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A Simple Mwo Forum Glossary.

glossary

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#1 Nerokar

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Posted 31 January 2017 - 05:24 AM

Hey guys, I started to play this game last year at the end of September. And well, the terminology of MWO was hard to understand because of the BattleTech’s complexity and game's own mechanics. At least for me as a beginner. I had to search for a lot of acronyms in the deepest corners of internet.

So I wrote some kind of glossary for MWO beginner. It is nether 100% accurate, nor Lore-conform. It is only a simple forum help for new players. For accurate information I would recommend sarna.net, a GREAT Battletech Wiki page that helped me many times. For MWO specific information’s the guides&strategies page offers a lot of nice pinned threads. And if you need an answer for a short question: short-question-short-answer is your best friend.

To the list: If you find misinformations or mistakes (english is not my native language), please help me to remove them. If I forgot something important, please write it bellow. Thanks a lot!

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  • AS (Alpha Strike): Firing all your weapons at once.
  • Asym poking: Playstyle, with Mech loadout in one side only. Only one side of your Mech is shown to shoot the weapons and hide again. If there is no cover the dead side is turned to the enemy to shield his damage on Mech’s equipment.
  • Boat/Boating: Mech, equipped with weapons of one type only (Long Range Missile Boat).
  • Brawl: Fighting in short range.
  • C (Clan): The C, used before an acronym reference to Clan Tech (CUAC5 - Clan Ultra Auto Cannon 5).
  • Core: Focus fire on one part of a Mech to destroy it.
  • CT (Center Torso): The center of your Mech. (Main part of) your engine is here.
  • Dakka: Boating a lot of (Ultra) Auto Cannons for high DPS and/or Frontloaded Damage.
  • DPS (Damage per Second): Damage done by a weapon in the duration of one second, accounting its cooldown.
  • GH (Ghost Heat): Heat penalty for firing to many weapons of one type at ones.
  • GXP: General Experience Points.
  • HPS (Heat per Second): Heat produced by a weapon in the duration of one second, accounting its cooldown.
  • Hill Humping: Moving onto a hill to shoot an enemy and move back into cover to avoid damage.
  • IS (Inner Sphere): space region controlled by the Great Houses. Used to differ the Inner Sphere Tech to Clan Tech.
  • Laser Vomit: Playstyle that combines lasers of different Ghost Heat groups with similar burn times in order to maximize Alpha Strikes Damage.
  • Leg/Legging: Focus on Mech’s legs in order to slow it down and kill it.
  • LoS (Line of Sight): Required to spot an enemy.
  • LT (Left Torso): The left side of your Mech’s torso.
  • Meta: Currently dominating playstyle -- Like Dakka for example.
  • Pop tarting: Jumping with your Jump Jets straight upwards over the cover to shoot at an enemy and fall back to avoid returning fire.
  • PPFLD (Pinpoint Frontloaded Damage): Playstyle that utilizes weapons without shooting time (laser burn time) in order to minimize the exposure time.
  • RT (Right Torso): The right side of your Mech’s torso.
  • Sharing Armor: Actively engage the enemy, so he isn’t able to focus his fire on another mate. In other words the enemy is forced to spread his damage amongst your team.
  • ST (Side Torso): Right or Left Torso.
  • Trade: Exposure parts of own Mech to enemies fire in order to make (more) Damage to the enemy’s Mech.
  • XP: Experience Points.
  • Zombie: Mechs that are capable of fighting even if lost all of non-essential parts like one leg, both arms and one or both Side Torsos.
  • AMS (Anti-Missile System): Attacks incoming Missiles automatically.
  • BAP/CAP (Beagle/Clan Active Probe): sensors enhancement that fastens up the targeting process and counters ECM in short range.
  • DHS (Double Heat Sink): Heat Sink with optimal effect.
  • ECM (Electronic Counter Measure): Covers all friendly Mechs inside a small area, making them untargetable from range higher than 90m, slows down enemies targeting process.
  • JJ (Jump Jets): Allows a Mech to jump (hover).
  • MASC: Provides a burst of speed and acceleration for short period of time.
  • NARC: Utility Missile that fastens up locks and decreases Spread of LRMs and SSRMs on its target.
  • SHS (Standard Heat Sink): Heat Sink with low effect, needs only one critical slot.
  • STD (Standard Engine): Heavy weight engine, placed in the Center Torso.
  • TAG (Target Acquisition Gear): Spotting Laser that fastens up locks and decreases spread of LRMs and SSRMs.
  • TC1 (Targeting Computer 1-7): Clan Tech that enchants Info Gathering speed, ballistic projectile speed and laser range.
  • XL (Extra Light Engine): Low weight engine placed in Center- and both Side Torsos.
  • A (Artemis): Used as prefix or suffix for Long/Short Range Missiles (ALRM / SRMA).
  • AC (Auto Cannon): Ballistic weapon with a number behind the AC (AC/20). The Number stands for Damage per Shot (Salvo)
  • ER (Extended Range): Prefix for Energy Weapons with Extended Range (ERLL)
  • Flamer: Flamer.
  • Gauss Rifle: Slow firing, long range ballistic weapon with high damage and charge mechanic. Can explode if hit.
  • LB-X AC: Autocannon, firing cluster ammunition (Shotgun).
  • LL (Large Laser): Heavy energy weapon with high range and long burn time.
  • LPL (Large Pulse Laser): Heavy energy weapon with high damage, long range and short burn time.
  • LRM (Long Range Missile): Indirect fire weapon that require a maintained lock on target. The number stands for tube count.
  • MG (Machine Gun): Light ballistic weapon with short range.
  • ML (Medium Laser): Medium energy weapon with low weight average range and damage.
  • MPL (Medium Pulse Laser): Medium energy weapon with high DPS short range and short burn time.
  • PPC (Particle Projector Cannon): Heavy energy weapon without a burn time of a laser.
  • SL (Small Laser): Small energy weapon with low weight, range, damage, heat and burn time.
  • SPL (Small Pulse Laser): Small energy weapon with extremely low range, heat and burn time.
  • SRM (Short Range Missile): Direct fire weapon suited for short range combat. The number stands for tube count.
  • SSRM (Streak Short Range Missile): Direct fire lock-on rockets suited for short to medium range combat. The number stands for tube count.
  • UAC (Ultra Auto Cannon): Same as auto cannon with possibility of second shot direct after the first one. Can jam.

