Put these babies on your NARC Missiles to make a tracking beacon that lasts for weeks...
What's the most evil and annoying MechWarrior weapon you can think up...?
#141
Posted 11 December 2013 - 01:01 PM
Put these babies on your NARC Missiles to make a tracking beacon that lasts for weeks...
#142
Posted 12 December 2013 - 11:22 AM
Homes in forever, goes over, under or around terrain and deals over 100 damage to the afflicted area (the damage is spread if the area is destroyed [i.e leg destroyed, so it goes to the next closest part])
#143
Posted 12 December 2013 - 01:13 PM
Machine Gun Array
Allows you to mount up to 4 MGs and link them as one.
So... imagine the 24 Machinegun Jager-DD.
Edited by Prosperity Park, 12 December 2013 - 01:22 PM.
#144
Posted 12 December 2013 - 02:21 PM
Prosperity Park, on 12 December 2013 - 01:13 PM, said:
Machine Gun Array
Allows you to mount up to 4 MGs and link them as one.
So... imagine the 24 Machinegun Jager-DD.
Multiply by the optional rapid fire mode rules. 1D6=Damage and heat for a single MG.1D6x3=ammo consumed. That ton of MG ammo no longer goes as far as you think it would.
Granted even if an array meant you could cram in 4 MGs per hardpoint you could only fit eight machine guns in each arm plus the 1 critical required for each array itself. But 16 micro RACs is still insane. It worked even better with the Maximum Tech rules set because you did not need an array to link machine guns or any other weapon for that matter.
#145
Posted 12 December 2013 - 05:19 PM
Fist of Power
Using room temperature super conductors, it slams a Ferro-uranium round out at Mach V for 1/4 the weight of a Gauss and 12 ammo per ton.
#146
Posted 15 December 2013 - 01:37 PM
Automatically makes your mech so central to the narrative that no amount of weapons fire can seem to finally destroy it. Regardless of damage you always have one last weapon or attack remaining with which to smite your enemy and snatch victory from the jaws of defeat.
* - can only be deployed in Community Warfare matches. Wait ...
Edited by Bagheera, 15 December 2013 - 01:37 PM.
#147
Posted 21 December 2013 - 11:50 AM
#148
Posted 21 December 2013 - 12:53 PM
Getting a headshot with this weapon causes a Goliath Bird Eater tarantula to appear on the victim's keyboard in real life.
#149
Posted 31 December 2013 - 11:49 AM
Not really evil, but it makes ballistics even more OP. Evil in a way, right?
Edited by DavidHurricane, 31 December 2013 - 11:50 AM.
#150
Posted 02 January 2014 - 06:54 PM
The Cross-Universe Reinforcement Beacon
This device allows you to radio one extremely overpowered mech from another non-BT sci-fi universe for backup, and generates a portal that the mech comes through. It then proceeds to decimate the enemy team with its non-Battletech firepower. The universe and specific mech you call in can be chosen before the game starts, and you are allowed to pick any mech you want.
Ideally you would choose an anime-style mech so you can **** off every elitist BT fan in-game as they get shredded by Gundams, Armored Cores, Evangelion mecha, and whatever else you can think of. My choice?
N-WGIX (AKA: Black Glint) from Armored Core Verdict Day.
Even the Atlai wouldn't stand a chance.
#151
Posted 03 January 2014 - 08:46 AM
Bagheera, on 15 December 2013 - 01:37 PM, said:
Automatically makes your mech so central to the narrative that no amount of weapons fire can seem to finally destroy it. Regardless of damage you always have one last weapon or attack remaining with which to smite your enemy and snatch victory from the jaws of defeat.
Red Skins (Character Shield upgrade)
Red Skins are a consumable upgrade to your Character Shield module: they are Mech coverings that you apply to your teammates that causes them to be the first one to get shot in any engagement, leaving you alive and well to continue the fight under the protection of your Character Shield.
#152
Posted 03 January 2014 - 10:01 AM
#153
Posted 03 January 2014 - 10:19 AM
Weight: 2 Tons
Slots: 2
Ammo Per Ton: 10
Damage Per Hit: 10
Type: Missile
Firing this weapon drops a landmine on the ground that stays there even until after the match, allowing players from the next match (and the next match, and the next match, and the next match) to step on it and suffer leg damage. The mine disappears after it explodes, but the fact that it can remain on the map indefinitely until someone steps on it means that sooner or later somebody will set it off, and you get the C-Bills and Experience for it. Loading up a Catapult with these and mining large areas of the map allows you to farm C-Bills long after you've died and left the match and the next match has started. The fact that this weapon forces every player to tiptoe around the battlefield with their eyes glued to the ground looking for landmines that were dropped two or three (or six or ten or a hundred) games ago while you watch the money roll in makes this the ultimate troll weapon.
#154
Posted 13 January 2014 - 05:45 PM
Special features in the kamikaze edition include:
-reduced size
-increased lag shield
-extra fast
-um it also explodes hard enough to take down an atlas
#155
Posted 17 January 2014 - 07:38 AM
#156
Posted 17 January 2014 - 09:45 AM
Prosperity Park, on 03 January 2014 - 08:46 AM, said:
Red Skins (Character Shield upgrade)
Red Skins are a consumable upgrade to your Character Shield module: they are Mech coverings that you apply to your teammates that causes them to be the first one to get shot in any engagement, leaving you alive and well to continue the fight under the protection of your Character Shield.
EECM:
Extraneous Exposition Counter Measures:
This insidious device simultaneously takes over enemy comms while temporarily immobilizing affected mechs. Opponents are locked in place while their comms play out an excessively elaborate explanation of the back story of each member of your lance, how they were recruited, what specific skill they add to the lance, the entire plan of attack, and detailed retelling of how the match has played out for each lance member thus far.
Edited by Bagheera, 17 January 2014 - 10:06 AM.
#157
Posted 21 January 2014 - 02:30 AM
#158
Posted 22 January 2014 - 04:01 AM
This weapon is a module that changes all of MWO's game rules and mech/weapon stats to those of the original Battletech board game, resulting in a highly tactical but extremely slow style of play where every player has to hit a "Roll Dice" button for EVERYTHING. Guaranteed to cause ragequits.
(The BT board game is awesome though.
#159
Posted 22 January 2014 - 06:42 AM
The LSD gun
Deploys gaseous Lysergic Acid Diethylamide into the air and causes all the pilots to hallucinate and get {hippy-fied}. Within a 180m radius (you are safe)
Edited by DavidHurricane, 22 January 2014 - 06:43 AM.
#160
Posted 22 January 2014 - 10:07 AM

Or really anything from the "We Didn't Playtest ..." series.
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