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


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#1 Armored Yokai

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Posted 20 April 2018 - 06:52 PM

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)
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Real Weapons!

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Rapid Fire Energy Releaser
Fires in a session exactly like machine guns in rapid fire mode however due to this technology being a prototype it takes up 3 crits and 5 tons and adds 4 heat per projectile
the damage is 3 per projectile and the range is 350m the fire rate is .50, the drawback it faces is it begins to weaken when used too long and can potentially render the weapon inoperable

Long Rifle
an extended version of the heavy rifle with minor drawbacks but many improvements.
7 damage 10 tons 3 heat 12shots-sper-ton 600m-710m 4 crits



Searing Hatchet
Heat is transfered from the battlemech into the battlemech hatchet to deal bonus 3-10 damage whilist adding 1-5 heat to the opponent

Battlemech Bola
a Cable attached with a hook is launched at a target meant to trip or slow down the enemy


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Jokes
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Rotary ER Gauss Laser
1 Ton/ 1000M/0 heat/ 0.3 CDR/ 10 damage/ 1 crit / no ammo/(firing more than 1 of these results in a heat spike more than 150% of your total heat bar)

Ultra-Auto Missile
3 crits/3 tons/ infinite ammo/5Km/ Toggle which location to aim/ shows a list of enemies on the battlefield and you can pick one of them on a cataloged list/ goes through everything/ fires into the air and immediately starts to home to the aimed location/ 250 projectile speed/ Fires missiles like clan lrm/ 0.1 sec cdr/ fires as many missiles as you choose/ 3 dmg per missile/ will not transfer to locations but will cause massive incurable screenshake until the match ends or your mech dies( disconnecting and starting a new match wont stop nor will ALT F4)

Sacrificial Urbanmech Detonator
ALL urbanmechs on your team immediately explode dealing their total Armor/Critical Health/Ammo explosion dmg to the opposing team per each player (everyone on your team takes no damage except for the sacrificed dead urbanmech and the urbanmech players are granted 1k MC, all damage dealt is scored by the urbanmech and they receive a bonus 500% of Cbill gain ) The weapon weighs 30 tons and costs 1 crit and has all map range

#2 evilauthor

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Posted 20 April 2018 - 07:34 PM

Sonic Cannon - Uses sound waves to shake targets apart. Range depends on medium, improving underwater and reduces to nothing in vacuum. Due to the nature of sound waves, the attack propagates in a cone, much like a MWO LBX shotgun spread.

Laser Turret - Takes Incursion Base Turret targeting software and puts it on a mech. End result is an overweight Medium Laser that gets perfect CT shots every time the weapon is fired. Requires target lock in order to work and the weapon MUST be mounted on an arm with a Lower Arm Actuator.

Tactical Nuke - 1 ton. 1 crit. No hard point required and can be placed in any section of the mech. The device is a suicide charge that will do massive damage to everything in line of sight with damage reducing with distance out to 1000 meters. Damage starts at 500 per section at ground zero (which is where the user is).

Orbital Bombardment - A consumable along the same lines as Artillery Bombardment and Air Strike. When used, a column of light comes down from the sky to blast the target zone.

Glue Gun - Does no damage, but mechs hit by this weapon will experience slow down with their movement depending on where they are hit.

Mines - What's a war simulator without the ability to lay traps for the enemy (or your allies) to walk into?

#3 StealthdragonB

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Posted 20 April 2018 - 07:58 PM

Binary medium lasers: like medium pulse but with better range

Binary small lasers: some weird alternative to medium lasers cause why not

SRM 8 and 10: So now you don’t need so many missile hardpoints to do splat builds.

Small/small pulse laser arrays: so any mech can boat them

Micro/micro pulse laser arrays: now the PIR isn’t the only mech that can use them

#4 FireStoat

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Posted 20 April 2018 - 09:39 PM

I'm still waiting for SRM 2 : Inferno missiles.

#5 Thermoluminescence

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Posted 20 April 2018 - 10:58 PM

The best weapon I can think of is a game client that doesn't blow chunks.

#6 RestosIII

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Posted 20 April 2018 - 11:53 PM

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!

#7 evilauthor

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Posted 20 April 2018 - 11:56 PM

View PostStealthdragonB, on 20 April 2018 - 07:58 PM, said:

SRM 8 and 10: So now you don’t need so many missile hardpoints to do splat builds.


Modular SRM Launcher - Build your own custom SRM Launcher of any arbitrary tube count (crit and tonnage limitations permitting of course) while using only ONE missile hard point. Each module has two SRM tubes and takes up 1 ton and 0.5 crits (round up) each. Want a SRM-24? Completely doable... as long as there's nothing else in that section of the mech.

