Mech Weapon Requirements?
#1
Posted 21 November 2016 - 02:34 PM
How do I know which Mechs can carry which weapons?
I am buying my first Mech, and even though I like the Speed and Torso movement of the Griffin, all the build I've seen are medium Range ones, and can only carry like 2 or 3 Weapons Top.
The Hunchback, carries up to 5 weapons and short and long range ones. Which is more desirable atm.
#2
Posted 21 November 2016 - 02:55 PM
If you want to look at packages you can normally choose and view a mech at the bottom of the page, there you can see the weapon slots and the wepaons the specfic variant has.
I can further recommend the Battletech Technical Readouts 3039 and 3052.(not serious)
edit: http://mwo.smurfy-net.de/ would be a solution. (and ninja'ed).
Edited by Dryderian, 21 November 2016 - 03:01 PM.
#3
Posted 21 November 2016 - 02:58 PM
You can also take mechs into the mechlab without purchasing them ingame to look at builds and what weapons they can carry.
You can actually change what weapons mechs have, though there are limits in place, if you purchase a mech. The Trial mechs you start out with come with locked builds.
#4
Posted 21 November 2016 - 03:16 PM
Where can I do a fast read, for example, Hunchback model X: Weapon Slots availabe for Lrm, Mid Range Lasers, Ballistic, AIM.
Something I could look into it fast. Then look at the comparisons in the Mech Lab or .coms.
I would love to buy a Bundle and thus support the game, but atm I am in a country where I can't spend my own money outside the country.
#5
Posted 21 November 2016 - 03:29 PM
#6
Posted 21 November 2016 - 03:33 PM
Edited by Natred, 21 November 2016 - 03:33 PM.
#7
Posted 21 November 2016 - 03:38 PM
#8
Posted 21 November 2016 - 04:04 PM
#9
Posted 21 November 2016 - 04:13 PM
Shadow Cat two large pulse laser plus ecm build is pretty strong. I have not tried it since the pulse laser range max range reduction but it still probably viable. People will say pulse laser op.. honestly notice how long this match is way longer then most people are used too.
Edited by Natred, 21 November 2016 - 04:16 PM.
#10
Posted 21 November 2016 - 04:22 PM
And where it says MECH STATS lower right, click on that to bring it up and it will show this info, on what type of hardpoints and how many hardpoints for said weapon is in that location.
It is funny seeing the previous Mechlabs that had existed.
Edited by Tarl Cabot, 21 November 2016 - 04:23 PM.
#11
Posted 23 November 2016 - 10:05 AM
Pulse Nova, on 21 November 2016 - 02:34 PM, said:
How do I know which Mechs can carry which weapons?
I am buying my first Mech, and even though I like the Speed and Torso movement of the Griffin, all the build I've seen are medium Range ones, and can only carry like 2 or 3 Weapons Top.
The Hunchback, carries up to 5 weapons and short and long range ones. Which is more desirable atm.
Funny thought I have is the Griffin is intended to exclusively have long range weapons in canon (Battletech).
Any mech can carry any range weapons. Builds you often see are people's preferences. This said the HBK 4p can carry 9 weapons but all must be energy-based
Ultimately what limits them is Hardpoint classification.
Ballistic carries "guns"
Energy carries a small range of weapons all of which are energy based.
Missile carries missiles.
Oddballs include AMS, ECM, and cockpit (example IS mechs heavy or assault can carry a command console. This game barely does justice to it but the command console is poorly named as it is an entire second seat, with controls for the mech in case if the main pilot lost consciousness as well as an entire command interface with the equivalent of an extra ton of comm equipment (meaning control over remote sensor drones, access to probe feed, everything short of satellite hacking). Here it just gives a sensor boost
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