Simply put, there are quite a few weapons and equipment that already exist in canon but aren't in the game, yet. Some may be a bit out of timeline, but that doesn't remove the validity of the idea behind their implementation . . . it just doesn't mean we would see it right away. We're already getting mechs that are pushing well beyond the "timeline" of MWO, so tech expansion is only a matter of time.
Some things are obvious. Eventually we'll probably see the missing IS ER weapons, Streaks, LBX, and Ultra autocannons. They can simply be implemented in the same fashion as the counterparts that already exist. That's all well and good. Here are suggestions for other things that we don't have, yet, but could certainly get now or in the future.
Take note that numbers are provided for numerous systems to act as examples, and are not something that I’m stating should be absolutely set in stone.
1. IS Tech - Mech Rifles:
Spoiler
Mech Rifles fill a desperately needed niche. They provide some lightweight ballistics for the IS that fill the broad gap between the .5 ton MG and the 6 ton AC/2. These weapons can be PPFLD without much issue, because the highest damage -from the Heavy Rifle- is only 8 points. In canon these weapons are inferior to Autocannons, and we can keep that flavor, but we don't need to implement the abstract penalties inflicted upon them by the TT rules. We have plenty of other stats to work with . . . and the perfect ones for this situation are cooldown and range. Here are some simple implementations for these weapons.
Light Rifle (Dynamic Visual of AC/2, maybe smaller, no new art required):
Tons - 3
Crits - 1
Heat - 1
Damage - 3
Cooldown - 1.5
Range - 270m Optimum, 540m Maximum
Ammo/Ton - 48 (not the most efficient shots/ton, but it's still over a minute of solid firing and 144 damage vs. 150 of an AC/2)
Medium Rifle (Dynamic Visual of AC/5, maybe smaller, no new art required):
Tons - 5
Crits - 2
Heat - 2
Damage - 6
Cooldown - 2.5
Range - 360m Optimum, 720m Maximum
Ammo/Ton - 24 (nearly a minute of solid shooting per ton at 144 damage)
Heavy Rifle (Dynamic Visual of AC/10, maybe smaller, no new art required):
Tons - 8
Crits - 3
Heat - 4
Damage - 9
Cooldown - 3.0
Range - 450m Optimum, 900m Maximum
Ammo/Ton - 16 (Yet again, 144 damage this time at around 45 seconds of shooting)
DPS gains are still acquired over the increases in weapon size. However, the inefficiency in comparison to Autocannons is stark . . . but you get what you pay for in tonnage and crits.
Mech Rifles fill a desperately needed niche. They provide some lightweight ballistics for the IS that fill the broad gap between the .5 ton MG and the 6 ton AC/2. These weapons can be PPFLD without much issue, because the highest damage -from the Heavy Rifle- is only 8 points. In canon these weapons are inferior to Autocannons, and we can keep that flavor, but we don't need to implement the abstract penalties inflicted upon them by the TT rules. We have plenty of other stats to work with . . . and the perfect ones for this situation are cooldown and range. Here are some simple implementations for these weapons.
Light Rifle (Dynamic Visual of AC/2, maybe smaller, no new art required):
Tons - 3
Crits - 1
Heat - 1
Damage - 3
Cooldown - 1.5
Range - 270m Optimum, 540m Maximum
Ammo/Ton - 48 (not the most efficient shots/ton, but it's still over a minute of solid firing and 144 damage vs. 150 of an AC/2)
Medium Rifle (Dynamic Visual of AC/5, maybe smaller, no new art required):
Tons - 5
Crits - 2
Heat - 2
Damage - 6
Cooldown - 2.5
Range - 360m Optimum, 720m Maximum
Ammo/Ton - 24 (nearly a minute of solid shooting per ton at 144 damage)
Heavy Rifle (Dynamic Visual of AC/10, maybe smaller, no new art required):
Tons - 8
Crits - 3
Heat - 4
Damage - 9
Cooldown - 3.0
Range - 450m Optimum, 900m Maximum
Ammo/Ton - 16 (Yet again, 144 damage this time at around 45 seconds of shooting)
DPS gains are still acquired over the increases in weapon size. However, the inefficiency in comparison to Autocannons is stark . . . but you get what you pay for in tonnage and crits.
2. IS Tech - Magshot:
Spoiler
Speaking of lightweight ballistics that fill roles between the MG and AC/2, the Magshot is a micro-sized Gauss Rifle that is at MG weight, but has the direct fire of the Gauss Rifle. This gives light mechs another highly viable short-range and lightweight ballistic that provides more direct fire damage over the machine gun’s DPS and Crit-Seeking potential. While visually they’d look about like a micro-sized Gauss Rifle in both dynamic weapon and projectile shot, we can mechanically separate them from MG’s and Autocannons with some numbers tweaking over the TT counterpart.
Magshot MWO Stats:
Tons - .5
Crits - 2
Heat - 1
Damage - 4 (yes, Double TT damage, but reasoning will become clear in a moment)
Cooldown - 2.25 (see, clear)
Range - 270m Optimum, 540m Maximum
Ammo/Ton - 50 (no need to increase TT ammo/ton with higher damage and longer cooldown)
Now, suddenly, we have a lightweight and tiny gauss rifle that fits into light mechs, but provides a reasonable amount of hitting power for ambushes or poke-and-shoot tactics. While individual shots are pinpoint and hit as hard as 2 AC/2 rounds, the DPS on this tiny weapon is barely better than a Small Laser, and ammo dependant.
Speaking of lightweight ballistics that fill roles between the MG and AC/2, the Magshot is a micro-sized Gauss Rifle that is at MG weight, but has the direct fire of the Gauss Rifle. This gives light mechs another highly viable short-range and lightweight ballistic that provides more direct fire damage over the machine gun’s DPS and Crit-Seeking potential. While visually they’d look about like a micro-sized Gauss Rifle in both dynamic weapon and projectile shot, we can mechanically separate them from MG’s and Autocannons with some numbers tweaking over the TT counterpart.
Magshot MWO Stats:
Tons - .5
Crits - 2
Heat - 1
Damage - 4 (yes, Double TT damage, but reasoning will become clear in a moment)
Cooldown - 2.25 (see, clear)
Range - 270m Optimum, 540m Maximum
Ammo/Ton - 50 (no need to increase TT ammo/ton with higher damage and longer cooldown)
Now, suddenly, we have a lightweight and tiny gauss rifle that fits into light mechs, but provides a reasonable amount of hitting power for ambushes or poke-and-shoot tactics. While individual shots are pinpoint and hit as hard as 2 AC/2 rounds, the DPS on this tiny weapon is barely better than a Small Laser, and ammo dependant.
3. IS Tech - Rocker Launchers:
Spoiler
Rocket Launchers are a little tricky, at first, but still easily accomplished. In TT they're one-and-done dumb-fire systems that fire their salvo and provide a strong first-hit potential. In MWO, we can mimic this with extremely high-velocity dumbfire missiles that would still be reasonably effective at the 540 meter range limit of the weapon system.
However, to make the system more reasonable of an investment, I'd make each rocket fire individually (allowing the pilot to control the release of their single-shot salvo) with a .5 second cooldown between rockets (preventing macro abuse). Then, give each rocket significantly increased damage over the 1 damage TT value . . . 5 damage per rocket is a reasonable place to start. That would allow the smallest system (the RL/10) the ability to at least inflict 50 points of damage by itself before being expended, if all rockets hit. As a downside, the slight randomness of a Cone of Fire (already present and in use on MG’s) makes that damage a bit more difficult to aim.
Simple, easily implemented, and reasonably valuable. Visually they can also utilize the effects of LRM counterparts at their given size.
Rocket Launchers are a little tricky, at first, but still easily accomplished. In TT they're one-and-done dumb-fire systems that fire their salvo and provide a strong first-hit potential. In MWO, we can mimic this with extremely high-velocity dumbfire missiles that would still be reasonably effective at the 540 meter range limit of the weapon system.
However, to make the system more reasonable of an investment, I'd make each rocket fire individually (allowing the pilot to control the release of their single-shot salvo) with a .5 second cooldown between rockets (preventing macro abuse). Then, give each rocket significantly increased damage over the 1 damage TT value . . . 5 damage per rocket is a reasonable place to start. That would allow the smallest system (the RL/10) the ability to at least inflict 50 points of damage by itself before being expended, if all rockets hit. As a downside, the slight randomness of a Cone of Fire (already present and in use on MG’s) makes that damage a bit more difficult to aim.
Simple, easily implemented, and reasonably valuable. Visually they can also utilize the effects of LRM counterparts at their given size.
