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Where Are The Weapons?

Weapons

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#1 Wildstreak

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Posted 15 May 2021 - 05:13 AM

Before advancing the timeline, can we get the weapons we do not have that we should?

1 - ELRMs (IS) and Streak LRMs (Clan). While we are at it how about changing the minimum range so Clan does full damage and give current Clan lower damage to IS.

2 - COIL Beams especially for Lights and Mediums.

3 - Mech Mortars but as Ballistic, not Missile.

4 - Rifles.

#2 John Bronco

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Posted 15 May 2021 - 05:17 AM

Yes, certainly what this game needs is more lock-on ********.

#3 martian

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Posted 15 May 2021 - 05:35 AM

View PostWildstreak, on 15 May 2021 - 05:13 AM, said:

Before advancing the timeline, can we get the weapons we do not have that we should?

1 - ELRMs (IS) and Streak LRMs (Clan). While we are at it how about changing the minimum range so Clan does full damage and give current Clan lower damage to IS.

2 - COIL Beams especially for Lights and Mediums.

3 - Mech Mortars but as Ballistic, not Missile.

4 - Rifles.

1. - Streak LRMs will gain a widespread acceptance only after the Jihad and in the Dark Age, even though some prototypes exist in the current era. Ditto for ELRMs.

2. - Those weapons are non-canon stuff devised by HBS.

3. - 'Mech Mortars are niche weapons with a very limited use.

4. - Rifles are obsolete weapons of a limited usability.

MWO has many various problems, but I think that the lack of weapons is not one of them. I think the PGI should direct their developers towards more important things.

#4 Gagis

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Posted 15 May 2021 - 05:49 AM

We already have more weapons that there are viable game design purposes for.

In games, more is not more.

#5 KodiakGW

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Posted 15 May 2021 - 06:08 AM

With the recent weapon changes from the Cauldron, a number of weapons went from trash or underperforming to viable. Some went to over performing, but are being dialed back next patch. So they is plenty of new loadouts to play with now….if you want to deal with Soup Queue.

Still room for improvement with some weapons. I’d still like to see some changes made to both LBX2s and 5s.

#6 Dionnsai

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Posted 15 May 2021 - 07:20 AM

View PostJohn Bronco, on 15 May 2021 - 05:17 AM, said:

Yes, certainly what this game needs is more lock-on ********.


Before lock ons get any buffs or added weapon types, indirect locks need to go away.

#7 FupDup

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Posted 15 May 2021 - 07:34 AM

View PostWildstreak, on 15 May 2021 - 05:13 AM, said:

1 - ELRMs (IS) and Streak LRMs (Clan). While we are at it how about changing the minimum range so Clan does full damage and give current Clan lower damage to IS.

Extended LRMs are kinda pointless because current LRMs don't even work very well at 1000 meters most of the time. The main limiting factors of LRM effective range are velocity and lock-on holding duration. If we gave ELRMs higher velocity then they'd just replace regular LRMs at all ranges.

For Streak LRMs, if they worked like Streak SRMs (random bone targeting) then they'd suck. Their emphasis on direct-fire usage (cannot IDF at all) basically puts them in a similar role as ATMs but worse.

Giving any kind of LRMs full damage in close range is a big lolno. L-o-l-n-o.

View PostWildstreak, on 15 May 2021 - 05:13 AM, said:

2 - COIL Beams especially for Lights and Mediums.

They were pretty underwhelming for me when I tried them in HBS, IDK how they'd turn out in MWO.

View PostWildstreak, on 15 May 2021 - 05:13 AM, said:

3 - Mech Mortars but as Ballistic, not Missile.

Being a missile is the whole point because they're immune to AMS. It would also give the Clans access to aim-based missiles that aren't limited to melee range. Ballistics already have options, missiles need variety more desperately than ballistics do (especially on the Clan side).

View PostWildstreak, on 15 May 2021 - 05:13 AM, said:

4 - Rifles.

Depends on how PGI deals with the damage penalty to armor that they had.

#8 Dogstar

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Posted 15 May 2021 - 08:03 AM

Mostly I disagree with the OP but I can kind of see some sort of Mortar being fun - you could code it up as a ballistic weapon that displays as a back mounted bolt on and gives you a limited number of instantly deployed mini-artillery strikes! That would be both awesome and awful but a lot of chaotic fun!

Edited by Dogstar, 15 May 2021 - 08:05 AM.


#9 Leone

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Posted 15 May 2021 - 08:53 AM

View PostFupDup, on 15 May 2021 - 07:34 AM, said:

Being a missile is the whole point because they're immune to AMS. It would also give the Clans access to aim-based missiles that aren't limited to melee range. Ballistics already have options, missiles need variety more desperately than ballistics do (especially on the Clan side).

