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Battletech Weapon run-down for the non fanboys


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#1 Kaelin

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Posted 07 July 2012 - 03:58 PM

Some folkes here are no stranger to the Battletech/Mechwarrior franchise this isn't really directed toward you, but feel free to chip-in with constructive stuff.

this is kinda a brief run-down of the differing weapon systems available to the mechwarrior for those who've only recently been introduced.

LRM's
long range missile systems appear in volleys of multiples of 5 (5, 10, 15, 20) they are vaguely guided but require a lock to do so, the bulk will hit, but not necessarily all. can be fired 'blind' but this is largely a waste of ammo, which on the larger systems is not advised. classically these are the primary source of indirect fire in the BT universe.
<From reading an article linked later; these are also subject to minimum range; fire them too close and they'll plink harmlessly off of your target>

SRM's
Short range missile systems appear in multiples of 2 (2, 4 ,6) do more damage/missile than LRM's. later introduced were Streak SRM systems (or SSRM) which although heavier than the standard systems only fired when the missiles would hit (I think in MW:O this will be reflected in them having faster tracking). < Thanks Arctic Fox >

AC systems.
Autocannon systems are the basic projectile weapons of the BT universe, they come in 2, 5, 10 and 20. the number denotes the amount of damage/shell with the range being the reverse; 2 has the longest, 20 the shortest. later developments were the 'Ultra' AC's in the tabletop these fired two rounds but risked jamming (and on occasion exploding) but the likelihood is in MW:O chewing through your ammo supplies in short order is going to be enough of a problem.
there is also the LB-X AC system which fires the mech equivalent to buckshot, devastating at short range, mixed results further out. - personal favourite.

Gauss Rifle.
This in-short is a railgun, excellent damage at long range but like other projectile systems is quite heavy, and it's also one of the more expensive ones. it is however the only 'projectile' weapon where the ammunition is non-volatile, BUT the weapon is; if it takes a critical it explodes.

Lasers. *as per previous Mechwarrior games, still not completely clear on their implementation.
the stock laser systems use no ammunition but generate a lot of heat. the difference between pulse lasers and 'lasers' is a simple one. std lasers do all their damage in an instant, where pulse lasers produce a constant (but relatively low) damage beam for a small period.
The trade is a simple one, if you're trying to hit a fast target a laser will either hit or it wont, the pulse gives you a margin to correct and at least do a little damage.
<although from what we've seen of the dev vids, this may infact be the reverse>

<EDIT>
PPC's
Particle Projection Cannon, as the rather fantastic name would suggest these are pretty devastating, excellent damage for an energy based weapon. but excessive heat produced means that for the most part they can't really be fired in quick succession.


Factors always to consider:
Ammunition; a critical hit on an ammo location will in all probability ignite it dealing damage directly to the internal structure of the mech, fine-tuning is the key - carry enough but not too much.
Heat; (there are plenty articles on this already) but padding out your mech with nothing but energy weapons might sounds like a better idea, but you'll be overheating on a regular basis.

Edited by Kaelin, 11 July 2012 - 02:18 PM.


#2 Sidra

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Posted 07 July 2012 - 03:59 PM

dont forget PPC's

#3 Gallard

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Posted 07 July 2012 - 04:01 PM

and Ultra ACs. were MRMs available in 3049 ? I can't remember

edit: oops, saw you already mentioned Ultra

Edited by Gallard, 07 July 2012 - 04:03 PM.


#4 Manthony Higgs

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Posted 07 July 2012 - 04:01 PM

Yeah PPC's are important.

#5 Davoke

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Posted 07 July 2012 - 04:03 PM

PPC'S
Fires a stream of highly energized particles. Good range and heavy damage. High heat and a slow recharge are primary concerns.

MG's
Rapidly firing ballistic weapon that deals low damage over a short range. Low weight, cheapness and light ammo are the ups.

#6 Sidra

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Posted 07 July 2012 - 04:04 PM

View PostDavoke, on 07 July 2012 - 04:03 PM, said:

PPC'S
Fires a stream of highly energized particles. Good range and heavy damage. High heat and a slow recharge are primary concerns.

MG's
Rapidly firing ballistic weapon that deals low damage over a short range. Low weight, cheapness and DAKA DAKA DAKA are the ups.



fixed XD (sorry couldnt resist >.> )

#7 Kaelin

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Posted 07 July 2012 - 04:04 PM

View PostSidra, on 07 July 2012 - 03:59 PM, said:

dont forget PPC's


o.O
How did I forget PPC's...?

#8 ZivyTerc

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Posted 07 July 2012 - 04:05 PM

And Flamers!

#9 Sidra

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Posted 07 July 2012 - 04:06 PM

View PostKaelin, on 07 July 2012 - 04:04 PM, said:


o.O
How did I forget PPC's...?



Posted Image

#10 Manthony Higgs

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Posted 07 July 2012 - 04:06 PM

You should talk about DFA too.

#11 Neverise

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Posted 07 July 2012 - 04:09 PM

Good list, great information for the new guys ;)

#12 Kaelin

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Posted 07 July 2012 - 04:11 PM

View PostManthony Higgs, on 07 July 2012 - 04:06 PM, said:

You should talk about DFA too.