4. IS Tech - Binary Laser Cannon (Nicknamed Blazer):
Spoiler
Here we have a rather unique weapon, it's basically two large lasers that have been smashed together to create an extremely high damage, high heat, mid-range weapon system. Visually, to emphasize it's size and scope, I'd recommend utilizing the visuals of a PPC for the weapon system to save on art assets. Regardless, while somewhat inefficient of a weapon in TT (some would argue its value compared to a LPL or PPC), in MWO we have the ability to manipulate other stats to make the weapon a unique and interesting addition to the battlefield.
Binary Laser Cannon (Blazer) stats:
Tons - 9
Crits - 4
Heat - 13 (dropped from 16 in TT)
Damage - 14 (upped from 12 in TT)
Beam Duration - 1.25
Cooldown - 3.5
Range - 450 Optimum, 900 Maximum
While we want to ensure that the weapon is not as efficient/effective as 2 Large Lasers, the damage and heat have been altered from the stark weakness of the weapon in TT. Now we have an energy weapon that hits nearly as hard as a Gauss Rifle but is nearly as hot as an ERPPC. It's an excellent weapon for those with few hardpoints, but have the tonnage/crits for heavy systems.
The retained reach of the weapon, and modest cooldown (compared to weapons of similar damage) make for a dangerous brawling to mid-range weapon that can create a high-risk-high-reward situational potential when paired with the high heat. On the other hand, the longer beam duration prevents it from being an ideal weapon for "poking" tactics.
Here we have a rather unique weapon, it's basically two large lasers that have been smashed together to create an extremely high damage, high heat, mid-range weapon system. Visually, to emphasize it's size and scope, I'd recommend utilizing the visuals of a PPC for the weapon system to save on art assets. Regardless, while somewhat inefficient of a weapon in TT (some would argue its value compared to a LPL or PPC), in MWO we have the ability to manipulate other stats to make the weapon a unique and interesting addition to the battlefield.
Binary Laser Cannon (Blazer) stats:
Tons - 9
Crits - 4
Heat - 13 (dropped from 16 in TT)
Damage - 14 (upped from 12 in TT)
Beam Duration - 1.25
Cooldown - 3.5
Range - 450 Optimum, 900 Maximum
While we want to ensure that the weapon is not as efficient/effective as 2 Large Lasers, the damage and heat have been altered from the stark weakness of the weapon in TT. Now we have an energy weapon that hits nearly as hard as a Gauss Rifle but is nearly as hot as an ERPPC. It's an excellent weapon for those with few hardpoints, but have the tonnage/crits for heavy systems.
The retained reach of the weapon, and modest cooldown (compared to weapons of similar damage) make for a dangerous brawling to mid-range weapon that can create a high-risk-high-reward situational potential when paired with the high heat. On the other hand, the longer beam duration prevents it from being an ideal weapon for "poking" tactics.
5. IS Tech - MRM Systems:
Spoiler
Visually, MRM's can simply use the LRM visuals, but if unique art was made for them they could actually use similar sized boxes to the LRM systems but with much smaller visible missile tubes. They are, after all, massive salvos of micro-sized missiles with no guidance systems and modest range.
The implementation for MWO is one of the simplest. The base TT stats pretty easily carry over to MWO without tweaking. The missiles can fire in tight-knit clusters of 5-20 (two salvos per shot in the 10, 20, 30, and 40 tube-count weapon systems) with straight shot flight paths that basically make them the LBX of the missile world (but with better clustering at longer ranges). The cooldowns, on the other hand, can be made comparable to weapon systems from TT "quick swapping" (SRM/6, LRM/15, and LRM/20 for the 10, 20, and 30 respectively). A progression of 3, 4.5, 6, and 7.5 second cooldowns seems appropriate for weapons that have a damage potential upwards of 40 points per salvo.
Visually, MRM's can simply use the LRM visuals, but if unique art was made for them they could actually use similar sized boxes to the LRM systems but with much smaller visible missile tubes. They are, after all, massive salvos of micro-sized missiles with no guidance systems and modest range.
The implementation for MWO is one of the simplest. The base TT stats pretty easily carry over to MWO without tweaking. The missiles can fire in tight-knit clusters of 5-20 (two salvos per shot in the 10, 20, 30, and 40 tube-count weapon systems) with straight shot flight paths that basically make them the LBX of the missile world (but with better clustering at longer ranges). The cooldowns, on the other hand, can be made comparable to weapon systems from TT "quick swapping" (SRM/6, LRM/15, and LRM/20 for the 10, 20, and 30 respectively). A progression of 3, 4.5, 6, and 7.5 second cooldowns seems appropriate for weapons that have a damage potential upwards of 40 points per salvo.
6. IS Tech - MML Systems:
Spoiler
Now we get into something that seems to be really tricky on paper, especially with PGI's inability to do ammunition swapping. The MML (Multi-Missile Launcher) are missile systems that can fire both Long and Short range missiles. For MWO, there is a very simple fix.
Visually, MML's come in 3, 5, 7, and 9 tube counts. They're actually probably one of the few missile systems that would, in fact, need new visual effects implemented in the game. However, one could easily cheat by using the SRM/2 or 4, LRM/5, SRM/6, and LRM/10 models to get by without issue.
The missiles lock and launch like LRM's . . . on the other hand, from 0-270m ranges the missiles do 2 points of damage; and from 271-630m ranges the missiles do 1 point of damage. We've already seen that PGI can control damage curves like this in Clan LRM's "ramp up range". If PGI desires, they could even create a gradual damage dropoff after that 270m range between the 2 and 1 point of damage per missile. This becomes a simple fix for what seems like a complex problem.
Then, instead of having special ammunitions for SRM and LRM effects, you just implement one common ammunition that provides 105 missiles per ton (even amounts for everything except the MML/9 . . . not unlike SRM ammunition with the SRM/6). To balance the low missile counts, you can also give the missiles themselves a bit more health to be a bit more viable, and still land some hits, against AMS systems.
It seems tricky at first, but it's actually quite simple in the end for an effective series of missile systems.
Now we get into something that seems to be really tricky on paper, especially with PGI's inability to do ammunition swapping. The MML (Multi-Missile Launcher) are missile systems that can fire both Long and Short range missiles. For MWO, there is a very simple fix.
Visually, MML's come in 3, 5, 7, and 9 tube counts. They're actually probably one of the few missile systems that would, in fact, need new visual effects implemented in the game. However, one could easily cheat by using the SRM/2 or 4, LRM/5, SRM/6, and LRM/10 models to get by without issue.
The missiles lock and launch like LRM's . . . on the other hand, from 0-270m ranges the missiles do 2 points of damage; and from 271-630m ranges the missiles do 1 point of damage. We've already seen that PGI can control damage curves like this in Clan LRM's "ramp up range". If PGI desires, they could even create a gradual damage dropoff after that 270m range between the 2 and 1 point of damage per missile. This becomes a simple fix for what seems like a complex problem.
Then, instead of having special ammunitions for SRM and LRM effects, you just implement one common ammunition that provides 105 missiles per ton (even amounts for everything except the MML/9 . . . not unlike SRM ammunition with the SRM/6). To balance the low missile counts, you can also give the missiles themselves a bit more health to be a bit more viable, and still land some hits, against AMS systems.
It seems tricky at first, but it's actually quite simple in the end for an effective series of missile systems.
7. IS Tech - Light/Heavy/Snub PPC:
Spoiler
While not necessarily new compared to other weapon systems on this list, they are seriously needed in MWO to fill gaps in the weapons selections.
The Light PPC, for example, provides a 3 ton, 2 crit, 5 damage and 5 heat weapon system with an optimum range of 540 meters. It's finally a PPC that can be grouped up on lighter mechs and it also fills the tonnage gap between the 1(2) ton Medium (Pulse) Laser and the 5 ton Large Laser.
L-PPC Stats:
Tons - 3
Crits - 2
Heat - 5
Damage - 5
Cooldown – 3.0
Range - 540 Optimum, 1080 Maximum
The Heavy PPC, on the other hand, is 10 tons, but is also 15 damage and 15 heat. While ranged like the standard PPC in TT, it finally gives the IS a 15 damage PPC to compete with the Clan's ERPPC (especially if the current Energy Draw iteration of 15 PPFLD goes live) and it doesn't take the tonnage of a Gauss Rifle to provide some competition.
