A
warm welcome back to MWO!
Older (Civil War era) weapons and mechs are very viable!
I myself am using 'traditional weapons' and mostly Dire Wolf until very recently...
Everything is quite balanced... you don't see everyone and their dog stampeding to a particular weapon or mech...
Everything still has its drawbacks and counters, which is the beauty of MWO and BattleTech
Don't feel bad about the new weapons (or the new mech chassis for that matter)...
Just continue to use your old weapons and mechs!
Once you feel more comfortable (or have more RL time), then you can start dipping your toes slowly into this new weapons stuff...
Meanwhile, fyi:
1. HSL Quirk List posting:
https://mwomercs.com...-hsl-quirk-list
2. Modern post-Cauldron changes since April 2021:
https://mwomercs.com...auldron-changes
===================================================================
2023/2024 New Weapon behavior changes: ('
Jihad?' era
new weapons,
Part 1,
Part 2):
===================================================================
IS: BL (
Binary Laser Canon): decreased to firing 2x weapons at once without ghost heat penalty
IS: SXPL / MXPL / LXPL (X-Pulse Laser)
IS & Clan: ASP
(Advanced Sensor Package--replaces the Command Console). Also gives TAG +20% range
Clan: HAG20 / HAG30 / HAG40 (Hyper Assault Gauss Rifle)
~~HAG20: 4x projectile shells per burst
(Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG30: 6x projectile shells per burst
(Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
~~HAG40:
8x projectile shells per burst (Projectile Shell damage+splash profile: 0.5 / 4 / 0.5)
New Weapon: IS: LAC2/LAC5 (Light Autocanon)
New Weapon: IS: TBM5/TBM10/TBM15/TBM20 (Thunderbolt Missile), minimum range 150m.
(Half damage below minimum.)
New Weapon: IS: SB Gauss (Silver Bullet Gauss Rifle):
3x projectile shells per shot
New Weapon: IS: Magshot (Magshot Gauss Rifle):
No critical hit chance bonus over base values.
New Equipment: IS: Light TAG (Light TAG)
New Weapon: Clan: PAC2/PAC4/PAC8 (Protomech Autocanon)
New Weapon: Clan: AP Gauss (AP Gauss Rifle).
No critical hit chance bonus over base values.
New Weapon: Clan: Beam Laser (Beam Laser)
New Weapon: Clan: Plasma PPC (Plasma Canon),
damage+splash profile 1 / 5 / 1, plus minor heat damage 0.5
~~>
New Fixed Equipment: IS & Clan: Supercharger:
Catapult Ferroblast,
Warhawk Kasai hero mechs
~~>
New Fixed Equipment: Clan:
Modified Ballistic Loader:
BANE-L hero mech: turns HAG into Silver Bullet Gauss
~~>Number of projectile shells per shot (ie: per trigger pull): another possible source
here.
===========================
Major weapon behavior changes: (
Civil War era weapons):
===========================
IS: STD Large Lasers: increased to firing 4x weapons at once without ghost heat penalty.
IS: STD PPC: increased to firing 3x weapons at once without ghost heat penalty.
IS: STD PPC:
minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).
IS: Heavy PPC:
minimum of 5.5 damage at zero meter range. Does exponential decay damage below minimum range (somewhat similar to Clan LRM).
IS: Light-PPC: no minimum range anymore.
IS: Snub-Nose-PPC: decreased back down to firing 2x at once without ghost heat penalty (June-2022 patch)
IS: Snub-Nose-PPC: does splash damage (similar to Clan ER-PPC), damage+splash profile 2.5 / 10 / 2.5
IS: Light-Gauss: [Maintenance_HSL]: changed to "no" ghost heat penalty (can only charge/fire 2x at once though).
IS: Light-Gauss: no longer part of ghost heat linked penalty group of IS Gauss Family & IS PPC Family.
IS: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
IS: LRM5: Now in its own separate ghost heat linked penalty group.
IS: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM15 + 6xLRM5 with no Ghost Heat !
IS: STD SRM4: increased to firing 5x STD SRM4 weapons at once without ghost heat penalty.
IS: Rocket Launcher: does slight (exponential decay) damage below minimum range (similar to Clan LRM). 'Zero' damage at zero meter range.
IS: CASE: now 0 tons, still consume 1x critical slot. Equippable in Arm, Leg, Left/Right Torso.
