(Civil War Update & Weapon System Upgrades)
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in 3062-67 IS have made amazing progress Reverse Engineering Clan Tech,
as well as great Strides into reinventing LosTech, helping close the IS to Clan Gap,
giving Us New Weapons to help Better Balance the weapons in both Factions Tech,
as well as adding more Flavor to both Ballistics and Missile Categories,
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This Topic will Mostly Cover the New Weapons & Tech of the Update,
your thoughts and Feelings and how you think they should be Balanced,
ill take your Ideas and Update the Weapons Stats with Everyone's Feed Back,
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i understand that many feel all weapons need to be balanced first,
i agree but thats another Discussion,

=(New IS Weapons & Tech)=
IS LB-X ACs,
LB-AC2/LB-AC5/LB-AC20
LB-X Versions of All IS Auto-Cannons,
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Weapon,.......Damage,...Heat,...Velocity,...Cool-down,..Range,..Max Range,..Tons,..Crit*,
LBX2..................2...........0.6.......1330...........0.72..........900..........1800............5........1...
LBX5..................5...........1.5.......1330...........1.66..........720..........1440............7........3...
LBX20...............20..........6.0.......1100...........4.00..........360............720...........13.......9...
(all LBX seem to have Clan Ranges(Lore), also -1Ton & -1Crit(as per IS-LBX10(non-Lore)
(though this isnt Lore friendly i feel the Tonnage/Size reduction is nessasary)
IS Ultra ACs,
U-AC2/U-AC10/U-AC20
Ultra Versions of All IS Auto-Cannons,
(Assumed to work like Clan UACs but -1Shell)
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Weapon,...Damage,...Shells,...Heat,...Velocity,...Cool-down,..Range,..Max Range,..Tons,..Crit*,
UAC2..............2.............1.........0.8.......2000...........0.72..........900..........1800...........7........2...
UAC10...........10............2.........3.0........950............2.50..........720..........1440..........13.......7...
UAC20...........20............3.........7.0........650............4.00..........360............720..........15......10...
(all UAC based off Clan UAC -1 Shell per shot)(-1Crit on the UAC2 because IS-UAC2)
ER-Lasers,
ER-SL/ER-ML
Extended range Variants of the IS Small&Medium Lasers,
increasing their range to be much closer to Clans ER-Lasers,
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Weapon,...Damage,...Heat,...Duration,...Range,...Cooldown,...
ER-SL.............3,.........2.5........0.85,.......190m,........2.25s,....
ER-ML............5,...........5.........1.00,........390m,........3.00s,...
(Stats bases on middile ground between IS-Lasers & C-ERs)
Streak SRMs,
SSRM4/SSRM6
Extended Variants of the IS S-SRM Launchers,
increasing their use with more variants,
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Weapon,...Damage,..Heat,..Velocity,...Cool-down,..Range,..Max Range,..Tons,..Crit*,
SSRM4,.........8............3.........230...........3.50..........270...........270.............3.......1...
SSRM6,........12...........4.........230...........5.00..........270...........270...........4.5......3...
Light & Heavy Gauss,
Light-Gauss/Heavy-Guass
Lighter Gauss version for weight and space Saving,
Heavier Gauss version for Damage and Power,
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Weapon,...........Damage,..Heat,..Charge,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Lighter Gauss,........8...........1........0.5.............3.............720..........1440...........12.......5...
Heavy Gauss,........25..........2........1.0............4.5...........240...........720............17......10...
(Heavier Gauss has less Range but a X3 Max Range instead of X2, to give it its TT Feel)
(Stats of Heavy Gauss have been reduced, -1Ton(5.5%) & 1Crit(9%) for more Viability)
Rotary Autocannons
RAC2/RAC5
RACs(Rotary Autocannons) fire much faster than normal ACs or even UACs,
but make up for it with having much longer Range and Velocity,
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Weapon,...Damage,..Heat,..Velocity,..Cool-down,..Range,..Max Range,..Tons,..Crits*,
Rotary AC2,....2...........1........2000.........1.00*.........720.........1440............8..........3...
Rotary AC5,....5..........1.5......1150..........2.30*........620.........1240...........10.........6...
*= RACs have a Spoolup time, each shot will fire faster than the first resting at 1/2Cool-down(5Shots)
(i think this will push RACs into being more of a DPS weapons rather than a replacement for UACs)
(for Balance the number of Shots needed for Spoolup can be Changed(5 = -10%CD each shot)
Light & Heavy MG
Light Machine Gun/Heavy Machine Gun
The Machine Gun is the quintessential though lighter weapon system,
issuing a stream of bullets at a high rate of fire to cut down opposion,
was one of the last Weapon Techs to come from Clan Smoke Jaguar,
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Weapon,...Damage/Sec,....Velocity,...Range,..Max Range,..Tons,..Crits*,
Light MG,..........0.8...............100.........240...........480..........0.50.......1...