H-PPC Stats:
Tons - 10
Crits - 4
Heat - 13.5
Damage - 15
Cooldown - 6.5
Range - 540 Optimum, 1080 Maximum
Then we have the Snub-Nosed PPC, or Snub PPC. In lore it's referred to also as the "Sawed-off Shotgun of PPC's". It's a lighter and smaller PPC that still retains more of the punch of the standard version, but it drops off faster. For MWO, all this requires is a PPC that has a long and very slow damage drop-off after a relatively short optimum range.
Snub-PPC Stats:
Tons - 6
Crits - 2
Heat - 10
Damage - 10 (1 point at maximum range)
Cooldown - 4
Range - 300 Optimum, 900 Maximum (long linear damage drop-off to simulate the TT effect of the weapon, about 1.5 points lost per 100m past Optimum)
With some minor stat tweaking from TT we've created a series of PPC's for MWO that each add their own unique flavor and spin to the weapon system. At the same time, they're reasonably balanced against the existing IS and Clan PPC's.
While not necessarily new compared to other weapon systems on this list, they are seriously needed in MWO to fill gaps in the weapons selections.
The Light PPC, for example, provides a 3 ton, 2 crit, 5 damage and 5 heat weapon system with an optimum range of 540 meters. It's finally a PPC that can be grouped up on lighter mechs and it also fills the tonnage gap between the 1(2) ton Medium (Pulse) Laser and the 5 ton Large Laser.
L-PPC Stats:
Tons - 3
Crits - 2
Heat - 5
Damage - 5
Cooldown – 3.0
Range - 540 Optimum, 1080 Maximum
The Heavy PPC, on the other hand, is 10 tons, but is also 15 damage and 15 heat. While ranged like the standard PPC in TT, it finally gives the IS a 15 damage PPC to compete with the Clan's ERPPC (especially if the current Energy Draw iteration of 15 PPFLD goes live) and it doesn't take the tonnage of a Gauss Rifle to provide some competition.
H-PPC Stats:
Tons - 10
Crits - 4
Heat - 13.5
Damage - 15
Cooldown - 6.5
Range - 540 Optimum, 1080 Maximum
Then we have the Snub-Nosed PPC, or Snub PPC. In lore it's referred to also as the "Sawed-off Shotgun of PPC's". It's a lighter and smaller PPC that still retains more of the punch of the standard version, but it drops off faster. For MWO, all this requires is a PPC that has a long and very slow damage drop-off after a relatively short optimum range.
Snub-PPC Stats:
Tons - 6
Crits - 2
Heat - 10
Damage - 10 (1 point at maximum range)
Cooldown - 4
Range - 300 Optimum, 900 Maximum (long linear damage drop-off to simulate the TT effect of the weapon, about 1.5 points lost per 100m past Optimum)
With some minor stat tweaking from TT we've created a series of PPC's for MWO that each add their own unique flavor and spin to the weapon system. At the same time, they're reasonably balanced against the existing IS and Clan PPC's.
8. IS Tech - Light/Heavy Gauss:
Spoiler
Similar to the PPC's, these weapons add some significant variety to the weapon system, even if they aren't as "new" as other weapons and equipment on the list.
The Light Gauss Rifle isn't exactly "light" as it still comes in at 12 tons. However, compared to the 15 ton standard Gauss Rifle, it's a nice decrease in tonnage and nicely enhanced range, despite the massive drop in damage. This actually gives the IS a long-range weapon system that can outreach nearly anything else, even if the damage isn't quite as good as some of the other extreme-range damage competitors (like ERPPC's).
L-Gauss Rifle Stats:
Tons - 12
Crits - 5
Heat - 1
Damage - 8
Cooldown - 3.25
Range - 750 Optimum, 2250 Maximum (keeping in line with other Gauss triple-range maximums)
Ammo/Ton - 24
The Heavy Gauss Rifle has a massive amount of stopping power in its massive weapon system. On the other hand, like the Snub PPC, that damage is lost over range. However, given the short range of the weapon system (compared to other Gauss Rifles) and the extremely limited ammunition count, we can lessen the damage dropoff in compromise, just as other gauss rifles don't have a minimum range. In turn we also give it a cooldown that makes it not quite as good of a brawling weapon as an AC/20 but not as good of a ranged option as a standard Gauss Rifle . . . it fits somewhere in the middle, but is still an excellent main gun for what it can dish out.
H-Gauss Rifle Stats:
Tons - 18
Crits - 11
Heat - 2
Damage - 25 (2.5 at maximum range, losing 2.5 points per 100m past Optimum)
Cooldown - 7
Range - 300 Optimum, 1200 Maximum
Ammo/Ton - 6
Similar to the PPC's, these weapons add some significant variety to the weapon system, even if they aren't as "new" as other weapons and equipment on the list.
The Light Gauss Rifle isn't exactly "light" as it still comes in at 12 tons. However, compared to the 15 ton standard Gauss Rifle, it's a nice decrease in tonnage and nicely enhanced range, despite the massive drop in damage. This actually gives the IS a long-range weapon system that can outreach nearly anything else, even if the damage isn't quite as good as some of the other extreme-range damage competitors (like ERPPC's).
L-Gauss Rifle Stats:
Tons - 12
Crits - 5
Heat - 1
Damage - 8
Cooldown - 3.25
Range - 750 Optimum, 2250 Maximum (keeping in line with other Gauss triple-range maximums)
Ammo/Ton - 24
The Heavy Gauss Rifle has a massive amount of stopping power in its massive weapon system. On the other hand, like the Snub PPC, that damage is lost over range. However, given the short range of the weapon system (compared to other Gauss Rifles) and the extremely limited ammunition count, we can lessen the damage dropoff in compromise, just as other gauss rifles don't have a minimum range. In turn we also give it a cooldown that makes it not quite as good of a brawling weapon as an AC/20 but not as good of a ranged option as a standard Gauss Rifle . . . it fits somewhere in the middle, but is still an excellent main gun for what it can dish out.
H-Gauss Rifle Stats:
Tons - 18
Crits - 11
Heat - 2
Damage - 25 (2.5 at maximum range, losing 2.5 points per 100m past Optimum)
Cooldown - 7
Range - 300 Optimum, 1200 Maximum
Ammo/Ton - 6
9. IS Tech - Light Fusion Engion (LFE)
Spoiler
This is a straight up implementation from TT for all basic values. As far as the mechanics in MWO, it’d have the same functionality as the Clan XL engines, since they are the exact number and location of critical slots as the Clan XL engines. I don’t think this could be any easier. In the end you’re not quite getting the weight savings of an IS XL engine, but you’re getting the survivability of a Clan XL engine.
This is a straight up implementation from TT for all basic values. As far as the mechanics in MWO, it’d have the same functionality as the Clan XL engines, since they are the exact number and location of critical slots as the Clan XL engines. I don’t think this could be any easier. In the end you’re not quite getting the weight savings of an IS XL engine, but you’re getting the survivability of a Clan XL engine.
10. Clan Tech - Heavy Lasers:
Spoiler
Heavy Lasers are the first weapon system created by the clans that really brings out their “up close and personal” dueling culture. These weapons are extremely high heat, high damage weapons that are bulky (for clan tech) and built for brawling. While these weapons run HOT, it does give the clans a series of weapons that would provide for some clan mechs to effectively compete with IS brawling potential (within the theoretical bounds of MWO balance). Conveniently, like the rest of the laser families, visually these weapons are nothing more than every other laser model; and color-wise they could be given deep and darker tones than any other laser systems out there.
Heavy Small Laser Stats:
Tons - .5
Crits - 1
Heat - 5
Damage - 7
Beam Duration - 1.05
Cooldown - 2.5
Range - 90 Optimum, 180 Maximum
Heavy Medium Laser Stats:
Tons - 1
Crits - 2
Heat - 7.5
Damage - 10
Beam Duration - 1.1
Cooldown - 3.5
Range - 270 Optimum, 540 Maximum
Heavy Large Laser Stats:
Tons - 4
Crits - 3
Heat - 18
Damage - 16
Beam Duration - 1.15
Cooldown - 3.75
Range - 450 Optimum, 900 Maximum
Heavy Lasers are the first weapon system created by the clans that really brings out their “up close and personal” dueling culture. These weapons are extremely high heat, high damage weapons that are bulky (for clan tech) and built for brawling. While these weapons run HOT, it does give the clans a series of weapons that would provide for some clan mechs to effectively compete with IS brawling potential (within the theoretical bounds of MWO balance). Conveniently, like the rest of the laser families, visually these weapons are nothing more than every other laser model; and color-wise they could be given deep and darker tones than any other laser systems out there.
