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New Weapons For Mwo


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#21 JumpingHunter

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Posted 04 January 2024 - 02:23 AM

What i would love to see in MWO is also some old, crude, periphery-grade weapons, kind of like the ones in BTA 3062 mod for HBS BattleTech. Mech Rifles, Cannons, Reloading Rocket Launchers, Chemical Lasers, Fluid Guns or Deadfire LRMs, Medium and Small Binary Lasers, all of that would be interesting to play around with in mechlab. I love to make some preiphery-grade mechs with older stuff in them, so having some alternative low-tech weapons would be cool. Yes, some of these weapons aren't canon, but we already got this "Advanced Sensor Package", which is also not canon, so why not give us some more slightly non-canon weapons?

Edited by JumpingHunter, 04 January 2024 - 02:24 AM.


#22 Will9761

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Posted 22 January 2024 - 02:21 AM

Well, at least these weapons have been confirmed.

Inner Sphere weapons:
- Light AC/2 and AC/5: A modified version of the Autocannon that sacrifices cooldown and range for a lighter weight.
- Silver Bullet Gauss Rifle: A modified gauss rifle that fires its shells in a spread pattern with a rapid cooldown.
- Magshot Gauss Rifle: A much smaller gauss rifle designed for targeting smaller opponents.
- Thunderbolt Missile 5, 10, 15, 20: A medium range, lock on, high payload missile system.

Clan weapons:
- Proto AC/2, AC4, and AC/8: Similar to IS LACs, a modified Autocannon with increased weight savings, longer cooldown, and shorter range.
- AP Gauss Rifle: A much smaller gauss rifle designed for targeting smaller opponents.
- Beam Laser: A variation of the X-Pulse laser, this large class laser gives a continuous beam output.
- Plasma Cannon: A lighter version of the Clan ERPPC, this weapon deals a slight amount of heat damage along with regular damage.

So those are something to scratch off the list.

#23 Floof Yeen

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Posted 22 January 2024 - 09:19 PM

chemical weapons can't work as there is no possibility to add ammo functionality to energy weapons. simply not possible in MWO without engineer work.

inferno missiles will not happen. being able to full cap an enemy mech's heat from 0 without any retaliation is a very toxic gameplay and would no work well with how the current heat system works and would need engineer work to fix.

bombast lasers and variable pulse lasers would tread on the territory of small and medium lasers and would most likely either be too strong at short range, too strong at long range, or too weak at all ranges. there's also the new beam lasers being added.

MMLs are probably not going to be added because they would tread on the territory of MRMs and the thunderbolt missiles that are going to be added in march. also the inability to swap ammo types which is the defining feature of the weapon system
I remember PPC capacitors being talked about before but there was some issue with implementation or strength that stopped them from being worked on further

Edited by Floof Yeen, 22 January 2024 - 09:20 PM.






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