Jump to content

New Weapons


70 replies to this topic

#41 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 08 May 2015 - 06:41 PM

View PostLordKnightFandragon, on 08 May 2015 - 06:31 PM, said:



CERPPCs get 1050ms, PPC get 950, AC20s get like 650? I dont even wanna know the velocity they would give a Longtom.....200ms? You would need to aim at max elevation to fire the gun 50m....and at a moving target? forgetaboutit....


They aren't for use on moving targets, though, they are for forcing the enemy out of cover without needing a lock. Would have been a great solution to pop-tarting instead of the patchwork of weapon, chassis, and JJ nerfs.

#42 Ovion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 3,182 posts

Posted 08 May 2015 - 06:43 PM

View PostLucinator, on 08 May 2015 - 06:13 PM, said:

Light PPC's were available at the current time we are at, and those could see some use in CW and team battles as a anti ECM from long range.
No, they are not.

Quote

The Light PPC is a smaller version of the Particle Projector Cannon. Introduced by the Draconis Combine in 3067, it is often compared with the ER Medium Laser as it shares damage, heat, and lack of ammunition dependency. The Light PPC is heavier and more bulky, though it does have a longer range profile, albeit with the deficiency of a minimum range. Overall, it's a light and long-range weapon, but not a replacement for the Medium Laser or ER Medium Laser


We're at 3050/3052

#43 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 08 May 2015 - 07:11 PM

I would love some new weapons, but unfortunately the time we got seems to avoid all the really cool toys.

#44 CMDR Sunset Shimmer

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 5,341 posts
  • Twitch: Link
  • LocationNetherlands

Posted 08 May 2015 - 09:01 PM

Inferno LRM's/SRM's.

Nothing like setting a mech on fire with napalm and watching the pilot roast.

#45 Mechwarrior Buddah

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,459 posts
  • LocationUSA

Posted 08 May 2015 - 10:29 PM

View PostKnight Magus, on 08 May 2015 - 06:24 PM, said:


Really? If that's the case isn't it time to shut down and start over?


Youd think

View PostYeonne Greene, on 08 May 2015 - 06:29 PM, said:


Wouldn't make sense, since the UAC/5 doesn't operate that way and they would also weigh way more/be bigger than the Clan options. An IS UAC/40 KGC might be properly terrifying, but also extremely hot. Two UAC/10 on a Jagermech would be pretty amazing, though, until somebody smart shoots out the side torso. Would also run somewhat hot.

Honestly, I don't even want the Ultras, though. I want the Light AC options, so I can put two LAC/2 on my Arrow and not have to really crunch on ammo.


Id like the RACs Light/heavy gauss too XD

#46 Destoroyah

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 301 posts

Posted 08 May 2015 - 10:42 PM

They need to at least get the rest of the IS LBX and Ultra series and IS Streak 4/6 out sometime soon.
Maybe even IS ER smalls and mediums.

Edited by Destoroyah, 08 May 2015 - 10:45 PM.


#47 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 09 May 2015 - 02:31 AM

Blazers and mech mortars could fill niches.

#48 Ovion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 3,182 posts

Posted 09 May 2015 - 04:46 AM

View PostDestoroyah, on 08 May 2015 - 10:42 PM, said:

They need to at least get the rest of the IS LBX and Ultra series and IS Streak 4/6 out sometime soon.
Maybe even IS ER smalls and mediums.


Inner Sphere versions of following weapons became available in year:
UAC2 - 3057
UAC10 - 3057
ERSL - 3058
ERML - 3058
LBX2 - 3058
LBX5 - 3058
LBX20 - 3058
SSRM4 - 3058
SSRM6 - 3058
UAC20 - 3060
- Current year - 3050-3052


Weapons available to the IS currently that we don't have though:
Energy:
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 ArtilleryMissile
Thumper Artillery Cannon Ballistic
Long Tom Cannon Ballistic
Sniper Artillery Cannon Ballistic
Thumper Cannon Ballistic

We could feasibly have Null Signature Systems on certain IS mechs, and Triple Strength Myomer, potentially as an upgrade for any IS mech.



And Clan:
Ballistic:
Anti-Personell Pods

AMS:
LAMS

Artillery:
Arrow IV Artillery Missile

Edited by Ovion, 09 May 2015 - 04:47 AM.


#49 Novawrecker

    Member

  • PipPipPipPipPipPipPip
  • 905 posts

Posted 09 May 2015 - 04:49 AM

How could you forget about MRMs? 'Sammatahwifj00?!?!

:lol:

#50 Ovion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 3,182 posts

Posted 09 May 2015 - 04:53 AM

View PostNovawrecker, on 09 May 2015 - 04:49 AM, said:

How could you forget about MRMs? 'Sammatahwifj00?!?!

:lol:
3058

Edited by Ovion, 09 May 2015 - 04:53 AM.


#51 Mercules

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 5,136 posts
  • LocationPlymouth, MN

Posted 09 May 2015 - 05:26 AM

View PostHit the Deck, on 30 April 2015 - 02:55 PM, said:


IMO, only MGs and Flamers which are "bad" because from what I understand, they actually aren't anti mech weapons so PGI has to make them viable but they (or we) just can't.
This myth needs to die. They are anti-mech weapons that get a bonus against infantry. That is what anti-infantry means, not, "This doesn't hurt mechs." A MG should do as much damage to a mech as an AC2. Flamers should do damage or heat depending on their setting.