Thunder Munitions. Wouldn't be clan side sadly.

~Leone.

#10 justcallme A S H

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Posted 15 May 2021 - 09:34 AM

View PostWildstreak, on 15 May 2021 - 05:13 AM, said:

Before advancing the timeline


And when is this supposed to be happening???

#11 FLG 01

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Posted 15 May 2021 - 09:35 AM

Mortars would be useful in certain situations, i.e. when the enemy has prepared a firing line on the other side of a ridge. Peaking would be stupid but lobbing a few mortar shells helps.

That said, it is a very limited usefulness and mortars would be dead weight in the vast majorities of engagements.

#12 x Deathstrike x

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Posted 15 May 2021 - 09:35 AM

While more toys to play with would be nice MWO has other problems that need fixing first.
So pass on new weapons.

#13 Funky Bacon

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Posted 15 May 2021 - 09:44 AM

I'm still waiting for Light AC's like the LAC/2 and LAC/5.

#14 Alexander of Macedon

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Posted 15 May 2021 - 09:50 AM

View PostLeone, on 15 May 2021 - 08:53 AM, said:

Thunder Munitions. Wouldn't be clan side sadly.

~Leone.

Depending on the implementation I can see Thunder rounds as being absurdly open to abuse.

#15 Speedy Plysitkos

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Posted 15 May 2021 - 10:30 AM

balistic mortar ? uh. maybe.

#16 pbiggz

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Posted 15 May 2021 - 01:24 PM

Just about the only weapons we are missing right now that would add utility and fill a gap that isn't already being filled are Light Autocannons (ballistic option for lighter mechs), HAGs (Clan Ultra-gauss rifles), and maybe Plasma Rifles (kind of like an ammo-fed PPC/flamer for both the clans and IS), and maybe thumpers.

#17 FupDup

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Posted 15 May 2021 - 01:30 PM

View Postpbiggz, on 15 May 2021 - 01:24 PM, said:

Just about the only weapons we are missing right now that would add utility and fill a gap that isn't already being filled are Light Autocannons (ballistic option for lighter mechs), HAGs (Clan Ultra-gauss rifles), and maybe Plasma Rifles (kind of like an ammo-fed PPC/flamer for both the clans and IS), and maybe thumpers.

You forgot:

Magshot: MG substitute for IS mechs that is PPFLD and has greater range

AP Gauss: Clan version of Magshot (might be handled as an LB 3-X or maybe a burst-fire, but definitely not continuous-fire)

Protomech ACs: Clan version of Light ACs

Binary Laser Cannon: Gives IS mechs with limited energy hardpoints access to greater laser alphas (more or less an IS Heavy LL)

Edited by FupDup, 15 May 2021 - 01:34 PM.


#18 pbiggz

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Posted 15 May 2021 - 01:44 PM

View PostFupDup, on 15 May 2021 - 01:30 PM, said:

You forgot:

Magshot: MG substitute for IS mechs that is PPFLD and has greater range

AP Gauss: Clan version of Magshot (might be handled as an LB 3-X or maybe a burst-fire, but definitely not continuous-fire)

Protomech ACs: Clan version of Light ACs


These would be cool. Im all for more tools to fill in gaps we don't have.

View PostFupDup, on 15 May 2021 - 01:30 PM, said:


Binary Laser Cannon: Gives IS mechs with limited energy hardpoints access to greater laser alphas (more or less an IS Heavy LL)


If you balance this like an IS heavy large laser, i'd be all for it. If its literally two large lasers on one hardpoint with no drawback, all that does is bust IS laser vomit wide open.

#19 FupDup

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Posted 15 May 2021 - 01:48 PM

View Postpbiggz, on 15 May 2021 - 01:44 PM, said:

If you balance this like an IS heavy large laser, i'd be all for it. If its literally two large lasers on one hardpoint with no drawback, all that does is bust IS laser vomit wide open.

Going by TT, it would have a little bit less damage than two individual LL's and about the same heat which I think is fair given the hardpoint and tonnage advantages that it would have.

Another factor is that I think the Blazer should be set to a GH cap of 2 (and linked with LL of course), so factor that in with the slightly lower damage and that should keep the LL from being entirely replaced by it.

#20 pbiggz

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Posted 15 May 2021 - 01:51 PM

View PostFupDup, on 15 May 2021 - 01:48 PM, said:

Going by TT, it would have a little bit less damage than two individual LL's and about the same heat which I think is fair given the hardpoint and tonnage advantages that it would have.

Another factor is that I think the Blazer should be set to a GH cap of 2 (and linked with LL of course), so factor that in with the slightly lower damage and that should keep the LL from being entirely replaced by it.


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