Ballistics are characterized by being low heat, ammo-dependant weapons with projectile travel time, which are heavy and take a large number of critical slots when compared with other weapons. Ballistics weapons do full damage to a target up to their optimal range and then do decreasing damage to their maximum range.
All Ballistic weapons require ammunition which is is stored in critical slots on the mech. Ammo is installed in single slot increments. Each type of ammo is specific to a particular weapon, e.g., AC/5 ammo will not work in an Ultra AC/5. Generally, ammo is bought in one ton lots, but it is possible to buy 1/2 ton lots which take one slot but weigh less. Ammo location on the mech does not matter, e.g., ammo stored in the left leg will be magically fed to a weapon in the right arm without delay.
Autocannons
Autocannons (abbreviated AC) are classified numerically by the damage they do. An AC/10 is capable of doing 10 points of damage, an AC/5 can do 5, and so on.
As a rule, the range of autocannons decrease as the damage they do increases. AC/2's have the longest range and AC/20's the shortest. Also, smaller AC's have a faster rate-of-fire.
Autocannons come in three types: standard, LB-X, and Ultra.
A standard Inner Sphere AC will fire one shell with each trigger press. If that shell hits, it will inflict the full damage for that size AC to a single location.
LB-X autocannons work like a shotgun. They fire a number of 1 point damage pellets in a cluster that spreads damage over a small area. For example, an IS LB 10-X fires ten pellets. LB-X autocannons have an increased chance to inflict a critical hit when they strike an unarmored section of a target. Critical hits are covered in my article on damage.
Ultra autocannons operate just like standard autocannons but have the additional ability to fire a second time before the weapon cooldown (recharge) is complete. This can be done by holding down the trigger button or by tapping the trigger. This second shot has a chance of jamming the Ultra autocannon (currently 15%) taking the weapon offline while the jam is cleared (currently 5 seconds).
Inner Sphere (IS) and Clan autocannons behave slightly differently to one another. First, Clan mechs have access to a wider variety of AC types than IS mechs. Second, Clan autocannons fire burst of projectiles versus a similar IS autocannon firing a single shell. For example, an IS AC/10 fires one shell which causes 10 damage on impact—a Clan AC/10 fires four shells each of which cause 2.5 points of damage. This behavior is consistent with Clan weapons being more damage-over-time than IS weapons.
Gauss Rifles
Gauss rifles are a heavy Ballistic weapon type with several unique aspects.
The firing mechanism of a gauss rifle differs from other weapons in the game. For every other weapon currently in the game, the firing mechanism is to tap the trigger key once to fire a single shot, or hold down the trigger to fire continuously after each cooldown period. To fire a gauss rifle, the player must hold down the trigger to charge up the weapon (about 3/4 of a second) then release the trigger to fire. If the trigger is not released after a period, the weapon resets and must be charged up again.
There are three indicators to help judge the current charge state of the gauss rifle. First there is an audible cue for the charge up period. This can be difficult to hear if you are taking damage. Second, the weapon group indicator in the lower right of the screen displays a progress bar as the weapon is charged, Third, and possibly most useful, each weapon group has a status indicator around the targeting reticle in the form of six rectangles, three on each side of the reticle. When the gauss is not being fired, the reticle indicator is amber. When the gauss is being charged, the indicator is yellow, and when it is ready to fire the indicator is green. (When a weapon group is on cooldown, the indicator is red.)
Gauss weapons also differ from other Ballistics in that gauss ammo is inert and cannot explode like other types of ammo. However, the gauss rifle itself is capable of exploding, and at greater frequency than ammo. When a gauss rifle is destroyed or takes a critical hit is has a 90% chance of exploding (ammo has a 10% chance). This explosion is treated the same way as an ammo explosion.
Machine Guns
Machine guns are another Ballistic weapon with a differing set of mechanics. Machine guns are short range weapons that do extremely low raw damage. However, like LB-X ACs, machine guns get a bonus to their chance of triggering a critical hit. It’s important to note that sections of a mech with armor are immune to critical hits so machine guns are much more useful when targeted at a section of a mech where the armor has been destroyed.
Machine guns have a rapid rate of fire, which when coupled with the critical hit mechanic can make them very deadly to damaged mechs.
Unlike other projectile-based weapons, the game engine goes not track each machine gun projectile--instead the weapon projects a cone from the firing point of the machine gun and hits are randomly assigned to targets within the cone. The flamethrower Energy weapon uses a similar mechanic with a more visually obvious in-game effect. The implication is that machine guns are not precise except at very, very close range. For this reason, machine guns are almost always taken as a group of multiple weapons to maximize the chance of a hit to a damaged section and to maximize the chances of a critical hit.
For a full listing of each weapon's statistics, I would suggest reading the equipment page at http://mwo.smurfy-net.de/equipment.
This is one of a series of articles on concepts in MWO. If you found this article helpful, you may wish to read the other articles listed in this post.
Edited by Gauvan, 10 November 2014 - 08:34 AM.