View PostKyocera, on 30 April 2015 - 04:03 PM, said:

While it's nice to use lore, TT and timelines etc, we really have to ask ourselves what use does it have in a multiplayer computer game? For the sake of purism, are we just gimping ourselves for no good reason?

There is a large number of players who would not play this game if it was not Lore based. PGI is PAYING for the IP they might as well use it to retain those of us who want to play Mechwarrior and not Generic Mecha Battle. For all we know part of the rights to the IP might state they can't move too far out of it like making up brand new weapon systems. Now PGI could jump the timeline but I think they want to slowly introduce weapons.

#52 Sjorpha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 4,480 posts
  • LocationSweden

Posted 09 May 2015 - 06:07 AM

From a gameplay perspective I think we need a ballistic and energy options in the 3-4 tonnage range, so that lighter mechs with few hardpoints could be less at a disadvantage. In addition to that there needs to be some kind of missile and energy option heavy enough to be worthwhile in single hardpoints on big mechs.

I don't know lore much, so I'll leave it to those who do to propose which timeline appropriate weapons could fill those gaps.

#53 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 09 May 2015 - 06:13 AM

As has been stated, we're currently a few lore years away from more goodies. We have a couple things now but pgi is reluctant to add the binary laser. Pgi really should add new weapons, there are mech variants they could add as well, if only they added the rest of the in timeline weapons alone. Even more so if they advanced the timeline.

#54 TheArisen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 6,040 posts
  • LocationCalifornia

Posted 09 May 2015 - 06:17 AM

View PostSjorpha, on 09 May 2015 - 06:07 AM, said:

From a gameplay perspective I think we need a ballistic and energy options in the 3-4 tonnage range, so that lighter mechs with few hardpoints could be less at a disadvantage. In addition to that there needs to be some kind of missile and energy option heavy enough to be worthwhile in single hardpoints on big mechs.

I don't know lore much, so I'll leave it to those who do to propose which timeline appropriate weapons could fill those gaps.


There's the Binary laser as an extra large laser option (it's 2 large lasers put together basically)

We're a few years away from light ACs.

#55 Ovion

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Vicious
  • The Vicious
  • 3,182 posts

Posted 09 May 2015 - 07:00 AM

View PostTheArisen, on 09 May 2015 - 06:17 AM, said:

There's the Binary laser as an extra large laser option (it's 2 large lasers put together basically)

We're a few years away from light ACs.
But we can have Mech Rifles now.

Short range, low ammo per ton, but in the low tonnage range.
Would be good for light mechsl.

#56 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 09 May 2015 - 07:47 AM

View PostMechwarrior Buddah, on 08 May 2015 - 10:29 PM, said:


Youd think



Id like the RACs Light/heavy gauss too XD


I am struggling to visualize how the RAC would work in this game. Get three shots per cool-down? Make it auto-fire those extra shots like the UAC use to?

#57 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 09 May 2015 - 08:19 AM

View PostYeonne Greene, on 09 May 2015 - 07:47 AM, said:

I am struggling to visualize how the RAC would work in this game. Get three shots per cool-down? Make it auto-fire those extra shots like the UAC use to?

It would probably have to be burst in some way...because the board game function of being a hexa-tap AC/2 or AC/5 would be kinda crazy (mostly for the latter), especially if they had frontloaded projectiles like our current IS ACs do (RAC/5 is 12 tons but can do 6x5 damage...).

Maybe turn them into giant miniguns that have to be spooled up to fire, kinda like MWLL?

#58 LordKnightFandragon

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 7,239 posts

Posted 09 May 2015 - 08:21 AM

View PostYeonne Greene, on 08 May 2015 - 06:41 PM, said:


They aren't for use on moving targets, though, they are for forcing the enemy out of cover without needing a lock. Would have been a great solution to pop-tarting instead of the patchwork of weapon, chassis, and JJ nerfs.



I have seen them avail in Mechcommander 2 and I just find them a waste of space. MWO they would be huge, heavy, slow, few shots.....and on what? Your Atlas? What other mech could even carry it? Weapons like that are best left not in game....its almost like a gimp build.

#59 Y E O N N E

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • The Nimble
  • The Nimble
  • 16,810 posts

Posted 09 May 2015 - 08:27 AM

Well, there's no point to them now that pop-tarting isn't a thing (except for Panthers and Vindicators), but they would have been useful back when it was.

Also, a MechMortar/4 is only 7 tons. I could comfortably fit one on a Blackjack and still have fantastic, cool-running laser firepower without even mounting an XL.

#60 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 09 May 2015 - 08:28 AM

View PostYeonne Greene, on 09 May 2015 - 08:27 AM, said:

Also, a MechMortar/4 is only 7 tons. I could comfortably fit one on a Blackjack and still have fantastic, cool-running laser firepower without even mounting an XL.

Mech Mortars are classified as missile-type weapons though, not ballistics. :\





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users