Heavy Small Laser Stats:
Tons - .5
Crits - 1
Heat - 5
Damage - 7
Beam Duration - 1.05
Cooldown - 2.5
Range - 90 Optimum, 180 Maximum
Heavy Medium Laser Stats:
Tons - 1
Crits - 2
Heat - 7.5
Damage - 10
Beam Duration - 1.1
Cooldown - 3.5
Range - 270 Optimum, 540 Maximum
Heavy Large Laser Stats:
Tons - 4
Crits - 3
Heat - 18
Damage - 16
Beam Duration - 1.15
Cooldown - 3.75
Range - 450 Optimum, 900 Maximum
11. Clan Tech - Micro Lasers:
Spoiler
Micro Lasers, which come in ER and Pulse forms, are the tiniest of knife-fighting weapons out there. They allow even the lightest of mechs to pack large amounts of close-in weapons. While primarily used on things like Battle Armor, the Clans adopted these weapons for Battlemech use and provide an interesting option for knife-fighting potential on various mechs with hardpoints to spare.
ER Micro Laser Stats:
Tons - .25
Crits - 1
Heat - 1
Damage - 2
Beam Duration - .5
Cooldown - 1.25
Range - 125 Optimum, 250 Maximum
Micro Pulse Laser Stats:
Tons - .5
Crits - 1
Heat - 1
Damage - 3
Beam Duration - .25
Cooldown - 1.0
Range - 90 Optimum, 180 Maximum
Micro Lasers, which come in ER and Pulse forms, are the tiniest of knife-fighting weapons out there. They allow even the lightest of mechs to pack large amounts of close-in weapons. While primarily used on things like Battle Armor, the Clans adopted these weapons for Battlemech use and provide an interesting option for knife-fighting potential on various mechs with hardpoints to spare.
ER Micro Laser Stats:
Tons - .25
Crits - 1
Heat - 1
Damage - 2
Beam Duration - .5
Cooldown - 1.25
Range - 125 Optimum, 250 Maximum
Micro Pulse Laser Stats:
Tons - .5
Crits - 1
Heat - 1
Damage - 3
Beam Duration - .25
Cooldown - 1.0
Range - 90 Optimum, 180 Maximum
12. Clan Tech - ATM Systems:
Spoiler
Really, simply put, I could copy/paste the MML section here and have the Clan’s ATM systems covered. Coming in 3, 6, 9, and 12 tube counts the SRM 4/6 and LRM 10/15 could easily be used to accommodate these missile systems visually, but new visuals would be best for properly representing the missile systems. The missile systems can be completed with a similar damage dropoff curve as the MML’s that starts at 3 points of damage from 0-180 meters, 2 points of damage from 181-450 meters, and 1 point of damage from 451-810 meters. A blending curve could even be used, as mentioned before, for the sake of providing a more gradual change in damage. Regardless, we know the tech is already there.
Thusly, instead of having a missile system that requires 3 different types of ammunition (as in lore), we can instead supplement the weapon systems with 1 type of ammo that has 72 missiles per ton (slightly more than TT, but still at about that 200 damage per ton potential of most ammunitions; and it’s an even number of shots across all launchers). Aside from that, cooldowns that are comparable to the 4 sizes of LRM launchers would be a reasonably solid fit for the ATM launchers.
Really, simply put, I could copy/paste the MML section here and have the Clan’s ATM systems covered. Coming in 3, 6, 9, and 12 tube counts the SRM 4/6 and LRM 10/15 could easily be used to accommodate these missile systems visually, but new visuals would be best for properly representing the missile systems. The missile systems can be completed with a similar damage dropoff curve as the MML’s that starts at 3 points of damage from 0-180 meters, 2 points of damage from 181-450 meters, and 1 point of damage from 451-810 meters. A blending curve could even be used, as mentioned before, for the sake of providing a more gradual change in damage. Regardless, we know the tech is already there.
Thusly, instead of having a missile system that requires 3 different types of ammunition (as in lore), we can instead supplement the weapon systems with 1 type of ammo that has 72 missiles per ton (slightly more than TT, but still at about that 200 damage per ton potential of most ammunitions; and it’s an even number of shots across all launchers). Aside from that, cooldowns that are comparable to the 4 sizes of LRM launchers would be a reasonably solid fit for the ATM launchers.
13. Clan Tech - HAG Systems:
Spoiler
The Hyper Assault Gauss Rifles are an interesting system. Thematically they’re a Gauss Rifle that fires tiny slugs as fast as a Rotary Autocannon. Mechanically, in TT, they’re basically the marriage of Gauss Rifles with LBX technology. For MWO we can treat the HAG as a Gauss Rifle that fires massive bursts of slugs in a tight cone of flak. While a burst fires 20-40 shots over the course of a second, the cone of fire for these shots would be about a 4m spread at the weapon’s optimum range. In fact, the easiest way to implement it is to basically treat the HAG systems as LBX “shotgun” bursts, just with extreme ranges and projectile velocity.
As a note, the HAG comes in sizes 20, 30, and 40. If each HAG fires 10 shot "flak cone" volleys in a similar fashion to Clan Ultra Autocannons, then you're talking 2, 3, and 4 volley bursts with each squeeze of the trigger; and in quick succession. Not only would they shred crits, but they'd also do a great job of ripping apart fast lights with nearly-guaranteed hits.
The Hyper Assault Gauss Rifles are an interesting system. Thematically they’re a Gauss Rifle that fires tiny slugs as fast as a Rotary Autocannon. Mechanically, in TT, they’re basically the marriage of Gauss Rifles with LBX technology. For MWO we can treat the HAG as a Gauss Rifle that fires massive bursts of slugs in a tight cone of flak. While a burst fires 20-40 shots over the course of a second, the cone of fire for these shots would be about a 4m spread at the weapon’s optimum range. In fact, the easiest way to implement it is to basically treat the HAG systems as LBX “shotgun” bursts, just with extreme ranges and projectile velocity.
As a note, the HAG comes in sizes 20, 30, and 40. If each HAG fires 10 shot "flak cone" volleys in a similar fashion to Clan Ultra Autocannons, then you're talking 2, 3, and 4 volley bursts with each squeeze of the trigger; and in quick succession. Not only would they shred crits, but they'd also do a great job of ripping apart fast lights with nearly-guaranteed hits.
14. Clan Tech - Anit-Personnel (AP) Gauss Rifle:
Spoiler
Do NOT let the name fool you. While originally developed by the Clans to take out infantry, the AP Gauss Rifle was also intentionally designed to be able to damage hardened armor, just like any MG, HAG, or other weapon system. Now, some equate the AP Gauss to the Inner Sphere’s Magshot, but functionally the two are quite different. The Magshot fires shots like a mini Gauss Rifle, while the AP Gauss functions more like a HAG system, firing little flechette needles at supersonic speeds in rapid succession. For MWO, in order to make it unique, we can make a system that’s somewhere between a Gauss Rifle and the Clan’s burst fire autocannons.
AP Gauss Stats (Dynamic Visual of Clan-MG):
Tons - .5
Crits - 1
Heat - 1
Damage - 1x3 burst shot
Cooldown - 2.0
Range - 270m Optimum, 540m Maximum
Ammo/Ton - 210 (like Clan Autocannons, this accounts for each slug consuming a unit of ammo, and equates to 70 “shots” for the weapon system)
Now, like the Magshot, the weapon’s unique functionality makes it more direct-fire than a clan MG with longer reach, but it lacks in crit-capacity and is not a hit-scan weapon. The DPS is only marginally different from a MG but still has better ambush or hit-and-run potential; and it also generates heat. While it’s still able to be called “the Clan’s Magshot”, the flavor of the two weapons has been preserved and even provides for the different tech base’s flavor.
Do NOT let the name fool you. While originally developed by the Clans to take out infantry, the AP Gauss Rifle was also intentionally designed to be able to damage hardened armor, just like any MG, HAG, or other weapon system. Now, some equate the AP Gauss to the Inner Sphere’s Magshot, but functionally the two are quite different. The Magshot fires shots like a mini Gauss Rifle, while the AP Gauss functions more like a HAG system, firing little flechette needles at supersonic speeds in rapid succession. For MWO, in order to make it unique, we can make a system that’s somewhere between a Gauss Rifle and the Clan’s burst fire autocannons.
AP Gauss Stats (Dynamic Visual of Clan-MG):
Tons - .5
Crits - 1
Heat - 1
Damage - 1x3 burst shot
Cooldown - 2.0
Range - 270m Optimum, 540m Maximum
Ammo/Ton - 210 (like Clan Autocannons, this accounts for each slug consuming a unit of ammo, and equates to 70 “shots” for the weapon system)
Now, like the Magshot, the weapon’s unique functionality makes it more direct-fire than a clan MG with longer reach, but it lacks in crit-capacity and is not a hit-scan weapon. The DPS is only marginally different from a MG but still has better ambush or hit-and-run potential; and it also generates heat. While it’s still able to be called “the Clan’s Magshot”, the flavor of the two weapons has been preserved and even provides for the different tech base’s flavor.
