 missiles. They stack up as well, so the more AMS you have together the better they work.

#4 Zerberus

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Posted 26 February 2014 - 01:10 PM

3 additions:

MGs and LBX (and IIRC Flamers) have an increased crit chance against internals. On that note: Flamers do exist in this game ;)

BAP also counters one enemy ECM within 150m

Artemis SHOULD not work with Streaks but does in fact verifiably decrease the lock on times.

Edited by Zerberus, 26 February 2014 - 01:11 PM.


#5 990Dreams

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Posted 26 February 2014 - 01:35 PM

View PostZanathan, on 26 February 2014 - 12:41 PM, said:

Cons: Charging mechanic (differs from any other weapon currently in firing)


"capacitor must be charged before firing"

View PostKoniving, on 26 February 2014 - 12:53 PM, said:

ECM's low signal warning doesn't show when set to counter.


"Low Signal warning makes recon impossible with ECM on Disrupt"

Great feedback otherwise, thanks guys ;)! (I cannot believe I forgot the Flamer XD)

Edited by DavidHurricane, 26 February 2014 - 02:10 PM.


#6 990Dreams

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Posted 26 February 2014 - 02:53 PM

Modules added (for those who didn't see)!

#7 Alaskan Nobody

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Posted 26 February 2014 - 04:07 PM

Might want to put the upgrades into their own spoiler.
That one is pretty long ;)

#8 990Dreams

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Posted 26 February 2014 - 04:13 PM

View PostShar Wolf, on 26 February 2014 - 04:07 PM, said:

Might want to put the upgrades into their own spoiler.
That one is pretty long ;)


It is was!

I planned on moving them but then forgot. Thanks for the reminder!

#9 Alaskan Nobody

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Posted 26 February 2014 - 04:19 PM

View PostDavidHurricane, on 26 February 2014 - 04:13 PM, said:

It is was!

One last thing.....

An empty space between each item (sometimes - there are exceptions) makes it easier to read.

I am appreciating the list BTW - been debating finally saving up for some modules or grabbing another mech. B)
The list is making the modules look much more tempting. ;)


Edit: or perhaps a space between each 'upgrade' set?

IE

View PostDavidHurricane, on 26 February 2014 - 12:30 PM, said:

Standard armor
Pros: Consumes less space than Ferro-Fibrous armor, costs less than Ferro-Fibrous armor.
Cons: Weighs more than Ferro-Fibrous armor.
Ferro-Fibrous armor
Pros: Weighs less than Standard armor.
Cons: Consumes 14 critical slots, cost more than Standard Armor, saves barely any weight.

Standard Guidance
Pros: Costs less than Artemis IV Guidance, weighs less than Artemis IV Guidance, consumes less space than Artemis IV guidance.
Cons: Not as fast as Artemis IV Guidance.
Artemis IV Guidance
Pros: Locks faster than Standard Guidance (for LRMs), tracks longer than Standard Guidance (for LRMs), decreases missile spread (for SRMs).
Cons: Costs, weighs, and consumes more space than Standard Guidance.


So that the sets stand out as pairs, but easier to separate from eachother?
Though that could get messy with the weapon-sets.....

Edited by Shar Wolf, 26 February 2014 - 04:21 PM.


#10 Vidarok

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Posted 26 February 2014 - 04:20 PM

Eh, can't help but feel this is very redundant. Sorry.

#11 990Dreams

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Posted 26 February 2014 - 04:21 PM

View PostVidarok, on 26 February 2014 - 04:20 PM, said:

Eh, can't help but feel this is very redundant. Sorry.


Elaborate?

#12 Alaskan Nobody

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Posted 26 February 2014 - 04:22 PM

View PostDavidHurricane, on 26 February 2014 - 04:21 PM, said:


Elaborate?

All that information is technically available in-game.

Though we get enough people in the forums asking about it...... ;)

#13 990Dreams

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Posted 26 February 2014 - 04:25 PM

View PostShar Wolf, on 26 February 2014 - 04:22 PM, said:

All that information is technically available in-game.

Though we get enough people in the forums asking about it...... ;)


Although it is available in game it is very hard and annoying to find. Here (and on Smurfy) it is all neatly compiled for you.

#14 Alaskan Nobody

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Posted 26 February 2014 - 04:31 PM

View PostDavidHurricane, on 26 February 2014 - 04:25 PM, said:

it is very hard and annoying to find. Here (and on Smurfy) it is all neatly compiled for you.

Doesn't mean it's not redundant though. ;)
(didn't think it was that hard to find myself.... B) but I tend to be kinda weird that way)

#15 990Dreams

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Posted 26 February 2014 - 04:37 PM

View PostShar Wolf, on 26 February 2014 - 04:31 PM, said:

(didn't think it was that hard to find myself.... ;) but I tend to be kinda weird that way)


Maybe not hard to find, but a list is nicer than a tab display (at least for me it is, cause all the info is neatly assembled and ready to read).

Also for New Players this is very useful so they don't have to waste valuable time. They can read this real quick and get back to climbing that learning curve.

Edited by DavidHurricane, 26 February 2014 - 04:38 PM.


#16 luxebo

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Posted 26 February 2014 - 04:38 PM

Thanks for posting all that info here DavidHurricane, makes it easier for newer players to reference when needed. ;)

#17 990Dreams

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Posted 26 February 2014 - 04:44 PM

View Postluxebo, on 26 February 2014 - 04:38 PM, said:

Thanks for posting all that info here DavidHurricane, makes it easier for newer players to reference when needed. ;)


Well I remember having problems as a newbie (711 / 1,327 K/D ratio) so I want to help new players climb the learning curve with ease.

Hence the fact I have this thread, Battle Academy Online, and Operation Ugly Day along with lots of other builds I've posted. I just don't have the time (or neutrality or temper) to be a moderator (that and I am not sure PGI would approve of me B)). Although I do seem to have a somewhat positive reception by people (some people).

Edited by DavidHurricane, 26 February 2014 - 04:47 PM.


#18 Koniving

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Posted 26 February 2014 - 07:20 PM

Tag's not instant nor does it lock targets. It marks targets. It allows the locking of an ECM target without the use of a hard counter (but lock-on time is much longer than with a normal target). Accelerates lock-on time (think it's supposed to be 20%? 25%?)

PPCs do indeed deal an "EMP" effect which temporarily disables ECM for 2 or 3 seconds. Does not work below 90 meters (recent "bug fix.")

ER PPCs generate the effect upon hit.

(Randomly interesting note: An AMS's minimum firing burst appears to be 8 shots, though it can fire endlessly).

Good collection.

#19 990Dreams

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Posted 27 February 2014 - 06:52 AM

View PostKoniving, on 26 February 2014 - 07:20 PM, said:

Tag's not instant nor does it lock targets. It marks targets. It allows the locking of an ECM target without the use of a hard counter (but lock-on time is much longer than with a normal target). Accelerates lock-on time (think it's supposed to be 20%? 25%?)

PPCs do indeed deal an "EMP" effect which temporarily disables ECM for 2 or 3 seconds. Does not work below 90 meters (recent "bug fix.")

ER PPCs generate the effect upon hit.

(Randomly interesting note: An AMS's minimum firing burst appears to be 8 shots, though it can fire endlessly).

Good collection.


Done, done, and done. Thanks for the help Kon!

#20 Catalina Steiner

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Posted 05 March 2014 - 06:17 PM

Linked your thread in the german beginners thread. Maybe I will do a translation later. Thanks a lot my friend. Good work!

http://mwomercs.com/...e-mechrekruten/





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