Nope, they can figure that out the hard way ;)

#13 Tvae

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Posted 07 July 2012 - 04:12 PM

View PostKaelin, on 07 July 2012 - 03:58 PM, said:

Lasers.
std lasers do all their damage in an instant


Actually, although this is true for previous games, from the previews shown, this is not the case for MWO. Regular lasers will be a constant beam that does all of their damage over a period of time, meaning it is more difficult to place all of the damage on the same location.

#14 ZivyTerc

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Posted 07 July 2012 - 04:13 PM

Also it should be said that normal (beam) lasers will have to be held on target to do full damage - I've read somewhere that the beam will last for about 2 secs, while pulse lasers are not sensitive to this.

Edit: see Dev answers 8 http://mwomercs.com/...-devs-8-answers Oh Tvae got here faster ;)

Edited by ZivyTerc, 07 July 2012 - 04:16 PM.


#15 Arctic Fox

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Posted 07 July 2012 - 04:16 PM

Not bad. Some corrections, if you don't mind:

1. I'm not sure about MWO, but in BattleTech SRMs are, in fact, guided. As far as I know the only unguided missile weapons in the BattleTech universe are MRMs and Rocket Launchers (which only show up later).

2. In addition to being more 'accurate', Pulse Lasers do more damage on average bcause the time between each pulse allows the vaporized armor to disperse, leaving it out of the way of the next pulse. This might well be their only advantage in MWO as it seems standard Lasers are damage over time weapons as well.

#16 Kaelin

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Posted 07 July 2012 - 04:23 PM

View PostArctic Fox, on 07 July 2012 - 04:16 PM, said:

Not bad. Some corrections, if you don't mind:

1. I'm not sure about MWO, but in BattleTech SRMs are, in fact, guided. As far as I know the only unguided missile weapons in the BattleTech universe are MRMs and Rocket Launchers (which only show up later).

2. In addition to being more 'accurate', Pulse Lasers do more damage on average bcause the time between each pulse allows the vaporized armor to disperse, leaving it out of the way of the next pulse. This might well be their only advantage in MWO as it seems standard Lasers are damage over time weapons as well.


good call on point 1, point 2 it's unclear how they'll be implemented without an NDA breach.

#17 xxx WreckinBallRaj xxx

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Posted 07 July 2012 - 04:25 PM

Energy: Unlimited shots. High heat. Medium weight usage. No lockon.
Ballistics: Limited shots. Almost zill heat. Big weight usage. No lockon.
Missiles: Limited shots. Medium heat. Medium weight usage. Streaks and LRMs have lockon capability.
That would be the general comparison. It's usually good to carry a mixture because if you roll pure Energy you will turn your Mech into a torch and have to wait for cooling to keep firing. If you fill your Mech with the other types you'll have nothing when you run out of ammo. Having a mixture means you can fire Energy weapons while other weapons reload then fire them while you are cooling off. It would also give you a balance of heat management vs longevity. You can select any type to be "primary" and "secondary", firing the second when the first is cooling off or reloading.

As for Flamers they do very little damage and have a very short range but produce a great deal of heat on the enemy.(Much more so than any other weapon) This may not sound very good but with heat the way it is this means a Light Mech with limited weapon space could simply try to overheat enemies and force them into shutting down. Once shutdown they would be helplessly idle while your team shots at them for target practice. By the time his Mech cools off and powers back up it would probably be ripped to shreds by a focus fire barrage. A smarter enemy may hold back on his own firepower to counter the heat buildup, but in that case you still succeeded at crippling his own dps since he's holding back. It looks like a win/win if you can stay close and keep burning them. Fyi we can be sure Flamers are in the game because they were in the leaked beta footage.

Edited by Bluten, 07 July 2012 - 04:26 PM.


#18 Kaelin

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Posted 07 July 2012 - 04:27 PM

View PostBluten, on 07 July 2012 - 04:25 PM, said:

As for Flamers they do very little damage and have a very short range but produce a great deal of heat on the enemy.(Much more so than any other weapon) This may not sound very good but with heat the way it is this means a Light Mech with limited weapon space could simply try to overheat enemies and force them into shutting down. Once shutdown they would be helplessly idle while your team shots at them for target practice.


flamers are listed as a 'special' weapon since they do NO damage, but do equal heat to your mech. I figured I'd leave them out for the uninitiated since it can be a bit of a weird one.

#19 DikieD00

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Posted 07 July 2012 - 04:32 PM

PPC's mess with the targets HUD (EM discharge i believe).

In past MW games Streaks have had an instant auto lock, but as above implementation is in the air for MWO.

With the change in lasers i think the pulse lasers get a big boost in play. Rarely ever saw them in past MW games; high alpha damage was just too good compared to "machine gun" lasers.

#20 bikerbass77

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Posted 07 July 2012 - 04:39 PM

One thing, I'm not sure if it is part of this topic or just connected, is the importance of getting the right weapon mix for your mech. For instance I find that for the best balance I have short/medium range lasers (generally medium lasers) with a heavy hitter of some kind (lbxac10 or ppc) with a missile launcher of some kind. The idea is that the lasers heat and weaken the metal, the heavy hitters chew it off and then the missiles find the hole you just make and explode inside the enemy mech for maximum damage.





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