15. Either Tech - Mech Mortars:
Spoiler
An indirect missile system that is immune to AMS, this provides an interesting form of fire support, providing high-arching shots that will bypass most frontal cover, if an indirect lock is provided. Mech Mortars can be fired using already pre-existing missile assets in a high-launched arch (firing at a 45-60 degree angle at first) with a very low maneuverability and faster projectile velocity, despite requiring a lock to fire. These munitions are simply ignored by AMS systems.
Stats for these systems can be taken straight from TT (at 2 damage per mortar "missile"/shell), otherwise, with cooldowns for the 4 mortar sizes (1/2/4/8) that are slightly longer than their LRM tier counterparts, given the system’s ability to basically ignore most cover. The longer cooldown is designed to account for the fact that these munitions will circumvent most cover while also bypass AMS systems.
An indirect missile system that is immune to AMS, this provides an interesting form of fire support, providing high-arching shots that will bypass most frontal cover, if an indirect lock is provided. Mech Mortars can be fired using already pre-existing missile assets in a high-launched arch (firing at a 45-60 degree angle at first) with a very low maneuverability and faster projectile velocity, despite requiring a lock to fire. These munitions are simply ignored by AMS systems.
Stats for these systems can be taken straight from TT (at 2 damage per mortar "missile"/shell), otherwise, with cooldowns for the 4 mortar sizes (1/2/4/8) that are slightly longer than their LRM tier counterparts, given the system’s ability to basically ignore most cover. The longer cooldown is designed to account for the fact that these munitions will circumvent most cover while also bypass AMS systems.
16. Either Tech - XL Gyro:
Spoiler
This one is ridiculously easy to implement into MWO. In TT, the XL Gyro is an upgrade that uses up the two remaining critical slots in the CT, but provides tonnage savings of 50% the Gyro weight (which is based off the engine size). For MWO, since there are no Gyro crits in this game, we need something to prevent this from being a de-facto upgrade to any mech that doesn’t have CT weapon hardpoints. The answer is simple: using an XL Gyro causes 25% more screen shake than normal (in any situation, JJ use, weapon impacts, etc.) and also causes the mech to torso-twist 20% slower than normal. While exact numbers might need tuning, this causes the option to use an XL Gyro something that will require long and hard thought on the part of any MechWarrior.
This one is ridiculously easy to implement into MWO. In TT, the XL Gyro is an upgrade that uses up the two remaining critical slots in the CT, but provides tonnage savings of 50% the Gyro weight (which is based off the engine size). For MWO, since there are no Gyro crits in this game, we need something to prevent this from being a de-facto upgrade to any mech that doesn’t have CT weapon hardpoints. The answer is simple: using an XL Gyro causes 25% more screen shake than normal (in any situation, JJ use, weapon impacts, etc.) and also causes the mech to torso-twist 20% slower than normal. While exact numbers might need tuning, this causes the option to use an XL Gyro something that will require long and hard thought on the part of any MechWarrior.
17. Either Tech - Small Cockpit:
Spoiler
The Small Cockpit is just as easy to implement into MWO as the XL Gyro. The Small Cockpit reduces the weight of the Cockpit by 1 ton (all mech “Heads”, the Cockpit, weigh a base 3 tons before armor) and provides an extra open critical slot in the head, giving 2 open slots. For TT, this is risky because it makes all piloting checks harder and your life support systems are more fragile. For MWO, we need a tangible risk for taking this “upgrade”, which can be accomplished by reducing all agility of the mech (arm movement, turn speed, acceleration/deceleration, etc.) by 5-10%. Just like the XL Gyro, numbers might need tuning, but it’s something that will make pilots think really hard before choosing this “upgrade” to get an extra ton and extra head-critical out of their mech.
The Small Cockpit is just as easy to implement into MWO as the XL Gyro. The Small Cockpit reduces the weight of the Cockpit by 1 ton (all mech “Heads”, the Cockpit, weigh a base 3 tons before armor) and provides an extra open critical slot in the head, giving 2 open slots. For TT, this is risky because it makes all piloting checks harder and your life support systems are more fragile. For MWO, we need a tangible risk for taking this “upgrade”, which can be accomplished by reducing all agility of the mech (arm movement, turn speed, acceleration/deceleration, etc.) by 5-10%. Just like the XL Gyro, numbers might need tuning, but it’s something that will make pilots think really hard before choosing this “upgrade” to get an extra ton and extra head-critical out of their mech.
18. Either Tech - Hardened Armor:
Spoiler
We already have damage reduction tech built into MWO. It’s currently used on the 10% damage reduction provided by missile doors when they’re closed. Hardened Armor doesn’t use any extra critical space, but it does weigh twice as much as normal armor in order to gain 50% damage reduction to all incoming damage. This effectively doubles the armor value of your mech at the cost of double the weight. The implementation is simple, and it gives Battlemech pilots (the armor isn’t compatible with Omnimechs) a solid defensive choice to use for their mechs and opens up a whole new world of mech building for MWO. It’s so simple and yet would have far-reaching impacts on mech building decisions.
We already have damage reduction tech built into MWO. It’s currently used on the 10% damage reduction provided by missile doors when they’re closed. Hardened Armor doesn’t use any extra critical space, but it does weigh twice as much as normal armor in order to gain 50% damage reduction to all incoming damage. This effectively doubles the armor value of your mech at the cost of double the weight. The implementation is simple, and it gives Battlemech pilots (the armor isn’t compatible with Omnimechs) a solid defensive choice to use for their mechs and opens up a whole new world of mech building for MWO. It’s so simple and yet would have far-reaching impacts on mech building decisions.
19. Either Tech - Reactive Armor:
Spoiler
By the book, we’re looking at a type of armor that takes up 14 crit slots, and reduces the effects of missile weapons by 50% (and some things like specialty autocannon rounds, but we don’t have those). That, in and of itself, is already a pretty reasonable cost for the armor. In TT, though, there’s also the chance to have catastrophic failure in your armor from other weapons’ fire that instantly strips all of the armor from the given location. That would leave a huge part of armor protection up to the RNGods . . . and I don’t think anyone would be very happy about that, especially when you have an instance such that the first little laser grazing of your armor suddenly finds all of the armor on your CT gone in a flash.
So, there’s a simple solution. Reactive armor reduces the damage of all missile and ballistic weapons by 50% and causes the mech to actually take 10% more damage from other sources (energy weapons). As stated with Hardened armor, we already have the tech in game to manipulate damage reduction, so it can be used here to provide simple results for great benefit to gameplay opportunities.
By the book, we’re looking at a type of armor that takes up 14 crit slots, and reduces the effects of missile weapons by 50% (and some things like specialty autocannon rounds, but we don’t have those). That, in and of itself, is already a pretty reasonable cost for the armor. In TT, though, there’s also the chance to have catastrophic failure in your armor from other weapons’ fire that instantly strips all of the armor from the given location. That would leave a huge part of armor protection up to the RNGods . . . and I don’t think anyone would be very happy about that, especially when you have an instance such that the first little laser grazing of your armor suddenly finds all of the armor on your CT gone in a flash.
So, there’s a simple solution. Reactive armor reduces the damage of all missile and ballistic weapons by 50% and causes the mech to actually take 10% more damage from other sources (energy weapons). As stated with Hardened armor, we already have the tech in game to manipulate damage reduction, so it can be used here to provide simple results for great benefit to gameplay opportunities.
20. Either Tech - Reflective Armor:
Spoiler
Not too different from Reactive Armor. TT Stats are 10 crits for armor that reduces incoming energy weapon effects by 50%. However, in TT the armor is insanely vulnerable to Artillery, physical impacts (falls, crashes, melee), and specialty munitions. Most of those vulnerabilities don’t exist in MWO.
However, there’s a simpler solution that mirrors the Reactive armor. Because the armor actually uses less critical space than Reactive armor, the armor would provide a 50% damage reduction to energy weapons (both physical and heat damage) while taking 15% more damage from other weapon types. This greater vulnerability compensates for the fact that it takes less crits than Reactive.
Not too different from Reactive Armor. TT Stats are 10 crits for armor that reduces incoming energy weapon effects by 50%. However, in TT the armor is insanely vulnerable to Artillery, physical impacts (falls, crashes, melee), and specialty munitions. Most of those vulnerabilities don’t exist in MWO.
