Zh0u, on 22 November 2017 - 11:32 AM, said:
Hi,
Thanks for the reply. I'm only buying with C-Bills. Regarding the size of the ballistics, I don't really have much idea of it, other than I kinda like the Dakka build I got to try with the MAL and HBK-IIC Trial mechs.
there is a lot of choice when it comes to balistic weapons, for now lets disregard the 6 types of Machine Gun
(if you want them look at the 25 ton Mist Lynx, 30 ton Arctic Cheetah, and 45 ton Blackjack or Shadow Cat)
for the serious balistic weapons they fall into 2 basic familys the Gauss and Auto Cannon
there ae a total of 4 types of Gauss, defining traits of Gauss are a charge up time, and a high velocity single slug, Gauss rifles are the closest thing MWO has to sniper rifles
the Clan Gauss Rifle is simular to the Inner Sphere (standard) Gauss Rifle, the Clan varient is 12 tons to the IS varients 15 and takes up fewer slots, otherwise they are both rather simular, both fire a 15 damage shell at high velocity and long range
the Inner Sphere also has Light and Heavy Gauss Rifles,
light is longer range, faster rate of fire but less damage per shot, and weighs the same as the Clan Gauss,
the heavy Gauss lives up to its name, the heaviest weapon currently available in game, it takes up 11 slots meaning it can only fit in a side torso, and only if you are using a standard engine, and it has a rather short optomum range, however while most weapons start doing reduced damage past optomum range and reach 0 damage at 2-3 times optomum, the HGauss drops off much further with damage reaching 0 at about 4 times optomum range, and it does more damage than any AC or Gauss rated above 2 in its optomum range.
as for the Autocannons, Clan has 3 and Inner Sphere factions have 4 familys of AC
in all cases the 20 hits hardest (20 damage), but takes longest to reload and has the shortest range and lowest velocity, 10 is lower damage, longer rannge, faster reload and higher velocity, 5 again is faster, longer range faster reload, higher velocity and does less damage than the 10, 2 has the longest range and highest velocity but does the least damage per shot
for Clans
Ultra ACs fire a burst of shells (except the 2 which is single shot) and if you tap fire again before it is reloaded you can get off another volly at the risk of jamming the gun, it will automaticly unjam after a few seconds, the higher the calaber the longer it takes to clear the jam
standard ACs are basicly Ultras without the double tap ability with no chance of jamming, however they are much more expensive than cUACs and are usualy also bulkier, they were put in when Clans were introduced as a placeholder for ammo switching LBX ACs which 3.5 years later PGI still has not figured out how to implement
LBX ACs work the same for both Clan and IS, they fire a number of pelets each time you pull the trigger, I believe they fire a number equal to the guns calaber and each does 1 damage, LBX ACs are basicly Mech shotguns. they have a good chance of critical hits which can do bonus damage against structure
as for IS ACs
the standard class ACs fire a single shell for their damage number, the shell does a single impact and (assuming you do not destroy the componant) deals its while damage to just that 1 componant
Ultra ACs 2 and 5 fire a single shell, 10 and 20 fire a burst, and you can (same as the Clan varients) double tap for faster rate of fire at risk of jamming
Rotary ACs, IS Only, available in class 2 and 5 only, fire a continous burst of shells as long as you keep the fire button pushed down or until they jam, think minigun, there is a spin up and spin down time before starting and after stopping firing, the longer you keep firing the higher the risk of a jam you have a jam risk indicator on the HUD, when you jam you have to wait a while for it to unjam.
Edited by Rogue Jedi, 22 November 2017 - 10:19 PM.