Weapon Invasion, New Intershere Weapon Options!
#41
Posted 06 March 2015 - 06:44 PM
#42
Posted 06 March 2015 - 07:28 PM
they likely weigh more and do less damage (dont know but given how BT balances things its a pretty good bet)
straight up no vote for most of them from me
i want to see weapons that add quality options to the game for IS
LBX20 and 5
plasma rifles
inferno SRM
cluster LRM
arrow IV
long tom artillery
SSRM4 and 6
RAC
heavy gauss
light gauss
#43
Posted 07 March 2015 - 02:56 PM
Naduk, on 06 March 2015 - 07:28 PM, said:
they likely weigh more and do less damage (dont know but given how BT balances things its a pretty good bet)
straight up no vote for most of them from me
i want to see weapons that add quality options to the game for IS
LBX20 and 5
plasma rifles
inferno SRM
cluster LRM
arrow IV
long tom artillery
SSRM4 and 6
RAC
heavy gauss
light gauss
yah but all thoughts are years off it the time line where as the weapons he brought up are stuff that exists now in 3050
#44
Posted 07 March 2015 - 03:10 PM
http://mwomercs.com/...missile-system/
Uthael, on 07 March 2015 - 03:04 PM, said:
Uses Small Pulse Laser to more effectively shoot the incoming missiles. Also uses no ammo. The drawback is that it builds up heat during combat.
Would this be a good addition to MWO? Leave a like if yes. If not, comment why not and leave a like at the comment you agree with.
#45
Posted 07 March 2015 - 03:13 PM
Andi Nagasia, on 22 September 2014 - 11:57 AM, said:
The precursor to modern Autocannons, Rifles were based on weapons used by older tanks,
phased out of service because it lacked stopping power against heavier battlefield units,
The Light Rifle used heavier rounds and larger propellant loads to fire its shells,
-
acting similar to slow firing Autocannons and as direct fire weapon systems,
much slower firing, but with much faster rounds make rifles good sniping weapons,
(if added, its likely they would act as slow firing Primitive Gauss Like Alternatives)
-
LR- 3Damage,....3Ton,...1CritSpace, 1heat,....0min-range 360norm-range 720max-range,
MR- 6Damage,...5Ton,....2CritSpace, 2heat,....0min-range 450norm-range 1350max-range,
HR- 9Damage,....8Ton,...3CritSpace, 4heat,....0min-range 540norm-range 1080max-range,
(Rifles are ballistics, they fit between Machine-guns and ACs, but have Very long reload times)
(also the one of the few weapons here Available to both InterSphere and Clan)
We already have Rifles. PGI has misnamed them and given us erroneous appearances, weights and damages.
MWO calls them Autocannons, but we have them.
In comparison, we need 'autocannons'.
Short-hand
Rifle
Autocannon (of the smallest caliber)
Autocannon (127mm; highest average BT caliber is 120mm, though they currently go up to 203mm).
Long-hand. Enjoy. Note this is 1987, written by FASA and Battletech's first novel writer, with many of the contributors from the original Battletech's construction from rules to so on. Click to zoom.
It goes on to read that a typical AC/20 fires about 4 shells per second, and in 10 seconds that (4*10 =) 40 shells = 20 damage.
Edited by Koniving, 07 March 2015 - 03:17 PM.
#46
Posted 09 March 2015 - 04:06 PM
Koniving, on 07 March 2015 - 03:13 PM, said:
We already have Rifles. PGI has misnamed them and given us erroneous appearances, weights and damages.
MWO calls them Autocannons, but we have them.
In comparison, we need 'autocannons'.
Short-hand
Rifle
Autocannon (of the smallest caliber)
Autocannon (127mm; highest average BT caliber is 120mm, though they currently go up to 203mm).
Long-hand. Enjoy. Note this is 1987, written by FASA and Battletech's first novel writer, with many of the contributors from the original Battletech's construction from rules to so on. Click to zoom.
It goes on to read that a typical AC/20 fires about 4 shells per second, and in 10 seconds that (4*10 =) 40 shells = 20 damage.
except that we know firing a weapon in bt takes less then the full turn and that we know how meany shells some auto cannons fire in there burst like the ac20 on the hunchback fires 5 shells in its burst and if you remember the 2.5 second turns rules used for dueling and Solaris 7 matches all weapons still deal full damage meaning no weapon in bt takes more then 2.5 seconds to deal its damage
and 2 you are missing the point of adding rifles to the game is the gap filler between the mg and the ac2 .5 and 6 tons respectively and the rifles will not push out there nearest ac counter part do to ammo some thing we dont talk about in mwo is minimum usable tonnage devotion and what it is practical tonnage devotion for example an ac5s minimum tonnage devotion is 9 tons but its minimum practical tonnage is 12 here in mwo where as the m rifle minimum tonnage would be 6 and its minimum practical tonnage would be more like 15ish assuming they left the number of rounds per-ton alone
note this assume that you plan to use the rifle the whole match and not as a short term weapon like the 1 shot srm 2 a lot of bt battle armor carry
Edited by kosmos1214, 09 March 2015 - 04:13 PM.
#47
Posted 09 March 2015 - 04:19 PM
I remember the X pulse lasers that the IS made to compete with Clan tech, the mini gauss, x clan light clan machine guns, bombast lasers (building killers), plasma cannon (bigger more devestating flamer). Heavy lasers (small, medium, large). MRM's, Thunderbolt missiles, Long tom, rotary autocannons (these jam). Mini gauss designed for lights. Also the continious laser beam weapon, semi conducted clan ppc's? Crazy!
The list goes on... but stick with the lore and tech timeline, PGI.
Edited by Tordin, 09 March 2015 - 04:26 PM.
#48
Posted 09 March 2015 - 04:37 PM
#49
Posted 09 March 2015 - 05:40 PM
mostly those to Aid in Ballistic Lights and Mediums,
#50
Posted 26 March 2015 - 06:11 PM
#52
Posted 07 April 2015 - 04:00 PM
#53
Posted 07 April 2015 - 04:31 PM
#54
Posted 08 April 2015 - 12:39 PM
#55
Posted 04 May 2015 - 02:08 AM
#56
Posted 04 May 2015 - 12:41 PM
#57
Posted 15 May 2015 - 08:24 PM
#58
Posted 28 August 2015 - 12:09 AM
#59
Posted 09 September 2015 - 09:34 PM
Ah yes Thunder LRMs are sweet to have, though the way many people ***** about normal LRM players, we would see a massive b**** fit over them.
though we would have to be able to switch between normal & thunder rounds.
Infernos would add a bit of fun if you can hit energy heavy enemy units. but how would they be implemented though? how much heat would they do?
will they follow the dumb tw rules where it last a moment or the better BT:MR where it last for a while dealing heat for x-amount of time per missile hit?
I would vote for the Better one from the Master Rules over tw.
#60
Posted 09 September 2015 - 11:01 PM
15 user(s) are reading this topic
0 members, 15 guests, 0 anonymous users