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


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#41 Moochachoo

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Posted 21 April 2018 - 04:25 PM

Not a weapon per say, put how about a self destruct function, when you are too damaged or sticked, you can try to run in to the blob of enemy units and self destruct taking them down with you, is this something that already exist in battletech?

A mine launcher, a weapon that launches a bunch of land mines scattered in a target area, mechs that walks over the mines will blow out their legs.

#42 Koniving

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Posted 21 April 2018 - 05:56 PM

View PostMoochachoo, on 21 April 2018 - 04:25 PM, said:

Not a weapon per say, put how about a self destruct function, when you are too damaged or sticked, you can try to run in to the blob of enemy units and self destruct taking them down with you, is this something that already exist in battletech?


http://www.sarna.net...h_Self_Destruct
Its generally not advisable, the pilot typically dies. Pilots are really big investments in actual campaigns.. and failure is rampant with 'newer' pilots, as such if you really want a self destruct to work tactically in your favor, it's gotta be a seasoned pilot... that you've undoubtedly put dozens of hours into building up... Makes for an emotional moment when he or she makes the noble sacrifice.

....Makes a table flipping moment when the sacrificial pilot is then killed before succeeding by some jerk on the ground with an autorifle that just happened to hit the cockpit just right...

To expand: The Capellans (Liao) have also resorted to vehicular bombs. I once kinda did this as a joke after reading about certain beliefs that they are upheld to, and a year later discovered multiple instances in lore where not only will civilians remove the bodies of dead soldiers in order to man downed vehicles (and mechs) to bring them back into the fights (which have brought about descriptions of 'zombie mechs')... but the military has also performed bombings by staging or crashing civilian vehicles by or into targets of interest, in the middle of civilian populations, to take advantage of any enemy orders where civilians were not to be harmed. Their people are not citizens until they have proven themselves in service.

Quote

A mine launcher, a weapon that launches a bunch of land mines scattered in a target area, mechs that walks over the mines will blow out their legs.


http://www.sarna.net.../Mine_Dispenser
Carried by jumping infantry.

Edited by Koniving, 21 April 2018 - 06:08 PM.


#43 evilauthor

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Posted 21 April 2018 - 06:14 PM

I wanna drive one of these in MWO:
Posted Image

#44 Koniving

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Posted 22 April 2018 - 06:56 PM

View Postevilauthor, on 21 April 2018 - 06:14 PM, said:

I wanna drive one of these in MWO:
Posted Image

Why does that look like it was made in Mechwarrior Tactics?
Posted Image
Posted Image

Edited by Koniving, 22 April 2018 - 06:58 PM.


#45 Nightbird

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Posted 22 April 2018 - 07:32 PM

A Paint gun...

Because pilots apparently rely on LOS through their cockpit glass hahahaha

#46 evilauthor

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Posted 22 April 2018 - 07:45 PM

View PostKoniving, on 22 April 2018 - 06:56 PM, said:

Why does that look like it was made in Mechwarrior Tactics?
Posted Image
Posted Image


Is that an actual game? I gotta check it out.

#47 Koniving

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Posted 22 April 2018 - 07:52 PM

View Postevilauthor, on 22 April 2018 - 07:45 PM, said:


Is that an actual game? I gotta check it out.

Don't bother, it was a game. When PGI got rid of IGP, IGP no longer had the license to produce their own Mechwarrior games.

As such, it's scrapped and all its assets sold.

A bit of a shame too. It played pretty good and seemed more balance than MWO, though the loot box "buy a card pack see what you got" sales model probably would've caught flak now.

Take Harebrain's Battletech... show turns playing out simultaneously after moves are planned (attack first then movement). And multiplayer only... with almost unrecognizeable mechs (they seem to draw inspiration from combing the Western BT with Japanese BT and throwing in..um... Total Annihilation I think into the mix)... and you have Mechwarrior Tactics.

Oh, and take in Solaris 2007 salvage cards to the mix.

The biggest things I liked, though, was that you had pilot cards which affected the performance of the mechs, sized hardpoints (no restrictions on "WHAT" could go there, but there were hard points limiting only the size of what you put in... Don't replace a Hunchback's AC/20 with a medium laser, it takes all the slots. But an AC/2 in the CT of my Jenner? Jumping Jenner AC/2 spray... Speaking of which, actual autocannons (the spray sort).

This said, while it had a great start, it hit limbo at some point, then changed developers 2 or 3 times before it very quietly went more than half a year without a single update and then sold everything, which as far as I know, there wasn't even a message to any of the backers or anything... the site just said it was going for an update... and then the assets were up for auction. So while the game was pretty good, IGP....was not.

Edited by Koniving, 22 April 2018 - 08:03 PM.


#48 Koniving

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Posted 22 April 2018 - 08:12 PM

I'm curious as to whether or not anyone liked the weapon (advanced machine gun prototype) I created in Battletech using BT rules.

It came from an idea given to me by older Battletech designs, such as the Behemoth Battlemech, where 'original/new' weapons are created by combining existing weapons and saying they are one. In the Behemoth's case, it had a single turreted weapon on top of the CT, which the description says is a single experimental 30 ton Gauss Rifle... with each ST having a "Gauss Rifle" installed to represent this rapid firing 30 ton Gauss Rifle. This isn't the only example, either, but it is the most obvious one. As such I took the same approach and used design quirks to make it unique.

(I'm debating on creating/sharing more. I also encourage players of Megamek to create and try these 'new' weapons. Be certain the appropriate rules are checked, especially design quirks and in the case above, "Burst fire MGs")

Edited by Koniving, 22 April 2018 - 08:15 PM.


