This is what I would add
Ballistic:
Spoiler
Gatling gun - Pretty much a Machine gun that has a higher RPM, weighs more and has a high jamming rate. This will generate heat similar to how the Flamer generates heat to your Mech.
Sabot - Maybe an ammo type for the Autocannons? When a component is hit, 25% of the damage is dealt straight to the Internal structure
Mortar - Has a large bullet drop, making a good alternative indirect fire support weapon. The ammo deals splash damage to adjacent components and Mechs surrounding the blast zone
Sabot - Maybe an ammo type for the Autocannons? When a component is hit, 25% of the damage is dealt straight to the Internal structure
Mortar - Has a large bullet drop, making a good alternative indirect fire support weapon. The ammo deals splash damage to adjacent components and Mechs surrounding the blast zone
Missile:
Spoiler
TOW/Wire Guided Missile - Name pretty much says it. A low velocity missile that the pilot must visually guide to the target. One missile is launched per launcher, not by a barrage. Unlike LRMs/SRMs, the missiles vary in sizes and works similar to the autocannons.
Example: TOW 5 fires one Tow missile that deals 5 damage. TOW 10 fires one missile that deals 10 damage etc. For balancing, the lower the damage, the higher the missile velocity.
Rocket launcher - Rockets are fired in a stream. Rockets travel quickly but does little damage. Something like Clan LRMs, but the rockets are fired slower and is more accurate.
Air burst - After travelling a certain distance, the missile will burst mid air. If hit by the missile, 1 damage is dealt (missile doesn't explode upon contact) If hit by air burst, 3 damage is dealt. Fired in salvos, but doesn't have lock capabilities. Accuracy is key here.
"TV Missile" - When launched, the pilot must guide the missile to its target. Unlike the TOW, the TV Missile has a camera, which allows for a more accurate strike, but leaving the pilot vulnerable. This also travels slowly, and can be destroyed by regular weapons. This weapon is designed for long ranged, accurate sniping.
Example: TOW 5 fires one Tow missile that deals 5 damage. TOW 10 fires one missile that deals 10 damage etc. For balancing, the lower the damage, the higher the missile velocity.
Rocket launcher - Rockets are fired in a stream. Rockets travel quickly but does little damage. Something like Clan LRMs, but the rockets are fired slower and is more accurate.
Air burst - After travelling a certain distance, the missile will burst mid air. If hit by the missile, 1 damage is dealt (missile doesn't explode upon contact) If hit by air burst, 3 damage is dealt. Fired in salvos, but doesn't have lock capabilities. Accuracy is key here.
"TV Missile" - When launched, the pilot must guide the missile to its target. Unlike the TOW, the TV Missile has a camera, which allows for a more accurate strike, but leaving the pilot vulnerable. This also travels slowly, and can be destroyed by regular weapons. This weapon is designed for long ranged, accurate sniping.
Equipment:
Spoiler
Hardkill APS - Intercepts incoming projectiles, has long reload speed for balancing. Pretty much an AMS, but also works for ballistics, heavier, longer reload and has less ammo per ton
Chaffs - Pretty much flares against Laser guided missiles?
Decoy device - When deployed, the device will show up on the enemy's radar and mini map as an enemy and can be targeted. When targeted by enemies, the status of the user's Mech status when the device is deployed is shown.
Chaffs - Pretty much flares against Laser guided missiles?
Decoy device - When deployed, the device will show up on the enemy's radar and mini map as an enemy and can be targeted. When targeted by enemies, the status of the user's Mech status when the device is deployed is shown.
Edited by Shiroi Tsuki, 19 November 2014 - 02:45 AM.