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If You Could Create A Weapon For The Battletech Universe What Would It Be?


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#21 Bombast

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Posted 21 April 2018 - 11:43 AM

View PostYeonne Greene, on 21 April 2018 - 11:33 AM, said:

Y tho


Well, in theory, a LAC/10 (TT Values)...

Light Autocannon 10
Tons: 10 tons
Crits: 4
Damage: 10
Heat: 3
Range: 360m

That's not... terrible? I guess? LB-10X definitely spanks it.

View PostFupDup, on 21 April 2018 - 11:37 AM, said:

Because the normal AC/10 is too heavy for what it does, and who could resist a 9-10 ton 4 slot AC/10?


I don't think a LAC/10 would have reduced crits. The LAC/5 doesn't.

I'm an idiot.

Edited by Bombast, 21 April 2018 - 11:44 AM.


#22 Y E O N N E

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Posted 21 April 2018 - 11:45 AM

View PostFupDup, on 21 April 2018 - 11:41 AM, said:

From a TT standpoint double LAC/5 don't usually hit the same hitbox. The LAC/10 would, and would also have a better damage-per-tonnage ratio (prolly 9 tons, 8 would probably be too crazy).


I suppose.

I guess a WHM-6R or MAD-5M with a pair of these LAC/10 and a bundle of lasers would be pretty damn good.

View PostBombast, on 21 April 2018 - 11:43 AM, said:

That's not... terrible? I guess? LB-10X definitely spanks it.


And then you notice you can run a pair in a single side torso without having to resort to a standard engine...

#23 Bombast

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Posted 21 April 2018 - 11:47 AM

View PostYeonne Greene, on 21 April 2018 - 11:45 AM, said:

And then you notice you can run a pair in a single side torso without having to resort to a standard engine...


I suppose that would make for a potent replacement to the quad LB-10X build.

A very narrow band of usefulness I'd argue, but undoubtedly effective.

#24 Y E O N N E

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Posted 21 April 2018 - 11:48 AM

View PostBombast, on 21 April 2018 - 11:47 AM, said:


I suppose that would make for a potent replacement to the quad LB-10X build.

A very narrow band of usefulness I'd argue, but undoubtedly effective.


It's 'Mechs like the Marauder that would stand to gain the most from it, since that makes the difference between 64.8 kph and 75 kph.

#25 evilauthor

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Posted 21 April 2018 - 12:22 PM

Here's an idea I had for a BT fanfic many an age ago:

Variable Autocannon - This is an autocannon that can vary its damage and effective range. Basically, the idea is that Autocannon range limits are based on the recoil of the weapon. Ie, the greater the burst size, the more recoil the weapon generates when firing, and the more inaccurate the weapon becomes at longer ranges, hence why larger ACs have less range than lighter ACs. What the VAC does is add a burst size selector, allowing the user to trade damage for range and back on the fly. Target far away? Fire smaller, less damaging but more accurate bursts in order to hit them. Target close up? Fire, larger, more damaging bursts because the lessened accuracy doesn't matter when the target is so near. The VAC can basically ape the performance of any lighter AC while using less ammo to boot.

I'm not sure how such a weapon would perform in MWO which doesn't really give ACs any kind of noticeable recoil. And I'm not sure an automatic burst size selection system based on range would be appropriate either.

#26 Koniving

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Posted 21 April 2018 - 01:09 PM

View PostRestosIII, on 20 April 2018 - 11:53 PM, said:

I was going to suggest a mech taser, but apparently, that's already a thing. http://www.sarna.net...attleMech_Taser

My other choice would probably be a pretty boring one by most people's standards: A mech based grenade launcher system. And I don't mean mech-sized grenades, I mean modern military grade 40mm grenades, or something slightly more ridiculous like... 80mm-120mm if you want to go crazy, with around 100 rpm. It would basically be an alternative machine gun system, with an emphasis on building destruction, and variety in ammo usage. And yes, that includes crowd control with gas.

Oh, and here's a joke weapon. Holoprojectors on your mech as advertising space. Your enemy can't kill you if they're too busy calling in RIGHT NOW before the limited time offer runs out!


Did this once. There's a Vehicular grenade launcher in Megamek which it lets me attach to mechs. I need to carry ammo for it. Unfortunately while doable in the MekLab, ...it doesn't translate to Megamek as a tangible weapon on a mech. Which sucks. So I had to redesign an original police mech that used the grenade launcher to lob smoke grenades... to one totting a heavier SRM-2 with smoke missiles.

Well the weapon does go through Megamek, but any ammo disappears as soon as the mech is put into play. So I couldn't use it.

#27 Koniving

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Posted 21 April 2018 - 01:19 PM

View PostArmored Yokai, on 20 April 2018 - 06:52 PM, said:

Guys GUYS, Let's do this!
You can create as many weapons as you want, even joke weapons (create a weapon that you feel would be balanced first)


Does it have to be weapons?

I've created half a dozen mechs / vehicles and some custom weapons.

An example of a custom weapon I did (please note this was done using actual board game rules).

Advanced MG prototype
(a pre-3025 precursor to the Heavy MG; originally created as a way of making an MG variant).
(Functionally identical to a UAC).
2 base damage/use. 1 ton, 2 crits. 0 base heat, but 1 secondary heat (see special). 200 uses per ton of ammunition.