IS: BAP: now 1 ton, and consume 1x critical slot.
IS & Clan: LRM:
firing arc reinstated back to its original 2023 value (now 150m, up from 100m).
IS & Clan: LRM velocity reduced on patch dates: Jan-2024 <-- Aug-2023 <-- Summer-2023.
IS & Clan: LRM (indirect) velocity: 160 m/s (down from 160 m/s <-- 190 m/s <-- 210 m/s).
IS & Clan: LRM (direct) velocity: 224 m/s (down from 224 m/s <-- 266? m/s <-- 294? m/s).
IS & Clan: artemis-LRM (indirect) velocity: 190 m/s (down from 190 m/s <-- 226? m/s <-- 250? m/s).
IS & Clan: artemis-LRM (direct) velocity: 266 m/s (down from 266 m/s <-- 316? m/s <-- 350? m/s).
IS & Clan: Streak SRM2: increased to firing 6x Streak SRM2 weapons at once without ghost heat penalty.
IS & Clan: Streak SRM4: increased to firing 4x Streak SRM4 weapons at once without ghost heat penalty.
IS & Clan: ECM range decreased to 90m (down from 120m). ie: -55% protection surface area!
IS & Clan: ECM missile lock time decreased to only 2x times longer (down from 4x longer). ie: shorter lock times
IS & Clan: Radar Depriviation decreased to 80% max (ie: 80% = 16% x 5 skill nodes).
IS & Clan: AMS ammo does not explode upon crit.
IS & Clan: MASC lasts longer (fill rate decreased). MASC redline threshold increased to 85% (up from 75%).
Clan: ER-Micro-Laser: changed to "no" ghost heat penalty (fire as many as you want at once!).
Clan: Micro-Pulse-Laser: increased to firing 12x weapons at once without ghost heat penalty.
Clan: Micro-Pulse-Laser: no longer part of ghost heat linked penalty group of Clan ER-Micro-Laser.
Clan: AC5: increased to firing 4x AC5 weapons at once without ghost heat penalty.
Clan: AC5: decreased to 1x projectile shell per shot (down from 2x).
Clan: AC10: increased to firing 4x AC10 weapons at once without ghost heat penalty.
Clan: AC10: decreased to 2x projectile shells per shot (down from 3x).
Clan: AC20: increased to firing 2x AC20 weapons at once without ghost heat penalty.
Clan: AC20: decreased to 3x projectile shells per shot (down from 4x).
Clan: UAC5: increased to firing 4x UAC5 weapons at once without ghost heat penalty.
~~>Number of projectile shells per shot (ie: per trigger pull): another source
here.
Clan: LRM5: increased to firing 6x LRM5 weapons at once without ghost heat penalty.
Clan: ATM3: increased to firing 6x ATM3 weapons at once without ghost heat penalty.
Clan: LRM5 & ATM3: Both are now in its own separate ghost heat linked penalty group together.
Clan: 2xLRM20 + 6xLRM5 with no Ghost Heat ! 2xLRM20 + 6xATM3 with no Ghost Heat !
Clan: 2xATM12 + 6xATM3 with no Ghost Heat ! 2xATM12 + 6xLRM5 with no Ghost Heat !
Clan: ATM Family: new minimum range of 60m (down from 120m). 'Zero' damage below minimum range.
Clan: SRM4: increased to firing 6x SRM4 weapons at once without ghost heat penalty.
Clan: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node)
Note: IS only: max 100% ECM jamming (ie: max 100% = 20% skill node + 20% skill node + 60% base value)
Note: IS only: 2x ECM Skill Nodes max out at 40% ECM Target Range Reduction (ie: 20% per ECM Skill Node), on top of base value of IS base 60% ECM.
Note: Clan only: max 93% ECM jamming (ie: max 93% = 16.5% skill node + 16.5% skill node + 60% base value)
Note: Clan only: 2x ECM Skill Nodes max out at 33% ECM Target Range Reduction (ie: 16.5% per ECM Skill Node), on top of base value of Clan base 60% ECM.
Note: ## = Major mech chassis quirk adjustment
Note: [
Maintenance_HSL] = Strictly to overcome the PPC/Gauss linked Ghost Heat penalty group; there are no additional weapon hardpoints to accommodate additional ERPPC weapons. eg: KGC-001, MAD-4L
Edited by w0qj, Today, 05:50 AM.