Heavy MG,........1.8...............100..........80............160..........1.00.......1...
Rocket Launcher
RL10/RL15/RL20
Rocket Launchers fire a single-volley of dead-fire missiles that lack on-board guidance.
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Weapon,...Damage,....Heat,....Velocity,....Range,...Max Range,...Tons,..Crit*,
RL10,...........10.............3...........260..........420...........420............0.5.......1...
RL15,...........15.............4...........260..........420...........420.............1.........2...
RL20,...........20.............5...........260..........420...........420............1.5.......3...
(as they are Unguided like SRMs but but are OneShots)
MRM
MRM10/MRM20/MRM30/MRM40
Medium Range Missiles, Unguided and used for Blanketing an area in Fire,
for FPS balance i see them Firing like SRMs but in a Fast Stream of Missiles,
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Weapon,...Damage,..Heat,..Velocity,...Burst,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
MRM10,........10...........4.........260.......0.30.......3.50..........600...........600.............3.......2...
MRM20,........20...........6.........260.......0.55.......4.00..........600...........600.............7.......3...
MRM30,........30..........10........260.......0.80.......4.50..........600...........600............10......5...
MRM40,........40..........12........260.......1.05.......5.00..........600...........600............12......7...
(as they are Unguided like SRMs but Fire in Stream like C-LRMS i think will be Balanced)
Light & Heavy PPC
Light PPC/Heavy PPC
Light 7 heavy versions of the Particle Projector Cannons.
Introduced by the Draconis Combine in 3067 to offer more PPC options,
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Weapon,........Damage,..Heat,..Velocity,.Cool-down,..Range,..Max Range,...Tons,..Crits,
Light-PPC,...........5...........5.......1100..........3.0.........90-540.......1080.............3........2...
Heavy-PPC,........15.........15......1100..........5.0.........90-540.......1080............10.......4...
(all based on IS-PPC)(L-PPC + L-PPC = PPC(-1Ton) / LPPC + PPC = HPPC)
Snub-Nose PPC,
Snub-Nose-PPC
The Snub-Nose PPC is to a Particle Projector Cannon as a sawed-off shotgun is to a shotgun.
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Weapon,..........Damage,..Heat,..Velocity,...Cool-down,..Range,..Max Range,...Tons,..Crits,
Snub-Nose-PPC,..10.........10.......1000..........3.5.............420......630(X1.5)........6........2...
LFE
LightFusionEngine
Acts Much like the Clan XL but for the is for IS, weighs only 75% of a STD engine,
was developed in 3053-63(see Spoiler for Stats on LFE & Tonnage Savings Per Rating)
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LFE take up 2Crits in each Side Torso, Much like Clan,
but offer abit less in Weight Savings,
Light Ferro Armor
Light Ferro-Fibrous Armor
Light Ferro-Fibrous armor was developed by the Inner Sphere in 3067.
In their attempt to mimic Clan Ferro-Fibrous armor,
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Takes up 7 Crits but only offers 6% Weight Saving to Standard Ferro's 12%,
(Standard Ferro-Fibrous takes up 14Crits and offers 12% in weight Savings)
Stealth Armor
Stealth Armor
The finest achievement in stealth systems developed by the original Star League,
Unfortunately the system has became LosTech since the early Succession Wars.
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Stealth Armor takes up 2Crits in each arm, leg, and side torso as well as an ECM to work,
when activated it also causes a residual heat that increase over time(much like Flamers)
(for Balance, when Active it should reduce the ECM detection Range(perhaps to 100m)
Targeting Computers,
Targeting Computers are sophisticated pieces of electronics that help MechWarriors targeting.
Recoil compensators and gyroscopic stabilizers are used to prevent normal weapon drift,
as well as Focusing lens for both Optics & Lasers, allowing for more Accurate Fire,
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Laser-AMS(LAMS)
Laser Anti-Missile System works like normal AMS but is Energy based,
it works by using a Laser to shoot down Incoming missiles instead of a Ballistic spray,
this causes LAMS to generate heat as it fires and shoot downs Missiles,
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Equipment,...Damage,....Heat,...Speed,...Range,...Max Range,..Tons,..Crits,
LAMS,.............3.50.......0.8/sec...100........120............240...........1.5........1...
