

Let's Get Some More Weapons And Equipment In Here!
#1
Posted 09 June 2025 - 03:34 PM
-Bombast Laser
IS only, 7-12 Damage, 450 Range, 7 tons, 3 crits
Apply gauss charge onto it and the damage is decided by the charge level
-Plasma Rifle
IS Only, Ammo Based,10 Damage, 10 Heat, 6 tons 2 Crits
450 Range with a bonus 1-6 Heat applied to the target
-Chemical Lasers
Clan Only, Ammo Based, 1:1 in terms of damage for IS Lasers, Slightly less heat than an IS laser
Basically IS lasers that need ammo and do less heat
-Streak LRMs
Clan Only, Streak SRM firing style IS LRMs with 640 Range
-Heavy Flamer
IS/Clan, Ammo Based, 120 range, Increased heat and heat damage
Bring back the original flamethrower GFX from MWO Open Beta and apply that to a normal flamer
-INarc
Add different narc missile weapon types and debuff them
Homing Narc that can lock onto targets
Haywire Narc that applies ECM debuff to mechs
-ER Flamer
IS/Clan Flamer with more range
-Variable Speed Pulse Laser
IS Only, I dont know how they function but bring them in somehow
-Hyper Velocity Autocannons
IS only
HVAC/2
1050 Range, 8 tons, 2 Crits
HVAC/5
840 Range, 12 tons, 4 Crits
HVAC/10
600 Range, 14 tons, 6 Crits
Clan RACS
More range and Critical slots required.
-PPC Capacitors
IS/Clan
1 Ton, additional seconds to reload and causes PPC to require a charge
+5 damage in the form of splash damage
so C ER PPC = 2.5,10,2.5 + Capacitor PPC = 5,10,5
Reactive Armor
IS/Clan
50% Damage reduction to Missiles and Ballistics and Artillery
Increased damage from Energy
Reflective Armor
IS/Clan
50% Damage Reduction to Energy
Increased damage from Missiles, Ballistics, and Artillery.
#2
Posted 09 June 2025 - 03:49 PM
Armored Yokai, on 09 June 2025 - 03:34 PM, said:
Clan Only, Streak SRM firing style IS LRMs with 640 Range
LRMs in this game already work like streaks, which they shouldn't. LRMs are not "lock on" weapons by default, at least in TT play. They should go where the reticle is pointing.
That said, I still want my Swarm and Thunder LRMs, dang it.
#3
Posted 09 June 2025 - 04:03 PM
#4
Posted 09 June 2025 - 04:34 PM
BlueDevilspawn, on 09 June 2025 - 04:03 PM, said:
It also includes ER Pulse.
#5
Posted 09 June 2025 - 05:07 PM
BlueDevilspawn, on 09 June 2025 - 04:03 PM, said:
PPC with capacitors can be it's own weapon ERPPC + CAP, LIGHT PPC + CAP and it's just simple weapon additions that adds to the game like Artemis LRM and SRM. The "only 2" rule can be applied for the charge just like the gauss and slap on some ghost heat if you are wary.
Ammo can be applied to the Lasers but the issue is that the laser fires in such a way it drains continuously by firing, the same way a Machine gun fires (Machine guns are basically lasers with ballistic particle effects)
HVACs are more of a precision sniper type weapon with more velocity and range and would essentially be a good tool to trade vs CERPPC, CERLL, GAUSS. HVACS also are good in critical slot size for their use.
They give IS mech builds an alternative to laser, PPC or gauss sniping by trading high damage for lower DPS, higher velocity, range, and crit efficiency.
I get the concern about stun-lock but I think it’s a bit exaggerated. Heat-based suppression is already baked into BT’s tactical DNA it’s no more “unfun” than getting headcapped by x2 AC20. Plasma rifles, flamers, and heat weapons can be tuned through weight, ammo, range, or heat per hit. The fact that they’re short-ranged already forces risk to the attacker.
I get that quirks are the go-to for adjusting things within engine limits, but I think that only works up to a point. Quirks are a patch while actual weapons create player-facing tactical options.
#6
Posted 09 June 2025 - 05:16 PM
Lanzman, on 09 June 2025 - 03:49 PM, said:
LRMs in this game already work like streaks, which they shouldn't. LRMs are not "lock on" weapons by default, at least in TT play. They should go where the reticle is pointing.
That said, I still want my Swarm and Thunder LRMs, dang it.
What I mean by Streak firing style is they are direct fire and do not have arches whatsoever
If someone runs behind a hill it wont arch over it.
as for Thunder and Swarm the work around could somehow apply the artillery effects you see from the planes
and apply those AOE effects in small location
#7
Posted 09 June 2025 - 06:24 PM
Armored Yokai, on 09 June 2025 - 05:07 PM, said:
Ammo can be applied to the Lasers but the issue is that the laser fires in such a way it drains continuously by firing, the same way a Machine gun fires (Machine guns are basically lasers with ballistic particle effects)
HVACs are more of a precision sniper type weapon with more velocity and range and would essentially be a good tool to trade vs CERPPC, CERLL, GAUSS. HVACS also are good in critical slot size for their use.