However, there’s a simpler solution that mirrors the Reactive armor. Because the armor actually uses less critical space than Reactive armor, the armor would provide a 50% damage reduction to energy weapons (both physical and heat damage) while taking 15% more damage from other weapon types. This greater vulnerability compensates for the fact that it takes less crits than Reactive.
21. Either Tech - Stealth Armor:
Spoiler
First off, Stealth Armor requires ECM to power it. Thusly, the upgrade is only going to be made available to mechs that not only have an ECM hardpoint, but they need to have it equipped. Funnily enough, thanks to Omnitech fixed crit technology in game, we can easily cause the ECM and armor crits to become fixed when the upgrade is applied to the mech.
In TT, it’s actually pretty simple. While active Stealth Armor generates a boatload of ambient heat (like the minimal amount of heat generated from movement) within the mech but completely shields it from all forms of detection. In effect, Stealth Armor is what actually grants the effect currently provided by the current ECM “Magic Jesus Box” but only does so for the mech it’s equipped on. Obviously, ECM would need to be given the proper fix (which we know exists because it was used in the Mech Rebalance PTS phases in late 2015) for Stealth Armor to have a worthwhile effect in MWO.
Outside of that, the upgrade option would be pretty much a straight carry-over from TT. Equipping Stealth armor requires ECM on the mech. It also forcibly uses up 2 crit slots (fixed slots, not unlike Omnitech fixed criticals) each in the arms, legs, and side torsos. Conveniently it weighs the same amount as standard armor. To cover the heat issues and functionality from TT, while the ECM is set to Disrupt Mode the Stealth Armor would be active, but heat dissipation would be cut in half. Setting ECM to Counter Mode would disable Stealth Armor but permit normal cooling. The only thing that can sniff-out active Stealth Armor is a Bloodhound Probe (covered later). However, mechs caught in extended engagements with their Stealth Armor on are probably going to end up needing to shut it off so they can effectively cool . . . which also makes them vulnerable to detection and target locks.
First off, Stealth Armor requires ECM to power it. Thusly, the upgrade is only going to be made available to mechs that not only have an ECM hardpoint, but they need to have it equipped. Funnily enough, thanks to Omnitech fixed crit technology in game, we can easily cause the ECM and armor crits to become fixed when the upgrade is applied to the mech.
In TT, it’s actually pretty simple. While active Stealth Armor generates a boatload of ambient heat (like the minimal amount of heat generated from movement) within the mech but completely shields it from all forms of detection. In effect, Stealth Armor is what actually grants the effect currently provided by the current ECM “Magic Jesus Box” but only does so for the mech it’s equipped on. Obviously, ECM would need to be given the proper fix (which we know exists because it was used in the Mech Rebalance PTS phases in late 2015) for Stealth Armor to have a worthwhile effect in MWO.
Outside of that, the upgrade option would be pretty much a straight carry-over from TT. Equipping Stealth armor requires ECM on the mech. It also forcibly uses up 2 crit slots (fixed slots, not unlike Omnitech fixed criticals) each in the arms, legs, and side torsos. Conveniently it weighs the same amount as standard armor. To cover the heat issues and functionality from TT, while the ECM is set to Disrupt Mode the Stealth Armor would be active, but heat dissipation would be cut in half. Setting ECM to Counter Mode would disable Stealth Armor but permit normal cooling. The only thing that can sniff-out active Stealth Armor is a Bloodhound Probe (covered later). However, mechs caught in extended engagements with their Stealth Armor on are probably going to end up needing to shut it off so they can effectively cool . . . which also makes them vulnerable to detection and target locks.
22. Either Tech - Laser Anti-Missile System (LAMS):
Spoiler
Anti-Missile Systems that don’t require ammo? It sounds amazing . . . but . . . there’s still a tradeoff. That tradeoff comes in the form of heat. The LAMS is based off of the small pulse laser (which in TT pulse lasers are described as being more like energy machine guns than they are in MWO). Thusly, while they’re still great at knocking out missiles, they generate a fair amount of heat. The IS and Clan versions are different, with the IS version actually generating more heat than the Clan counterpart, but we can easily offset that in MWO with appropriate numbers tuning to create two reasonably balanced systems.
IS LAMS Stats:
Tons - 1.5
Crits - 2
Heat - .14 per shot (.7 heat per second of continuous firing)
Damage - 1.0 per shot (1 shot per 1 missile destroyed or 5 DPS)
Fire Rate - .2 second cyclic rate
Range - 240m, same as standard AMS
Limitation - Will not fire if at critical heat levels.
Clan LAMS Stats:
Tons - 1
Crits - 1
Heat - .1 per shot (.5 heat per second of continuous firing)
Damage - .75 per shot (4 shots per 3 missiles destroyed, or 3.75 DPS)
Fire Rate - .2 second cyclic rate
Range - 240m, same as standard AMS
Limitation - Will not fire if at critical heat levels.
Anti-Missile Systems that don’t require ammo? It sounds amazing . . . but . . . there’s still a tradeoff. That tradeoff comes in the form of heat. The LAMS is based off of the small pulse laser (which in TT pulse lasers are described as being more like energy machine guns than they are in MWO). Thusly, while they’re still great at knocking out missiles, they generate a fair amount of heat. The IS and Clan versions are different, with the IS version actually generating more heat than the Clan counterpart, but we can easily offset that in MWO with appropriate numbers tuning to create two reasonably balanced systems.
IS LAMS Stats:
Tons - 1.5
Crits - 2
Heat - .14 per shot (.7 heat per second of continuous firing)
Damage - 1.0 per shot (1 shot per 1 missile destroyed or 5 DPS)
Fire Rate - .2 second cyclic rate
Range - 240m, same as standard AMS
Limitation - Will not fire if at critical heat levels.
Clan LAMS Stats:
Tons - 1
Crits - 1
Heat - .1 per shot (.5 heat per second of continuous firing)
Damage - .75 per shot (4 shots per 3 missiles destroyed, or 3.75 DPS)
Fire Rate - .2 second cyclic rate
Range - 240m, same as standard AMS
Limitation - Will not fire if at critical heat levels.
23. Either Tech - Angel ECM:
Spoiler
Currently, we have Guardian ECM in MWO, which is the predecessor of the Angel ECM Suite. Really, the old Mech Rebalance PTS series had the ECM that we’re supposed to have in MWO (not the “Magic Jesus Box of Invisibility” that we currently have). Regardless, the upgrade is particularly easy to implement into MWO. Besides having only a 2 ton and 2 crit size in the mech, it essentially functions as two Guardian ECM Suites, and counters more advanced enemy sensors.
Now, for MWO, we don’t have things like C3 networks while ECM and Probes function the exact opposite of what they do in TT. For the purposes of MWO, we don’t want to create something that’s a flawless upgrade from the Guardian ECM suite. However, there are two possible solutions for this piece of equipment that are reasonably easy to implement:
Option 1: “Magic Jesus Box” doesn’t leave ECM.
In the event that ECM still provides the stealth effect that is supposed to be allocated to Stealth Armor, we can have the Guardian ECM suite cover twice the area of a standard ECM, but while it doesn’t provide the “sensor invisibility” of guardian ECM, it does make all target acquisition and target locks take 3 seconds longer while in Disrupt Mode. Once put in Counter Mode the target would counter another ECM unit within the same range bracket as its disrupt protection.
Option 2: ECM is fixed as per the Mech Rebalance/Information-Warfare PTS from Dec. 2015.
In the event that ECM is fixed and, instead of providing its invisibility bubble, it slows target acquisition and locks, then we can look at other avenues for making Angel ECM different but not overpowering. While it would cover the same range as Guardian ECM, instead of affecting target locks it would instead counter the effects of UAV’s, TAG, NARC, and any Active Probes within its range while in Disrupt Mode. When in Counter Mode the unit wouldn’t counter the above items, but would instead counter any other 2 ECM suites within its range that are set to disrupt mode.
Currently, we have Guardian ECM in MWO, which is the predecessor of the Angel ECM Suite. Really, the old Mech Rebalance PTS series had the ECM that we’re supposed to have in MWO (not the “Magic Jesus Box of Invisibility” that we currently have). Regardless, the upgrade is particularly easy to implement into MWO. Besides having only a 2 ton and 2 crit size in the mech, it essentially functions as two Guardian ECM Suites, and counters more advanced enemy sensors.