Under the "Burst Fire machine guns" rule from TacOps, this triples...at the user's choice of once or twice for a maximum potential of 12 damage without factoring

Special: It is actually made out of two separate machine guns with the following special traits.
Primary is set to Accurate Weapon to improve the chance of hitting.
The secondary is set to Inaccurate Weapon to compensate for the original's accuracy, as well as to reflect the increased inaccuracy of 'spraying'. The weapon is also set to Poor Cooling Jacket. This causes the MG's lesser half, or if we think MWO terms the "Ultra" mode option of this MG to cause heat.
An additional quirk, Ammunition Feed Problem, can be assigned to either of these though the norm is to tack it on the secondary. This represents the machine gun struggling to churn through the bullets at exceptional rates of fire.
User is restricted from exploiting the Burst Fire MG rule unless both MGs are fired. (Total heat from both being used to their maximum potential is 7 heat.)
If one of the two halves is destroyed, the remaining one still functions.

In terms of quirks:
Total advantages: 1.
Total disadvantages: 3
----------------

Comparison to HMG with the AMGP in parenthesis.


HMG (Advanced MG Prototype)
Weight: 1 ton (1 ton)
Slots: 1 slot (2 slots)
Base Heat: 0 (0+1)
Base Damage: 2 (2 or 4 in separate lots.)
Max heat/turn: 2 (7)
Max base damage/turn: 9. (12)
Base Damage per distribution: 3 (2).
Can fire if crit? No. (Yes, half as effective).
Can jam if not using Burst Fire rule? No. (Yes, well half-yes if jammed its ability cuts in half.)
Cost (Unloaded) : 7,500 (10,000)
Ammo / ton: 100 (200, consumes 1 or 2 at a time).
Ammo cost per ton: 1,000 (1,000)
Battle Value 2.0: 6 (10). +1 per ton of ammo (+1 per ton of ammo).

Edited by Koniving, 21 April 2018 - 01:27 PM.


#28 Khobai

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Posted 21 April 2018 - 01:42 PM

#1 new weapon we need: corrosive fart cloud dispenser

#29 Koniving

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Posted 21 April 2018 - 01:51 PM

View PostMonkey Lover, on 21 April 2018 - 12:13 AM, said:

mines and smoke Posted Image I know not very creative


These exist in the BT universe.
http://www.sarna.net...andard_Landmine
http://www.sarna.net...i/Smoke_Warhead
http://www.sarna.net/wiki/Smoke_Shell

:)

View PostBombast, on 21 April 2018 - 11:30 AM, said:

I think I'd like to some sort of laser system that could be charged to do damage. It could have variable charge levels that would affect how much damage it did, its range, and how much damage it did.

But I don't know what you'd call such a weapon system...


The Bombast Laser

But I suspect you already knew that...

View Post- World Eater -, on 21 April 2018 - 11:37 AM, said:

Or orbital bombardment.

http://www.sarna.net...-_Counterstrike)
Its a thing.
Doable in Megamek, too.

#30 Koniving

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Posted 21 April 2018 - 01:58 PM

View PostKhobai, on 21 April 2018 - 01:42 PM, said:

#1 new weapon we need: corrosive fart cloud dispenser

It's a...

...not a thing. Huh.

This said: Front Mission had something similar in FM3...
Posted Image
Methane powered Wanzers. Evidently when damaged to a certain extent, the pilots comically complain of the strong smell of manure.

Is that corrosive enough?

#31 MechaBattler

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Posted 21 April 2018 - 01:58 PM

Not to derail the thread. But did they have pile driver weapons in battletech? It's something I really loved from the Front Mission 4 cinematic.

#32 FupDup

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Posted 21 April 2018 - 02:01 PM

View PostMechaBattler, on 21 April 2018 - 01:58 PM, said:

Not to derail the thread. But did they have pile driver weapons in battletech? It's something I really loved from the Front Mission 4 cinematic.

http://www.sarna.net/wiki/Pile_Driver

#33 aardappelianen

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Posted 21 April 2018 - 02:19 PM

Rocket punch

And more variants of existing weapons like ac1's, 3,4,6,7,8,9,11 and so on

Rotary everything and all the good stuff mentioned before :P



#34 MechaBattler

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Posted 21 April 2018 - 02:20 PM

View PostFupDup, on 21 April 2018 - 02:01 PM, said:



Then I would suggest a magnetic pile driver. Railgun mechanics with no range, but lighter and less bulk than a regular pile driver.

#35 Khobai

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Posted 21 April 2018 - 02:28 PM

a pile driver rocket punch that leaves behind a fart cloud would be cool

#36 Zergling

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Posted 21 April 2018 - 02:32 PM

Top Attack Missiles: indirect fire missiles that attack from above, which in TT would mean increased chance of head location hits.

#37 Armored Yokai

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Posted 21 April 2018 - 03:10 PM

View PostExilyth, on 21 April 2018 - 10:22 AM, said:


No, It's literally just a cable launcher, it just unleashes a long cable that tightens itself after being released and it wraps itself around things because that is the nature of the material it is made from.

#38 evilauthor

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Posted 21 April 2018 - 03:40 PM

View PostZergling, on 21 April 2018 - 02:32 PM, said:

Top Attack Missiles: indirect fire missiles that attack from above, which in TT would mean increased chance of head location hits.


You mean like how LRMs in MWO work?

#39 Zergling

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Posted 21 April 2018 - 04:07 PM

View Postevilauthor, on 21 April 2018 - 03:40 PM, said:

You mean like how LRMs in MWO work?


No, more like this:
Posted Image


#40 Nimiki

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Posted 21 April 2018 - 04:23 PM

Giant paintball guns. Seriously. Simply shoot at the cockpit of any Mech, and watch as the poor pilot can't see a darned thing. GG.





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