They give IS mech builds an alternative to laser, PPC or gauss sniping by trading high damage for lower DPS, higher velocity, range, and crit efficiency.
I get the concern about stun-lock but I think it’s a bit exaggerated. Heat-based suppression is already baked into BT’s tactical DNA it’s no more “unfun” than getting headcapped by x2 AC20. Plasma rifles, flamers, and heat weapons can be tuned through weight, ammo, range, or heat per hit. The fact that they’re short-ranged already forces risk to the attacker.
I get that quirks are the go-to for adjusting things within engine limits, but I think that only works up to a point. Quirks are a patch while actual weapons create player-facing tactical options.
PPCs with capacitors would effectively add 2 more (projected total of 7) options to the PPC lineup in IS. What role (frankly a niche) do you envision for 2 more such that they can be balanced around such roles without encroaching on another PPC?
There are weapons TYPES in MWO each with their parameters. For example, Streaks and LRMs are both lock-ons but they are different weapon types in the game. You can't simply slap on gauss charge and there is no ramping damage (this is not the same as beams which is continuously the same damage over time). That's not doable.
And no, I will state again that you can't have laser ammo... it literally crashed the dev build when we tried it with plasma cannons so as easy as it is to say "yes you can" I'm just going to say that's not possible.
Agree to disagree with stunlock and that's that. We gave plasma minimal heat as a nod to lore but functionally it serves the Clan lineup better as a Clan LPPC.
#8
Posted 09 June 2025 - 07:36 PM
BlueDevilspawn, on 09 June 2025 - 06:24 PM, said:
Video wont display here unfortunately.
You can bypass energy ammo by creating a new ammo type as either missle or Ballistic
A workaround for the lasers is you can create a new ammo under ballistic and have the energy weapon use that ballistic ammo
Can we have Chemical lasers on the double please?
https://streamable.com/dnmm9x
Chem Lasers



Edited by Armored Yokai, 09 June 2025 - 07:47 PM.
#9
Posted 09 June 2025 - 08:19 PM
Creating a ballistic/missile ammo and tying it to an energy weapon is also a jank solution (vs. creating energy ammo and having it categorized appropriately). It's something PGI have said they don't want to do (miscategorization). This is also an example of making a ballistic class weapons with gauss charge but calling it a PPC w/capacitor and having it fall under the ballistic category. There's enough spaghetti without needing to jury rig solutions that look like a bad mod.
#10
Posted 09 June 2025 - 11:20 PM
I also want a TB. I also want a flight system and a big shield!
I want a MECH that cools and repairs allies like in the robot games I used to play.
#11
Posted 10 June 2025 - 06:06 AM
mml, an is version of the atm, srm damage at srm ranges, lrm damage at lrm ranges, guided but using lerm rather than streak style guidence.
inferno ssrm. guided heat weapon, does little damage.
rifle, cheap ballistics with long cooldowns and horrible ammo efficiency, but are generally light. 3 sizes.
im also not totally against apocryphal weapons. stuff unique to mwo but fits in with existing mechanics and in the style of bt.
improved rocket launchers: fires single rockets at 6 damage a pop with no spread. ammo is limited but the rockets fire one at a time instead of a salvo. also do a clan version (fewer tubes, eg 6, 9 and 12 instead of 10,15,20, more damage per rocket).
clan er srms, to give them a medium range dumbfire missile. less spread but soft minimum range.
flak, ballistic that explodes with aoe damage on the second tap. 3 sizes.
pulse ppc (is), a midrange rapid fire ppc that does less damage per hit but can sustain ecm disruption.
micro ppc (clan) a single slot 2-damage short range ppc. complements pulse ppc but fires slower and has splash.
epod leg mounted aoe weapon (or possibly consumable) that you can use to damage leg humping lights. one shot per unit. aoe effect centers on mounted leg and doesn't harm your mech. can be used offensively on fast mechs.
tag turret. fits in an ams slot and will keep a beam on your selected target. can keep a stealth or ecm mech visible assuming you can acquire target (eg using a ppc).
particle beam. ppc in beam form. low damage laser with ecm disruption. comes in small medium and large.
particle beam turret, combines above concepts. has range profile for a medium but less damage than the small.
flamer turret, keeps lights off you and counters brawlers, heat only no damage.
blunderbus. high damage lb50 with double damage pellets with high spread, very short rang. comes in 1,2, and 3 shot versions (no reloads like rockets but fires one at a time). light on tonnage but uses 3-5 slots.
incendiary machine gun, same as a machine gun but trades damage for heat on target.
is short pulse lasers, condense damage into a single ppfld, no burn. very hot. comes in 3 sizes. shortest range is laser family. complements clan heavy lasers.
stealth lerms. dumbfire, low spread, high speed, flat trajectory. cannot be intercepted. comes in 5 and 10 sizes only.
heavy vgl. long range version of vgl, big aoe, heavy (like 12 tons), think long tom from mw4.
incendiary mortar, same as mech mortar with aoe heat effect rather than damage.
missile drone consumable. your own little single use lrm50 drone, good for when you have narc but nobody is lerming. deploy in missile range of the target run in and target/narc/tag. drone will fire immediately after it acquires lock. will only attack mechs you have targeted. it stays up until it is used or gets shot down.