Now, for MWO, we don’t have things like C3 networks while ECM and Probes function the exact opposite of what they do in TT. For the purposes of MWO, we don’t want to create something that’s a flawless upgrade from the Guardian ECM suite. However, there are two possible solutions for this piece of equipment that are reasonably easy to implement:
Option 1: “Magic Jesus Box” doesn’t leave ECM.
In the event that ECM still provides the stealth effect that is supposed to be allocated to Stealth Armor, we can have the Guardian ECM suite cover twice the area of a standard ECM, but while it doesn’t provide the “sensor invisibility” of guardian ECM, it does make all target acquisition and target locks take 3 seconds longer while in Disrupt Mode. Once put in Counter Mode the target would counter another ECM unit within the same range bracket as its disrupt protection.
Option 2: ECM is fixed as per the Mech Rebalance/Information-Warfare PTS from Dec. 2015.
In the event that ECM is fixed and, instead of providing its invisibility bubble, it slows target acquisition and locks, then we can look at other avenues for making Angel ECM different but not overpowering. While it would cover the same range as Guardian ECM, instead of affecting target locks it would instead counter the effects of UAV’s, TAG, NARC, and any Active Probes within its range while in Disrupt Mode. When in Counter Mode the unit wouldn’t counter the above items, but would instead counter any other 2 ECM suites within its range that are set to disrupt mode.
24. Either Tech - Bloodhound Active Probe:
Spoiler
The Bloodhound Active Probe (or Bloodhound/BH), when combined with other equipment on this list, can serve a very specific and unique function that prevents it from being a complete upgrade over a Beagle Active Probe. The Bloodhound allows the mech to detect units that have Stealth Armor on their mechs. In addition, for MWO’s sake, the Bloodhound could function as a sort of “personal UAV”, providing complete target information on any targets outside LOS, but within range of the Bloodhound. This makes the system fulfill a similar Information Warfare role as the BAP or Clan Active Probe, but it isn’t a flat-out upgrade over the other system and instead gives us something unique.
The Bloodhound Active Probe (or Bloodhound/BH), when combined with other equipment on this list, can serve a very specific and unique function that prevents it from being a complete upgrade over a Beagle Active Probe. The Bloodhound allows the mech to detect units that have Stealth Armor on their mechs. In addition, for MWO’s sake, the Bloodhound could function as a sort of “personal UAV”, providing complete target information on any targets outside LOS, but within range of the Bloodhound. This makes the system fulfill a similar Information Warfare role as the BAP or Clan Active Probe, but it isn’t a flat-out upgrade over the other system and instead gives us something unique.
25. Either Tech - Plasma Weapons:
Spoiler
While technically the Plasma Rifle is developed as IS tech and the Plasma Cannon is developed as Clan tech, they both serve similar functions. Also, for MWO, we run into the issue of the fact that in TT, the Plasma Cannon is, in fact, the only weapon in Battletech that actually does ZERO physical damage to units (unless it is a non-heat-tracking unit, in which the heat damage becomes physical damage).
In MWO, for balance purposes, I’d personally recommend balancing these two weapons off of each other and making them a bit more similar to each other than they are compared to TT. You can still grant the differences provided thematically by the two factions versions, but not quite as extreme as TT.
Part of the reason for this is that a weapon that does zero physical damage but relies on ammunition would be considered useless in MWO (and rightly so). The other reason for this is that having the Plasma Cannon inflict the comparative amount of heat damage that it inflicts in TT (which would probably be 20-30 heat damage in MWO to compete with the huge amounts of heat capacity) would be loathed for its near-instant crippling effects on the targets struck; and for its low weight and high heat damage (even at extreme ranges) it’d be considered a broken stun-locking weapon.
IS Plasma Rifle Stats:
Tons - 6
Crits - 2
Heat - 10
Damage - 10
Heat Damage - 7
Cooldown - 4.5
Range - 450m/900m
Clan Plasma Cannon Stats:
Tons - 3
Crits - 1
Heat - 7
Damage - 7
Heat Damage - 10
Cooldown - 4.5
Range - 540m/1080m
While technically the Plasma Rifle is developed as IS tech and the Plasma Cannon is developed as Clan tech, they both serve similar functions. Also, for MWO, we run into the issue of the fact that in TT, the Plasma Cannon is, in fact, the only weapon in Battletech that actually does ZERO physical damage to units (unless it is a non-heat-tracking unit, in which the heat damage becomes physical damage).
In MWO, for balance purposes, I’d personally recommend balancing these two weapons off of each other and making them a bit more similar to each other than they are compared to TT. You can still grant the differences provided thematically by the two factions versions, but not quite as extreme as TT.
Part of the reason for this is that a weapon that does zero physical damage but relies on ammunition would be considered useless in MWO (and rightly so). The other reason for this is that having the Plasma Cannon inflict the comparative amount of heat damage that it inflicts in TT (which would probably be 20-30 heat damage in MWO to compete with the huge amounts of heat capacity) would be loathed for its near-instant crippling effects on the targets struck; and for its low weight and high heat damage (even at extreme ranges) it’d be considered a broken stun-locking weapon.
IS Plasma Rifle Stats:
Tons - 6
Crits - 2
Heat - 10
Damage - 10
Heat Damage - 7
Cooldown - 4.5
Range - 450m/900m
Clan Plasma Cannon Stats:
Tons - 3
Crits - 1
Heat - 7
Damage - 7
Heat Damage - 10
Cooldown - 4.5
Range - 540m/1080m
26. Either Tech - Rotary Autocannons:
Spoiler
As much as I can’t believe I’m saying this, the terrible and convoluted iteration of the Flamergeddon “Fix” provides the programming basis to make Rotary AC’s in MWO with little to no headache. It needs to be thrown out for Flamers, but it's useful here. Yes, that filling and slowly draining “pseudo cooldown” bar can be used to control when and how a Rotary Autocannon jams after long strains of continuous fire, with something like a 2 second pause before the weapon begins to “cooldown” from reaching the point of jamming. Aside from that, these Autocannons would be firing not unlike the Clan AC bursts, but instead in a constant stream as long as the trigger is held. The Clan versions can pay for their superior range with the TT higher crit count as well as more heat.
IS Rotary AC/2 (Dynamic Visual of Clan Ultra AC/2, no new art required):
Tons - 8
Crits - 3
Heat - .2 per shot
Damage - 2 per shot
Fire Rate - 1 shot per .25 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 540m Optimum, 1080m Maximum
Ammo/Ton - 90
Clan Rotary AC/2 (Dynamic Visual of Clan Ultra AC/2, no new art required):
Tons - 8
Crits - 4
Heat - .3 per shot
Damage - 2 per shot
Fire Rate - 1 shot per .25 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 750m Optimum, 1500m Maximum
Ammo/Ton - 90
IS Rotary AC/5 (Dynamic Visual of IS/Clan Ultra AC/5, no new art required):
Tons - 10
Crits - 6
Heat - .5 per shot
Damage - 5 per shot
Fire Rate - 1 shot per .5 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 450m Optimum, 900m Maximum
Ammo/Ton - 40
IS Rotary AC/5 (Dynamic Visual of IS/Clan Ultra AC/5, no new art required):
Tons - 10
Crits - 8
Heat - .75 per shot
Damage - 5 per shot
Fire Rate - 1 shot per .5 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 630m Optimum, 1260m Maximum
Ammo/Ton - 40
The end result is that we’ve created extremely high DPS that can be fired in controlled bursts. While some of the highest DPS in the game, the bursts are not infinite, the ammo consumption is high, the heat is high for ballistics, the damage is spread, and the consequences for pushing the weapon systems too far is dire (12 seconds total between unjam and complete cooldown). Also, the weapon system requires constant face-time. This makes the weapon have a unique function and distinct pros/cons for selection . . . but the DPS output can certainly be considered worth all of the drawbacks.
As much as I can’t believe I’m saying this, the terrible and convoluted iteration of the Flamergeddon “Fix” provides the programming basis to make Rotary AC’s in MWO with little to no headache. It needs to be thrown out for Flamers, but it's useful here. Yes, that filling and slowly draining “pseudo cooldown” bar can be used to control when and how a Rotary Autocannon jams after long strains of continuous fire, with something like a 2 second pause before the weapon begins to “cooldown” from reaching the point of jamming. Aside from that, these Autocannons would be firing not unlike the Clan AC bursts, but instead in a constant stream as long as the trigger is held. The Clan versions can pay for their superior range with the TT higher crit count as well as more heat.
