weapon selection
#1
Posted 16 June 2012 - 03:26 PM
#2
Posted 16 June 2012 - 03:33 PM
#3
Posted 16 June 2012 - 03:41 PM
Edited by Skadi, 16 June 2012 - 03:41 PM.
#4
Posted 16 June 2012 - 03:45 PM
xxReloads, on 16 June 2012 - 03:26 PM, said:
Its all about personal choice really, at least I hope it will be. On top of that there are different weapons for each category that fill in for certain ranges, you won't want to use Long Range Missiles for close encounters, that is unless they give us streak LRM's
#5
Posted 16 June 2012 - 03:45 PM
Remember too, things like LRM's and PPC's have a minimum range, and closer than that, they can't be used.
Edited by Sierra19, 16 June 2012 - 03:46 PM.
#6
Posted 16 June 2012 - 03:49 PM
Ballistic:
AC/2, AC/5, AC/10, AC/20
LB 10-X AC
Ultra AC/5
Gauss Rifle
Machine Gun
Energy:
Flamer
Small Laser, Medium Laser, Large Laser
ER Large Laser
Small Pulse Laser, Medium Pulse Laser, Large Pulse Laser
PPC
ER PPC
Missile Weapons:
LRM 5, LRM 10, LRM 15, LRM 20
SRM 2, SRM 4, SRM 6
Streak SRM 2
REALLY comes to personally preference.
As for Long range the ERPPC and ER large laser the are the ones that don't have a minimum range and don't take ammo, but produce a LOT of heat
LRMs are long range but have a big minimum and eat up ammo like crazy..(the big ones do anyway)
AC/2 and AC/5 are decent range... but they require ammo and weigh a LOT for the amount of damage they do and have minimum ranges
Gauss (my favorite balistic long range) requires ammo, weights A LOT LOT LOT, and has a small minimum range..but it does 15 points of damage to 1 spot. Unfortunately I haven't seen it in action at all, and really want to.
As for close range.
AC 20
LBX10 (shotgun)
SRMs
Then there are the flamer and machine gun, would be interesting to see how much damage they actually do in game
I'm not really a close in type of fighter so I pretty much stick with small/medium pulse lasers for close in BattleTech TableTop,
Unless of course I am using a nightsky (which has pulse lasers) or something else with a hatchet (and most of BT TT melee isn't in game)
Just a charge which I don't think we have seen the damage, and death from above (jumping onto their head) which we also haven't seen.
No clue what I will like in MWO close in wise...
for long I think I would like to try:
LRM for indirect and gauss for direct will probably be my favs
If I for some reason end up in an assault mech (I like speed in my mechs, so I don't see it happening right away) then I would probably go guass/ppc combo or 2 guass, 1 LRM, 1 PPC....if you go with a bunch of PPC then you have to use the rest of your tons for heatsinks
Edited by Shadowscythe, 16 June 2012 - 04:04 PM.
#7
Posted 16 June 2012 - 04:11 PM
Shadowscythe, on 16 June 2012 - 03:49 PM, said:
AC/2, AC/5, AC/10, AC/20
LB 10-X AC
Ultra AC/5
Gauss Rifle
Machine Gun
Energy:
Flamer
Small Laser, Medium Laser, Large Laser
ER Large Laser
Small Pulse Laser, Medium Pulse Laser, Large Pulse Laser
PPC
ER PPC
Missile Weapons:
LRM 5, LRM 10, LRM 15, LRM 20
SRM 2, SRM 4, SRM 6
Streak SRM 2
REALLY comes to personally preference.
Good list ... more weapons will be added as they are developed in battletech timeline.
My preference:
ER Large Laser - Long range
LB 10-X AC - Medium range
SRM Streak - Short range
Hatchet - Point blank range *So far not in the game :-(
#8
Posted 16 June 2012 - 04:20 PM
#9
Posted 16 June 2012 - 04:23 PM
The Gauss Rifle packs more punch for a slight minimum range trade-off. Depending on Mech weight I'd chose the Gauss Rifle for heavy and assault mechs because it generates almost no heat and can thus be fired with multiple medium lasers at the same time to create severe close range barrages.
The ER PPC generates more heat per se but is much lighter, so if in a medium or light mech you want this weapon.
#10
Posted 16 June 2012 - 05:12 PM
Nothing in an ammo is better than something else on the same tier, excluding pay to win items that is. The winners are the players who truly understand the game and builds mechs fit for purpose. Especially considering Roles, Information Warfare, the mech Chasis being used and possibly the map.
Some maps me be more open, allowing more sniping. Some may be very hilly/rocky, not a lot of open areas and so long range weapons won't have as much use.
There is no easy answer and I reckon players who spend too much time seeking such answers are probably the ones who struggle.
#11
Posted 16 June 2012 - 05:32 PM
Also, just because it's a new tech, doesn't mean that it is always the better choice for your mech. I've loaded a regular PPC rather than an ER because of heat considerations over range, especially in confined spaces like cities and such.
I really hope they add special munitions for SRMs and LRMs. In TT I was a huge fan of Inferno SRMs and Thunder LRMs. I hope they get added to the game and can start ground fires. I enjoyed playing IS against clanners. A good way to take away the Clan's range and targeting edge was to start a fire line so that the smoke would hinder their weapons fire. Lay a mine field behind the fire line with Thunder munitions. When they pop through the fire line, they're hot, legs damaged and are now in IS weapon range. Of course highly situational, but it worked for me more than a few times.
In the end, if you're looking for the pwnage choice, you won't find it in a weapon. In the end it's teamwork and skill, and that's why I love Battletech/Mechwarrior.