Edited by Nerokar, 31 January 2017 - 05:30 AM.


#2 Stf Sgt Marblez

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Posted 01 February 2017 - 03:27 PM

A. Great write up, cant really see anything that you left out, but then I also stated playing in august of last year so I'm still figuring some things out too.

B. Would it be too much to ask of ye olde mods to pin/sticky this?

#3 Cato Phoenix

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Posted 04 February 2017 - 11:44 AM

Base Rush: When a team or part of it rush the opponents base in assault to force a quick win.

Cap race: A match in Conquest that is fought primarily through capping points than direct engagement.

CW: Community Warfare / or Clan Wolf

CGB: Clan Ghost Bear

CJF: Clan Jade Falcon

CSJ: Clan Smoke Jaguar

Counter: The setting of ECM which will neutralize an enemy mech's ECM but also drop that mech's own protection.

CW: Community Warfare / or Clan Wolf

Gen Rush: When a team in faction play Invasion mode focuses on taking out the generators in order destroy the defense cannon.

IS: Inner Sphere

Faction: The 'faction' you serve as either a loyalist (or temporarily as a mercenary)

FP: Faction Play

FRR: Free Rasahague Republic

Leg and leave: Tactic where an enemy mech is legged, then 'left' behind rather than destroyed, leaving them unable to complete or defend objectives, or even forcing an eject in FP to return to the fight.

Loyalist: Term for a mechwarrior or units who fight primarily for one faction on the IS or Clan.

Merc: Mechwarriors (or units) who take contracts to fight on either the IS or Clan, a separate rank/reward system from loyalists.

Permadead: A mechwarrior who has had all 4 mechs destroyed and is thus eliminated from the game, leaving the maximum number of friendly mechs on the field 1 less.

Poke / Peek n' poke: Term for a slight edge out of cover, firing, then withdrawing.

Push: The generic term for a coordinated advance, often directly into the enemy team or into closer brawling range.

Shield arm: An empty or low-value arm used primarily as ablative armor for more valuable components through torso twisting.

Spawn camping: When a team in CW camps an enemy spawnpoint, shooting mechs as soon as they are delivered by a dropship. Sometimes a tactic used to wipe out an entire lance's complement of mechs, creating an asymmetric drop balance.

Spread and cap: The term used when a team that has eliminated the majority of an enemy's team in conquest spreads out to flip any neglected cap points to prevent the other team from winning on points.

Stick: Mech which has been stripped of weapons and is effectively neutralized; though they still have the ability to hold objectives or absorb incoming fire for friendlies.

Trade: A single exchange of fire between two mechs, 'trading damage'.

TT: Refers to Tabletop battletech.

Win on kills: Tactic where a team tries to eliminate the enemy team first, and then complete the game objectives once the mechs are gone.





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