Modular LRM Launcher - Like the Modular SRM Launcher, but with LRMs. Each module holds 5 tubes, and takes up 2.5 tons and 1 crit each.

ELRMs - For potatoes that want to sit at the spawn point and still be able to hit targets (theoretically) on the other side of the map.

Multi-Missile Launchers - Gets around the lack of ammo switching function by using automatic ammo selection based on firing conditions. LRMs are only fired if the mech has a lock on a target that is greater than 180 meters away. If there is no target lock or the locked target is less than 180 meters away, SRMs are fired instead. Of course, this presumes the desired ammo is available. If one ammo type is depleted, the remaining type is used instead regardless of firing conditions.

LB-X function patch - LB-X AC mechanics are reworked. Instead of firing a shotgun spread, LB-X ACs now fire a single bullet with a proximity fuse which detonates when the bullet is within 10 meters of an enemy unit, doing area effect damage, effectively turning near misses into hits.

Plasma Rifle - Who doesn't want a weapon that inflicts both damage AND heat on their target?

Parawing - Not a weapon as such, but an addon that both slows a mech's fall and allows it some movement control while in midair.

PPC Capacitor - Increase the damage of your PPC by five points with only a minor explosion risk. And a longer cooldown time (8 seconds!) of course.

AC-40 - Massive damage for massive tonnage and crit space. Also, itty bitty effective range comparable to an HMG.

Laser Heat Sinks - For every Clan pilot who wants to a) ignore environmental temperature effects on their heat dissipation rates, and B) wants their mech to light up like a Christmas Tree every time they run hot.

#8 Monkey Lover

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Posted 21 April 2018 - 12:13 AM

mines and smoke Posted Image I know not very creative

Edited by Monkey Lover, 21 April 2018 - 12:14 AM.


#9 Jay Leon Hart

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Posted 21 April 2018 - 10:09 AM

Melta weapons because the Plasma Rifle just isn't mean enough Posted Image

#10 FupDup

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Posted 21 April 2018 - 10:13 AM

Mini Gauss Rifle

IS Light AC/10

Clan Light ERPPC

Clan Plasma PPC

Clan Streak MRMs (okay maybe not...)

#11 sycocys

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Posted 21 April 2018 - 10:21 AM

Hammers, axes, and maces.

#12 Exilyth

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Posted 21 April 2018 - 10:22 AM

ER-XL-AC-2/5 - ACs with more range than LBX, less weight than light ACs but taking up a lot more crits.


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

Battlemech Bola
a Cable attached with a hook is launched at a target meant to trip or slow down the enemy


Like http://www.sarna.net/wiki/Bola_Pod ?

Edited by Exilyth, 21 April 2018 - 10:24 AM.


#13 Asym

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Posted 21 April 2018 - 10:50 AM

Elemental's or AI short range drones...
Or, melee physics where legs, arms and jumping collision damage is "real". Like if a light get's kicked by an assault....

Edited by Asym, 21 April 2018 - 10:52 AM.


#14 Bombast

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Posted 21 April 2018 - 11:30 AM

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...

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



Why you can't commit war crimes against infantry with that weapon is beyond me.

#15 Y E O N N E

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Posted 21 April 2018 - 11:33 AM

View PostFupDup, on 21 April 2018 - 10:13 AM, said:

IS Light AC/10


Y tho

#16 FupDup

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Posted 21 April 2018 - 11:37 AM

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

Y tho

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

#17 - World Eater -

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Posted 21 April 2018 - 11:37 AM

Crotch chainsaw a la Robot Jox.

Or orbital bombardment.

#18 Y E O N N E

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Posted 21 April 2018 - 11:39 AM

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?


> 360 meters range (probably)

Also other than hardpoint considerations, a 10-ton, 4-slot AC/10 is exactly what 2x LAC/5 are and that's why there's no LAC/10 in the first place (because TT doesn't have hardpoints).

#19 Signal27

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Posted 21 April 2018 - 11:39 AM

Machine guns, cannons, and missiles that function just as good as their real-life 2018 counterparts.

#20 FupDup

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Posted 21 April 2018 - 11:41 AM

View PostYeonne Greene, on 21 April 2018 - 11:39 AM, said:


> 360 meters range (probably)

Also other than hardpoint considerations, a 10-ton, 4-slot AC/10 is exactly what 2x LAC/5 are and that's why there's no LAC/10 in the first place (because TT doesn't have hardpoints).

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).





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