Any New Weapon's Sometime Soon?
#21
Posted 16 December 2014 - 04:44 PM
#22
Posted 16 December 2014 - 05:15 PM
Scratx, on 16 December 2014 - 04:24 PM, said:
Everything else may or may not be a good idea to have.
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
Posted 16 December 2014 - 05:29 PM
#24
Posted 16 December 2014 - 07:50 PM
#25
Posted 16 December 2014 - 07:52 PM
#26
Posted 16 December 2014 - 08:02 PM
#27
Posted 16 December 2014 - 08:12 PM
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.
#29
Posted 16 December 2014 - 08:23 PM
Captain Stiffy, on 16 December 2014 - 08:15 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:
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.
#31
Posted 16 December 2014 - 08:29 PM
#33
Posted 16 December 2014 - 10:09 PM
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
Posted 16 December 2014 - 10:49 PM
Mcgral18, 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..................
FupDup, on 16 December 2014 - 08:23 PM, said:
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
Posted 16 December 2014 - 11:29 PM
#37
Posted 17 December 2014 - 12:29 AM
#38
Posted 17 December 2014 - 12:42 AM
#39
Posted 17 December 2014 - 01:32 AM
Khobai, on 16 December 2014 - 07:50 PM, said:
Cavadus, on 16 December 2014 - 08:02 PM, said:
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)
Captain Stiffy, on 16 December 2014 - 08:15 PM, said:
As per that other thread again:
Ovion, on 21 October 2014 - 08:18 AM, said:
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.
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.
verybad, on 16 December 2014 - 10:09 PM, said:
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.
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?
Master Pain, on 17 December 2014 - 12:42 AM, said:
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
Posted 17 December 2014 - 01:47 AM
Golden Vulf, on 16 December 2014 - 12:48 PM, said:
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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