#49 PocketYoda

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Posted 22 April 2018 - 08:24 PM

Urbanmech Death Blossom...

#50 JP Josh

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Posted 22 April 2018 - 08:36 PM

paint thrower.

similare to a machien gun only instead of bullets it shoots paint balls anything it hits gets covered in a sticky glue color obscuring vision. when in close quarters it can render any mech unusable due to it blocking the line of sight of the ambushed mech.

takes ballistic slot .5 weight 1000 rounders per ton.

#51 LordNothing

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Posted 22 April 2018 - 11:20 PM

codpeice mounted rocket gatling cannon.

#52 Karl Streiger

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Posted 23 April 2018 - 04:06 AM

hm always had a proclivity for artillery and the coil-gun... so lets combine it - the artillery gauss cannon

Edited by Karl Streiger, 23 April 2018 - 04:07 AM.


#53 Savage Wolf

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Posted 23 April 2018 - 04:14 AM

A piece of lost technology called a "Lobby" which has the advanced abilities of enabling a team to prepare for the mission and battlefield to come and thus select a mech and camo that is actually beneficial to both the team and the goal on the match.

#54 Athom83

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Posted 23 April 2018 - 05:03 AM

Railgun;

Damage: 20
Heat: 12
Tons: 16
Slots: 10

SR: 1-6
MR: 7-18
LR: 19-30

APT: 4

Design quirks;
Detonation on weapon crit (like a gauss)
Slow autoloader (takes an extra turn to load)

Essentially a lighter iHG that produces a lot of heat.

#55 Variant1

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Posted 23 April 2018 - 08:17 AM

small pulse machine gun
Basicaly an mg version of a small pulse lazer, fires as fast as a LAMS but deals as much dmg as a mg.

chaff
An equipment that when any locked on weapon fires at you will go towards the chaff, can stick it on enemy mechs. takes up crit and tonage and 1 consumable slot

Howitzer canon
An autocanon that shoots slow moving but large AOE shell that explodes. Weighs alot and takes crit space, the bullet moves slow and has a drop. Dont have to hit the target directly to do dmg just near it.

Missile howitzer barrage
Missile tubes that shoot rockets moving slightly faster than howitzer shell. Basically think of the russian katyusha but as a missile weapon mounted on a mech(can only be mounted on side torsos or catapults arms). Can be shot upwards and the missiles will rain down, can only be dumb fired.

Lazer guided missile
A missile that follows the players tag.

Crosshair guided launcher
A missile launcher that follow the players crosshair

#56 Cabusha

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Posted 23 April 2018 - 08:26 AM

I'd DELETE the Gauss Rifle. Damn thing has caused ballance issues since introduction on Table and MW.

#57 LowSubmarino

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Posted 23 April 2018 - 08:26 AM

Instead of creating completly new stuff, they should implement more indirect weapons that open up more strategies and more ways to influence enemy movement;
  • Mortars - you select a specific area/a circle and bombard the area
  • Rapid fire grenades for area denial
  • Mines that can only be detected if you either spend enough time in an area or with specific sensors


#58 FupDup

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Posted 23 April 2018 - 04:46 PM

View PostKoniving, on 22 April 2018 - 07:52 PM, said:

A bit of a shame too. It played pretty good and seemed more balance than MWO, though the loot box "buy a card pack see what you got" sales model probably would've caught flak now.

Good balance? Besides the inherent issues with TT values such as the AC/2 being useless, there were also some really obnoxious cards available.

One of the assault mech pilots (Tenner something was his name?) got -2 heat when he fired an alpha strike (yes, it was in fact an alpha strike, it was even called that in-game when you pushed the big red button in the bottom center of the screen). There were also tactics cards that reduced the amount of heat generated from firing PPCs, and you could stack multiple of them at the same time. I personally stacked the -2 and -3 cards, for a total of -5 heat per PPC...

Then I combined all of these factors onto a quad PPC Stalker that could fire for quite a while before being threatened by heat. And this was just in the SHS era. An SHS quad PPC Stalker that works better than the DHS version ever did in MWO.

TL;DR: MWT was balanced? Kek.

Edited by FupDup, 23 April 2018 - 04:48 PM.


#59 Koniving

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Posted 23 April 2018 - 07:02 PM

View PostFupDup, on 23 April 2018 - 04:46 PM, said:

Good balance? Besides the inherent issues with TT values such as the AC/2 being useless, there were also some really obnoxious cards available.

One of the assault mech pilots (Tenner something was his name?) got -2 heat when he fired an alpha strike (yes, it was in fact an alpha strike, it was even called that in-game when you pushed the big red button in the bottom center of the screen). There were also tactics cards that reduced the amount of heat generated from firing PPCs, and you could stack multiple of them at the same time. I personally stacked the -2 and -3 cards, for a total of -5 heat per PPC...

Then I combined all of these factors onto a quad PPC Stalker that could fire for quite a while before being threatened by heat. And this was just in the SHS era. An SHS quad PPC Stalker that works better than the DHS version ever did in MWO.

TL;DR: MWT was balanced? Kek.


I didn't have any bought / pay 2 win cards. The Ac/2 was good for its purpose of long range harassment and I have netted a lucky kill or three with it through jumping headshot with my Jenner.

But of the month and a half I played in its first 5 months it was fairly good. Can't say much for beyond that it WAS the "gold mech" company afterall.

#60 Troa Barton

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Posted 23 April 2018 - 08:10 PM

A PPC that didn't generate enough heat to ignite mars' core.
A rotary AC that was worth taking.
Missiles that destroyed cover.

On a (more) serious note: a beam laser





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