Edited by LordNothing, 10 June 2025 - 06:08 AM.
#12
Posted 10 June 2025 - 10:23 AM
Equipment could be fun, however. Non-weapon stuff that could change build strategies. I'm not sure how much of that is possible in the current MWO build though, and given that everybody seems to hate M.A.S.C. with the fiery blazing passion of ten thousand swarming Mongol berserkers? Unsure what equipment could be added that wouldn't cause riots. Even just reflective and reactive armor would probably be incredibly divisive.
Oh well. Perhaps ten or twenty years from now, when the next company decides to make MWO II to try and kickstart their own MechWarrior journey.
#13
Posted 10 June 2025 - 11:26 AM
The key is these have to be build defining, and they have to cost a lot of tonnage so that stacking one or more of them actually eats into firepower, but in a way that still feels powerful. MASC was already a massive step forward, mechs that dont have masc feel alot more cumbersome than mechs that do. More than adding weapons, PGI should, if it ever gets the resources, add allllll of these equipment pieces, and more. Make some up, i dont care. We need equipment.
#14
Posted 10 June 2025 - 02:13 PM
pbiggz, on 10 June 2025 - 11:26 AM, said:
The key is these have to be build defining, and they have to cost a lot of tonnage so that stacking one or more of them actually eats into firepower, but in a way that still feels powerful. MASC was already a massive step forward, mechs that dont have masc feel alot more cumbersome than mechs that do. More than adding weapons, PGI should, if it ever gets the resources, add allllll of these equipment pieces, and more. Make some up, i dont care. We need equipment.
I second that. We need more in the way of equipment than more weapons.
#15
Posted 10 June 2025 - 02:56 PM
pbiggz, on 10 June 2025 - 11:26 AM, said:
Lore doesn't honestly have interesting equipment. Bloodhound/Angel ECM/Nova CEWS don't really add anything to the game that is really necessary. Reflective/Reactive armor are rock/paper/scissors level equipment (if you expect dakka, run reactive, otherwise run reflective) and hardened just feels unnecessary given we have quirks to make mechs tankier. Blue shield would be very similar to AMS in that it creates a really bad situation with PPCs that seems really unnecessary.
If they were going to look for interesting equipment, honestly they need to think outside of lore because quite frankly lore has stuff very specific to the design space of a TT strategy game not a PvP FPS where people control only one unit.
#16
Posted 10 June 2025 - 03:43 PM
I think it would be a very different weapon type and strategy than the existing weapons and would be very entertaining.
Also, if possible, I'd like to see a weapon that completely destroys stealth mechs. I really hate them.
#17
Posted 10 June 2025 - 04:33 PM
nanashi0110, on 10 June 2025 - 03:43 PM, said:
I think it would be a very different weapon type and strategy than the existing weapons and would be very entertaining.
Also, if possible, I'd like to see a weapon that completely destroys stealth mechs. I really hate them.
You want a Long Tom.
Except your scenario only works when everyone is a similar size, runs quickly, and has access to verticality very easily. You cannot have "Junkrat" in a game where at any given time, 80% of the population wants to play "Orisa".
Hit Stealth mechs with a PPC and they will go away.
Run a stealth mech if you don't believe me. The minute someone CAN hit you, you lose a large part of your investment.
#18
Posted 10 June 2025 - 04:50 PM
#19
Posted 10 June 2025 - 04:57 PM
GreyNovember, on 10 June 2025 - 04:33 PM, said:
Except your scenario only works when everyone is a similar size, runs quickly, and has access to verticality very easily. You cannot have "Junkrat" in a game where at any given time, 80% of the population wants to play "Orisa".
Hit Stealth mechs with a PPC and they will go away.
Run a stealth mech if you don't believe me. The minute someone CAN hit you, you lose a large part of your investment.
things like vgl and mech mortars are significantly less long tom but have the same arcing. vgl is more for countering hill humpers at close range with small damage aoe. not powerful enough to kill them quicky but enough to flush them out. where as mech mortars are more area denial, damage spread over a bigger area like a weak arty strike. think of it more as an indirect dumbfire weapon. not the nuke of ye olde golden days of fp.
#20
Posted 10 June 2025 - 05:02 PM
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