(Stats based on normal AMS but with Flamer Heat/Sec, when shooting down Missiles)
=(New Clan Weapons & Tech)=
ER Micro & Micro Pulse Laser,
ER Micro Laser/Micro Pulse Laser
Micro Laser is a very compact version of conventional ER laser weaponry. This laser weapon was specifically developed by Clan Smoke Jaguar for use on very light combat units
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Weapon,....Damage,...Duration,...Heat,... Range,...Cooldown,...
ER-Micro.........2,...........0.65,..........1,........130m,........2.00s,...
MicroPL...........3,...........0.40,..........1,........100m,........2.00s,...
Light & Heavy MG
Light Machine Gun/Heavy Machine Gun
The Machine Gun is the quintessential though lighter weapon system,
issuing a stream of bullets at a high rate of fire to cut down opposion,
was one of the last Weapon Techs to come from Clan Smoke Jaguar,
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Weapon,...Damage/Sec,....Velocity,...Range,..Max Range,..Tons,..Crits*,
Light MG,..........0.8...............100.........240...........480..........0.25.......1...
Heavy MG,........1.8...............100..........80............160..........0.50.......1...
Heavy Lasers
HSL/HML/HLL
designed to do alittle more damage than standard ER-Lasers,
but due to the increased damage they have reduced Laser Range,
because of the Weapons Power a Static Effect is active when Firing,
(Static Effect is much like being near an Enemy ECM mech)
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Weapon,...........Damage,..Heat,..Burn,..Cool-down,..Range,..Max Range,..Tons,..Crit*,
Heavy-Small,..........7...........4......1.00.......2.25...........120..........190............0.5......1...
Heavy-Medium,.....10..........6.......1.00.......3.00...........200..........400.............1........2...
Heavy-Large,........15.........11......1.20.......3.25...........405..........810.............4........3...
(for Heavy Lasers ive taken the Range of the Laser under them as well as X2 Damage)
(Example, i see a Heavy-Large working as 2CE-R-ML with C-ER-ML Range, +1Damage)
(i feel this would help Clan Mechs with less HardPoints, ADR, IFR, SHC, SMN, WHK)
(Lowered Damage on Heavy Large Laser by 1(6%) for Balance)
LTAG
Light Tag
Light Target Acquisition Gear, otherwise known as Light TAG,
is a smaller and lighter, but shorter ranged version of the standard TAG system.
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Equipment,...Range,...Tons,...Crits,
LTAG,.............450........0.5........1...
ATMs
ATM3/ATM6/ATM9/ATM12
Advance Tactical Missile System fires Guided Missile at Medium Ranges,
the launchers are heavy but they can fire missiles that Behave 3 different ways,
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Weapon,..Damage,..Heat,.....Velocity,.....Cool-down,...Range(3/2/1),..Max Range,.Tons,.Crit*,
ATM3,........9-6-3.........2....100-200-300......3.50..........270-450-810.........810.........1.5......2...
ATM6,......18-12-6.......4....100-200-300......4.00..........270-450-810.........810.........3.5......3...
ATM9,......27-18-9.......6....100-200-300......4.50..........270-450-810.........810...........5.......4...
ATM12,...36-24-12......8....100-200-300......5.00..........270-450-810.........810...........7.......5...
i think ATMs could be Scripted to work in a step like system so their are Viable at all ranges,
(0-270 = 100V & 3Dam)(271-450 = 200V & 2Dam)(451-810 = 300V & 1Dam)
LAP
Light Active Probe
The Light Active Probe is a smaller and lighter,
but shorter ranged version of the standard Active Probe.
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Equipment,...Range,...Tons,...Crits,
LAP,................90..........0.5........1...
Laser-AMS(LAMS)
Laser Anti-Missile System works like normal AMS but is Energy based,
it works by using a Laser to shoot down Incoming missiles instead of a Ballistic spray,
this causes LAMS to generate heat as it fires and shoot downs Missiles,
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Equipment,...Damage,....Heat,...Speed,...Range,...Max Range,..Tons,..Crits,
LAMS,.............3.50.......1.2/sec...100........120............240...........1.5........2...
(Stats based on normal AMS but with Flamer Heat/Sec, when shooting down Missiles)
Again these are unofficial Stats, ive been gathering from the Comunity,
please Post your Thoughts on these weapons and things you would like to see,
(i will be updating the Stats as this Topic Grows, Thank you)
Thoughts, Comments, Concerns?
Thanks,
Edit- IS LBX & UACs,
Edit2- L/H-PPC & ATMs,
Edit3- IS ERLasers & LFEs,
Edit4- LTAG & L-AP & IS-TCs
Edit5- Weapons & Tech Finished,
Edited by Andi Nagasia, 17 April 2017 - 05:24 PM.