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Any New Weapon's Sometime Soon?


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#21 Captain Stiffy

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Posted 16 December 2014 - 04:44 PM

I really really want an area-denial weapon like Thunder LRM's

#22 Ovion

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Posted 16 December 2014 - 05:15 PM

View PostScratx, on 16 December 2014 - 04:24 PM, said:

Artillery weapons would largely not be usable, if even mountable. Mortars are just AMS-ignoring crappy LRMs. Mech rifles are useless compared to even a simple autocannon. Rocket launchers are one-shot weapons, useless in MWO.

Everything else may or may not be a good idea to have.
Mech mounted Artillery are sort of... slow parabolic ACs.

It's basically non-targetted ballistic LRMs.
Full artillery is bigger than a mech can take or fire, with all Mech Mounted Artillery Cannons being cut down 'light' versions.
There's no reason they couldn't work, you'd just need to learn how to aim manually.

Mortars are AMS ignoring LRMs with a wider spread, but that's part of the fun.

Mech Rifles - I agree.
However, if included I would say making it something like an AC1, that fires say, 5 shots would be interesting
A long range heavy machine gun. Maybe not amazing, but a crit-sniper.
I'd expect it to be lighter too. (Much), meaning it'd be a potentially viable IS Light Mech weapon.

As to Rocket Launchers....
I disagree.

A RL20 has range slightly greater and half the heat of a Large Pulse Laser.
It weighs 1.5T and causes 20 damage.
Regardless of it being 1-shot, that's something impressive.

I could take a Locust 1M, mount 2 Medium Pulse Lasers and 2 RL20.
That's a 1 time alpha of 52pts.
Or 2 of 32.
On a Locust.

Or I could mount 4 RL20's on a 3S with a MPL.
That's a potential alpha of 86.
On a locust.
I don't care if it's a one shot, that's something to be wary of, and I wan't it.

Edited by Ovion, 16 December 2014 - 05:17 PM.


#23 Kraven Kor

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Posted 16 December 2014 - 05:29 PM

If they introduced rocket pods... I would predict all mech combat to become "run in and one-shot something." :D

#24 Khobai

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Posted 16 December 2014 - 07:50 PM

MRMs and ATMs should both be added, theres a serious lack of missile options right now

#25 Gierling

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Posted 16 December 2014 - 07:52 PM

They said that Mech Mortars and Binary Lasers were on their radar.

#26 Gaius Cavadus

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Posted 16 December 2014 - 08:02 PM

WTB MRMs and RACs plx.

#27 Matthew Ace

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Posted 16 December 2014 - 08:12 PM

Mech Mortar and Mech-sized Artillery would make CW more interesting. It may potentially give more attacking options on objectives. PGI need to not screw up splash implementation though.

Mech Rifle, while being largely obsolete (in accordance to TT), can be adjusted to make them work decently in MWO.

I can only see Blazer being useful on Mechs with limited energy hardpoints if implemented like normal lasers. Personally I would like to see some changes to make the Blazer stand out from other lasers. Maybe cERPPC-style "splash". DIrect hit dealing up to 14 damage and 2 damage on each adjacent components.

Edited by Matthew Ace, 16 December 2014 - 10:13 PM.


#28 Captain Stiffy

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Posted 16 December 2014 - 08:15 PM

View PostGierling, on 16 December 2014 - 07:52 PM, said:

They said that Mech Mortars and Binary Lasers were on their radar.


Binary lasers... IIRC? heat 16 damage 12? not worth it.

#29 FupDup

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Posted 16 December 2014 - 08:23 PM

View PostCaptain Stiffy, on 16 December 2014 - 08:15 PM, said:

Binary lasers... IIRC? heat 16 damage 12? not worth it.

It's almost as if nearly every energy weapon in MWO has different heat and/or damage values than Tabletop.

MWO laser stats compared to TT:
Small Laser: +1 heat, +45m range
Medium Laser: +1 heat
Large Laser: +1 damage, -1 heat
ER Large Laser: +1 damage, -4 heat, +105m range
Small Pulse Laser: +1 damage, +20m range
Medium Pulse Laser: +40m range
Large Pulse Laser: +2 damage, -3 heat, +65m range

Clan ER Small Laser: +1 heat, +20m range
Clan ER Medium Laser: +1 heat, -45m range
Clan ER Large Laser: +1 damage, -1 heat, -10m range
Clan Small Pulse Laser: +3 damage, +1 heat, -15m range
Clan Medium Pulse Laser: +1 damage, +2 heat, -70m range
Clan Large Pulse Laser: +3 damage

A Binary Laser Cannon having altered damage and/or heat stats wouldn't exactly be a first...