#12
Posted 16 June 2012 - 05:37 PM
Griffinhawk, on 16 June 2012 - 05:32 PM, said:
Also, just because it's a new tech, doesn't mean that it is always the better choice for your mech. I've loaded a regular PPC rather than an ER because of heat considerations over range, especially in confined spaces like cities and such.
I really hope they add special munitions for SRMs and LRMs. In TT I was a huge fan of Inferno SRMs and Thunder LRMs. I hope they get added to the game and can start ground fires. I enjoyed playing IS against clanners. A good way to take away the Clan's range and targeting edge was to start a fire line so that the smoke would hinder their weapons fire. Lay a mine field behind the fire line with Thunder munitions. When they pop through the fire line, they're hot, legs damaged and are now in IS weapon range. Of course highly situational, but it worked for me more than a few times.
In the end, if you're looking for the pwnage choice, you won't find it in a weapon. In the end it's teamwork and skill, and that's why I love Battletech/Mechwarrior.
oooo Thunder LRM. I remember those
#13
Posted 16 June 2012 - 05:55 PM
Skadi, on 16 June 2012 - 03:41 PM, said:
Wrong, LRMs? Good luck using them in close.
AS FOR YOU!
To answer your question, most newbs, not necessarily noobs, prefer the LRM for long range because it's effectively fire and forget, once you've at least acquired a target lock of course. Though the PPC standard and ER, Large Laser standard and ER but not Pulse, AC 2 or 5, and Gauss are all good options as well.
As for close in, that's where it becomes opinionated. Practically any weapon besides LRMs work in a short range capacity as well. Lasers/PPCs have the benefit of not requiring ammo while being balanced by high heat, autocannons/gauss have low heat but are big heavy and take ammo, while SRMs are effectively the short range version of LRMs (or so we're being led to beleive) which may or may not be "fire and forget" or "dumb fire" much like LRMs depending on whether or not you have a target lock, however the Streak SRM 2 is very much fire and forget because it won't fire without a lock.
And of course all missile weapons require ammunition to work.
Now generally most mechs have some kind of laser weaponry for longevity among the other weapon types, and a mix of long and or short range weapons to be a threat at all ranges. Unless you specialize in one field or another. Though generally it's a sad day for the mech that is only armed with LRMs when the enemy manage to close the distance, which they usually do.
While short range weapons do generally have the advantages of heat efficiency and damage when compared to their long range breathern, generally (Gauss), and when in close confines and advantageous terrain ie low LOS and plenty of cover, like a city, short range is king. While on the open field, generally long range wins the day.
Edited by KageRyuu, 16 June 2012 - 06:02 PM.
#14
Posted 20 June 2012 - 07:00 PM
I would agree that making LRMs your only weapon is a bad idea 1) because they have a minimum range and 2) they are ammo dependent weapons. What that min range means is, if you're in a big ol' heavy/assault and some guy in a Jenner runs up to you, he can effectively just sit there and kill you with a medium laser without retaliation. That's why anything that sports LRM racks has a backup WHEN this occurs. As for ammo, it's pretty self explanatory, when you're out of ammo, you aren't helping your lance mates much. I guess you could try to run interference... yeah.
I think the absolute minimum for a backup would be a pair of Medium Lasers. Theoretically the same damage output of a PPC for 2 tons and 6 heat and covers your min range gap nicely as well as give a little overlap where you can launch yours LRMs and hit with the lasers.
#15
Posted 20 June 2012 - 07:02 PM
#17
Posted 20 June 2012 - 07:13 PM
#18
Posted 20 June 2012 - 07:29 PM
GHQCommander, on 16 June 2012 - 05:12 PM, said:
Nothing in an ammo is better than something else on the same tier, excluding pay to win items that is...
They have said absolutely nothing about having any such "Pay to Win" items. Quit scaring the new guys, seriously. they sell leveling boosters and c-bill boosters. They don't sell anything that will change the game you play when you're playing it, as in, when in match, your light is the same as that guys founder light, your atlas is the same as that founder's atlas.
Please don't spread that nonsense here.
Edited by Jekrump, 20 June 2012 - 07:29 PM.
#19
Posted 20 June 2012 - 07:34 PM
Jekrump, on 20 June 2012 - 07:29 PM, said:
They have said absolutely nothing about having any such "Pay to Win" items. Quit scaring the new guys, seriously. they sell leveling boosters and c-bill boosters. They don't sell anything that will change the game you play when you're playing it, as in, when in match, your light is the same as that guys founder light, your atlas is the same as that founder's atlas.
Please don't spread that nonsense here.
No offense but how do you think developers make money in F2P games? By selling useless items in c-store? By monthly sub? No they sell c-store items and not just any items, pretty cool items too. So they can make money and make more items and hopefully more content for the game.
Edited by Clan Warrior, 20 June 2012 - 07:35 PM.
#20
Posted 20 June 2012 - 07:46 PM
Clan Warrior, on 20 June 2012 - 07:34 PM, said:
No offense but how do you think developers make money in F2P games? By selling useless items in c-store? By monthly sub? No they sell c-store items and not just any items, pretty cool items too. So they can make money and make more items and hopefully more content for the game.
If you watch the extra credit about micro transactions you'll see what they are aiming at with what you can buy with money. Money is used to speed things up, but you'll be able to get most nthings without the money. The founders mechs are the exact same as the prime variants of teh non founders mechs outside of paint job and the c-bill booster on it.
Look at Riot, the only things you cannot get from just playing are skins and the boosts. You however cannot buy runes (which change the game). I imagine something similar to this model and not teh WoT model with gold ammo, gold consumables, both of which being superior to anything you can get from just playing.
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