IS Rotary AC/2 (Dynamic Visual of Clan Ultra AC/2, no new art required):
Tons - 8
Crits - 3
Heat - .2 per shot
Damage - 2 per shot
Fire Rate - 1 shot per .25 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 540m Optimum, 1080m Maximum
Ammo/Ton - 90
Clan Rotary AC/2 (Dynamic Visual of Clan Ultra AC/2, no new art required):
Tons - 8
Crits - 4
Heat - .3 per shot
Damage - 2 per shot
Fire Rate - 1 shot per .25 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 750m Optimum, 1500m Maximum
Ammo/Ton - 90
IS Rotary AC/5 (Dynamic Visual of IS/Clan Ultra AC/5, no new art required):
Tons - 10
Crits - 6
Heat - .5 per shot
Damage - 5 per shot
Fire Rate - 1 shot per .5 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 450m Optimum, 900m Maximum
Ammo/Ton - 40
IS Rotary AC/5 (Dynamic Visual of IS/Clan Ultra AC/5, no new art required):
Tons - 10
Crits - 8
Heat - .75 per shot
Damage - 5 per shot
Fire Rate - 1 shot per .5 second
Cooldown - 2 seconds before cooldown bar begins to drain, up to 6 seconds constant fire before reaching the point of jamming. A Jam takes 6 seconds to clear before the bar begins to cooldown; and firing cannot happen until the weapon has completely cooled down.
Range - 630m Optimum, 1260m Maximum
Ammo/Ton - 40
The end result is that we’ve created extremely high DPS that can be fired in controlled bursts. While some of the highest DPS in the game, the bursts are not infinite, the ammo consumption is high, the heat is high for ballistics, the damage is spread, and the consequences for pushing the weapon systems too far is dire (12 seconds total between unjam and complete cooldown). Also, the weapon system requires constant face-time. This makes the weapon have a unique function and distinct pros/cons for selection . . . but the DPS output can certainly be considered worth all of the drawbacks.
27. Either Tech - Flamer Series:
Spoiler
I'm adding these weapons because Flamers are my babies. They're my favorite weapons of Battletech and I can wish that the other varieties of Flamers make their way into MWO. Not only do the standard Flamer still need to be fixed and brought into the fold and function of all the other weapons of MWO, but unlike other weapon families the Flamer series of weapons all have starkly different functionality.
Standard Flamer (IS and Clan)
Tons - 1 (IS) and .5 (Clan)
Crits - 1
Heat - 1.0 per second
Damage - 1.0 per second
Heat Damage - 2.0 per second
Fire Rate - Continuous Stream
Range - 90m
Note: I've outlined why this fix is good for MWO numerous times. Flat fixed values subvert all of the convoluted mechanics that are not explained to the average player who doesn't frequent the forums and no obscure HUD elements that are backwards from every other weapon system are used. Also, the values fix the current broken issues with the Flamer that caused the convoluted layers of extra mechanics in the first place.
ER Flamer (Both Tech Bases)
Tons - 1
Crits - 1
Heat - 1.5 per second
Damage - 1.0 per second
Heat Damage - 2.0 per second
Fire Rate - Continuous Stream
Range - 210m
Note: The ER Flamer actually has the exact same stats for IS and Clan in TT, and I think that'll work just fine here. Gaining over double the range of the standard Flamer is worth the heat price to pay in MWO, but unlike TT we wouldn't want to sacrifice heat damage because that would leave the weapon in an unusable state. The simple adjustment for the ER Flamer allows it to stand out as an option to really reach out and do both physical and heat damage, but you give up some of the heat damage benefits, overall, with the greater rate of heat buildup. In effect it'd have the same effects as the TT weapon stats.
Heavy Flamer (Both Tech Bases)
Tons - 1.5
Crits - 1
Heat - 2.0 HPS
Damage - 4.0 DPS
Heat Damage - 4.0 Heat DPS
Fire Rate - Continuous Stream, 1 ammo per .1 second fire time, minimum .1 second fire.
Range - 120m
Ammo/Ton - 100 (basically equivalent to the 10 shots of TT using Machine Gun ammo/ton conversions for a basis).
Note: There are two facets of note here. One is that this Flamer needs ammo to function. For MWO that means we need to push the envelope a bit more to make up for this; and the extremely limited ammo needs to be put to good use. Second is that for Battletech the Heavy Flamer consumed its own ammunition supply because it was a blanket improvement on every facet of a standard Flamer. For MWO this thing is putting out the DPS of an AC/10 and causing incredible Heat DPS on the target (enough to overpower 10 true-dub heat sinks and STILL inflict 2.0 Heat DPS on the target with just one of these Heavy Flamers). That needs to come at an extreme cost, and that's what the highly limited ammunition supply does. However, it also provides one hell of a close-range Armor Melter.
While these flesh out the family of Flamer weapons, it's again worth noting that the Heavy Flamer in particular is an entirely different beast from the other Flamer types. That alone makes it an interesting and unique weapon to add to MWO. There really is nothing in MWO that's such a close-range high DPS weapon. Even if the ER version of the weapon is ignored (possibly understandable given that increasing the Flamer visual effect to 210m ranges might be absurd looking) the Heavy Flamer should be taken into serious consideration.
I'm adding these weapons because Flamers are my babies. They're my favorite weapons of Battletech and I can wish that the other varieties of Flamers make their way into MWO. Not only do the standard Flamer still need to be fixed and brought into the fold and function of all the other weapons of MWO, but unlike other weapon families the Flamer series of weapons all have starkly different functionality.
Standard Flamer (IS and Clan)
Tons - 1 (IS) and .5 (Clan)
Crits - 1
Heat - 1.0 per second
Damage - 1.0 per second
Heat Damage - 2.0 per second
Fire Rate - Continuous Stream
Range - 90m
Note: I've outlined why this fix is good for MWO numerous times. Flat fixed values subvert all of the convoluted mechanics that are not explained to the average player who doesn't frequent the forums and no obscure HUD elements that are backwards from every other weapon system are used. Also, the values fix the current broken issues with the Flamer that caused the convoluted layers of extra mechanics in the first place.
ER Flamer (Both Tech Bases)
Tons - 1
Crits - 1
Heat - 1.5 per second
Damage - 1.0 per second
Heat Damage - 2.0 per second
Fire Rate - Continuous Stream
Range - 210m
Note: The ER Flamer actually has the exact same stats for IS and Clan in TT, and I think that'll work just fine here. Gaining over double the range of the standard Flamer is worth the heat price to pay in MWO, but unlike TT we wouldn't want to sacrifice heat damage because that would leave the weapon in an unusable state. The simple adjustment for the ER Flamer allows it to stand out as an option to really reach out and do both physical and heat damage, but you give up some of the heat damage benefits, overall, with the greater rate of heat buildup. In effect it'd have the same effects as the TT weapon stats.
Heavy Flamer (Both Tech Bases)
Tons - 1.5
Crits - 1
Heat - 2.0 HPS
Damage - 4.0 DPS
Heat Damage - 4.0 Heat DPS
Fire Rate - Continuous Stream, 1 ammo per .1 second fire time, minimum .1 second fire.
Range - 120m
Ammo/Ton - 100 (basically equivalent to the 10 shots of TT using Machine Gun ammo/ton conversions for a basis).
Note: There are two facets of note here. One is that this Flamer needs ammo to function. For MWO that means we need to push the envelope a bit more to make up for this; and the extremely limited ammo needs to be put to good use. Second is that for Battletech the Heavy Flamer consumed its own ammunition supply because it was a blanket improvement on every facet of a standard Flamer. For MWO this thing is putting out the DPS of an AC/10 and causing incredible Heat DPS on the target (enough to overpower 10 true-dub heat sinks and STILL inflict 2.0 Heat DPS on the target with just one of these Heavy Flamers). That needs to come at an extreme cost, and that's what the highly limited ammunition supply does. However, it also provides one hell of a close-range Armor Melter.
While these flesh out the family of Flamer weapons, it's again worth noting that the Heavy Flamer in particular is an entirely different beast from the other Flamer types. That alone makes it an interesting and unique weapon to add to MWO. There really is nothing in MWO that's such a close-range high DPS weapon. Even if the ER version of the weapon is ignored (possibly understandable given that increasing the Flamer visual effect to 210m ranges might be absurd looking) the Heavy Flamer should be taken into serious consideration.
Any and all constructive feedback and discussion would be greatly appreciated. Remember, this is theorycrafting and attempting to get more equipment (for the present and future) into MWO in as simple of methods as possible. We don't need to throw huge piles of massively complex or complicated mechanics onto things that have simple options of implementation. Also, again remember that the numbers are for example and discussion purposes, only, and are not absolute definitive numbers that I’m demanding be put in place.
Edited by Sereglach, 13 January 2017 - 09:51 PM.