Edited by FupDup, 16 December 2014 - 09:27 PM.


#30 Mcgral18

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Posted 16 December 2014 - 08:27 PM

View PostCaptain Stiffy, on 16 December 2014 - 08:15 PM, said:


Binary lasers... IIRC? heat 16 damage 12? not worth it.


LLs, 8 heat, 8 damage, not worth it.

Thankfully, things have changed. 18 damage for 14 heat? Might be worth it for hardpoint deprived mechs.

#31 Brody319

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Posted 16 December 2014 - 08:29 PM

I would be happy with the Arty weapon we are supposed to have. Rather than the Arty consumable, you mount it on your mech, and then have to shoot it. Can use the map to launch them super inaccurate or have a tag partner and be much more accurate.

#32 verybad

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Posted 16 December 2014 - 09:59 PM

View PostJackofallpots, on 16 December 2014 - 12:18 PM, said:

still waiting for Inferno rockets


Hard to balance them,overheating people makes them cry a lot.

#33 verybad

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Posted 16 December 2014 - 10:09 PM

I'd like to see Thunderbolt missiles, , Binary Lasers ("Blazers"), Mech Mortars, and Light Autocannons.

Most interesting would be Thunderbolt missiles (direct fire missiles that fire a single missile rather than multiple like LRMs, dod all their damage to one location. 4 sizes (5/10/15/20) and Mech Mortars (indirect fire ballistic weapons that have artillery capabilities don't lock so less accurate, but a lot of fun to use.

#34 Captain Stiffy

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Posted 16 December 2014 - 10:49 PM

View PostMcgral18, on 16 December 2014 - 08:27 PM, said:


LLs, 8 heat, 8 damage, not worth it.

Thankfully, things have changed. 18 damage for 14 heat? Might be worth it for hardpoint deprived mechs.


Good point about the hardpoints but LL ravens are bad enough as it is..................

View PostFupDup, on 16 December 2014 - 08:23 PM, said:

It's almost as if nearly every energy weapon in MWO has different heat and/or damage values than Tabletop.

MWO laser stats compared to TT:



Good info

I want to see durations included versus TT values on heat dissipated per second based on stock though

I know that sounds really ******* complicated and it is but for a fair comparison it must be included

And also, also... I want my thunder LRM's

Or maybe... Swarm-I

#35 Pjwned

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Posted 16 December 2014 - 11:29 PM

After the ones we have are fixed and we stop having major issues with hit registration, then yeah sure.

#36 The Boz

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Posted 17 December 2014 - 12:20 AM

View PostCaptain Stiffy, on 16 December 2014 - 04:44 PM, said:

I really really want an area-denial weapon like Thunder LRM's

More indirect-fire area-effect *weapons* (as in, not artillery slotless modules) would be most welcome. Mech Mortar FTW!

#37 MikeBend

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Posted 17 December 2014 - 12:29 AM

I think that before adding new weapons it would be cool to refine existing. Flamer anyone? On topic - i think IS could benefit from some ballistic weapons that weight less than AC2, more than from mortars and stuff. Also LAMS for clans would be cool, to balance for absence of ammo, it could just prevent mech cooling down, while LAMS shoots at missles.

#38 Master Pain

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Posted 17 December 2014 - 12:42 AM

I'd really like to see mech mortars, but as ballistic weapons. There is a huge hole between MG and AC2. They could function like grenade launchers. Firing a projectile in an arc.

#39 Ovion

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Posted 17 December 2014 - 01:32 AM

View PostKhobai, on 16 December 2014 - 07:50 PM, said:

MRMs and ATMs should both be added, theres a serious lack of missile options right now

View PostCavadus, on 16 December 2014 - 08:02 PM, said:

WTB MRMs and RACs plx.
MRM are 3058.
ATM are 3060 and require changeable (or smart changable) ammo.
Rotary ACs are 3062.

I'd love to see each, but we won't for a while. (Not till a timeline jump, and the LBX gets its switchable ammo)

View PostCaptain Stiffy, on 16 December 2014 - 08:15 PM, said:

Binary lasers... IIRC? heat 16 damage 12? not worth it.
The base stats of a Blazer would likely be along the lines of 13.5 Damage, 14 Heat, 3.25 Cooldown, 450/900 Range, 4 Slots, 9 Tons, 1.00 Duration.

As per that other thread again:

View PostOvion, on 21 October 2014 - 08:18 AM, said:

We need to compare it to 'equivalent' single weapons:
Large Laser
9 Damage, 7 Heat, 3.25 Cooldown, 450/900 Range, 2 Slots, 5 Tons, 1.00 Duration.
ER Large Laser
9 Damage, 8 Heat, 3.25 Cooldown, 675/1350 Range, 2 Slots, 5 Tons, 1.25 Duration.
Large Pulse Laser
10.6 Damage, 8 Heat, 3.25 Cooldown, 350/700 Range, 2 Slots, 7 Tons, 0.60 Duration.
PPC
10 Damage, 10 Heat, 4.00 Cooldown, 90-540/1080 Range, 3 Slots, 7 Tons, 850 Speed.
ER PPC
10 Damage, 15 Heat, 4.00 Cooldown, 810/1620 Range, 3 Slots, 7 Tons, 950 Speed.

Est. Binary Laser Cannon
13.5 Damage, 14 Heat, 3.25 Cooldown, 450/900 Range, 4 Slots, 9 Tons, 1.00 Duration.
Some if that may have changed with tweaking, but it'll till hold true.

Yes, 2LL or ERLL would be more powerful, but if you only have 1-2 E hardpoints, then 2Blazers is more powerful again.
[url=http://mwomercs.com/forums/topic/182694-any-new-weapons-sometime-soon/page__p__4014025#entry4014025]If you refer to my previous posts quote, it lists all variants a Blazer would be good for.[/url]
It has slightly less range, but generates slightly less heat than a PPC.
It also does 35% more damage than a PPC, all for only 2T and one slot more.

View Postverybad, on 16 December 2014 - 10:09 PM, said:

I'd like to see Thunderbolt missiles, , Binary Lasers ("Blazers"), Mech Mortars, and Light Autocannons.

Most interesting would be Thunderbolt missiles (direct fire missiles that fire a single missile rather than multiple like LRMs, dod all their damage to one location. 4 sizes (5/10/15/20) and Mech Mortars (indirect fire ballistic weapons that have artillery capabilities don't lock so less accurate, but a lot of fun to use.
LACs are 3068.
Thunderbolts I'd love, but sadly, are the latest yet at 3072. :(

Mech Mortars for some reason are classed as Missile Weapons (though unnaffected by AMS this is true).
Wierd huh?

View PostMaster Pain, on 17 December 2014 - 12:42 AM, said:

I'd really like to see mech mortars, but as ballistic weapons. There is a huge hole between MG and AC2. They could function like grenade launchers. Firing a projectile in an arc.
Or just add Grenade Launchers for Ballistics?
Throw in Mech Rifles to give lights some mini-ACs for a giggle (hell, shouldn't take long to model or code at all. C/P the AC2 stats, reduce tonnage and possibly slots, adjust damage and range, scale up the MG barrel a little).

As before, the possible weapons we could get in-timeline are:
(Everything following is all IS Only unless noted otherwise)
Energy:
LAMS (Clan only)
Binary Laser Cannon

Ballistic:
Grenade Launcher
Light / Medium / Heavy Rifle

Missile:
Rocket Launcher 10 / 15 / 20
Mech Mortar 1 / 2 / 4/ 8

Artillery:
Arrow IV Artillery (IS+Clan) Missile
Sniper Artillery PieceBallistic
Thumper Artillery PieceBallistic
Long Tom Cannon Ballistic
Sniper Artillery Cannon Ballistic
Thumper Cannon Ballistic

#40 Escef

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Posted 17 December 2014 - 01:47 AM

View PostGolden Vulf, on 16 December 2014 - 12:48 PM, said:

Large Pulse Lasers are better than Binary Lasers at this point. Also, it was a dead end technology that went extinct.

Not at all. While it did spend most of the Succession Wars as experimental tech, the Binary Laser was eventually put into mass production in 3077, and is used on the MN2-A Sarissa Security Mech.





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