

Best long range weapons LRM's, L. Lasers, PPC's or Gauss?
#21
Posted 27 January 2012 - 12:06 AM
As a matter of fact i've allways been playing energy mechs. Don't get me wrong, i appreciate other two weapon types and praise them high, but it was never my cup of tea to arm them.
Missiles are great, i don't mind if only a fraction of total ammount of missiles launched hits the target, they pack a serious punch and can strike the whole mech down for a few seconds, which may prove critical. SMR and MRM are usefull too, mostly because given reasonable damage to ton ratio - and also missiles for shorter range seems to have much higher hit ratio, which pretty much sums it up.
The issue is, i am playing MWLL now and let me say the LRM are somehow useless without effective NARCing/tagging. Also, every hill or dune means 0 damage. And that 0 damage for something where you have only limited ammount of shots hurts. That is why i don't plan on using missile mechs, too big risk of wasting ammo without doing much damage.
Ballistic guns - heavy damage, but that ammo limitations means i can stay in battle for a limited amount of time/shots. Gauss rifles are epic if used peoperly, so my mech will probably be a mixture of energy and ballistic weapons, just in case i am overheated and need to cover fire.
#22
Posted 27 January 2012 - 12:34 AM
I used to ride a Black Knight with 13 (!) ERML but that had such major issues with heat that I gave up. At under 400m though it was a beast! One alpha strike and you're toast.
#23
Posted 27 January 2012 - 12:35 AM
As for the Gauss, I prefer to use it a little closer in, unless I really have a clean shot. At close range the accuracy is great as is the lack of heat build-up, but I hate wasting ammo by goofing up my lead at 1000yds. Something like a Thor-A works out ideally, with a fast-firing energy weapon providing a barrage of mid-range fire, the Gauss punching out weakened armor during the cool-down, and the SRMs exploiting the breached armor.
#24
Posted 27 January 2012 - 12:42 AM
Getting that out of the way, I prefer the Large Laser for a long range weapon that's a bit of an every-gun. No minimum range, no ammo, a little less damage than a PPC, but less heat too. I love that the Grasshopper keeps it in it's chest so when I'm missing limbs and taking hits to the engine there's a good chance I'll still be burning away with that thing.
Despite the Large Laser probably being my favored gun for this scenario, there's something to be said for the LB 2-X AC. You see, I want to go bird hunting...
#25
Posted 27 January 2012 - 01:00 AM
So for 3049 Inner Sphere weapons... I have to go Gauss rifle on this.
Since LRMs damage many locations, in 5 point groups, a Large Laser does 8 damage (Normal and ER) and PPC's both normal and ER only do 10 damage, however the Clan version does 15 damage, but based off of what tech we will have when the game starts, the only one shot one kill, long range weapon is the Gauss Rifle.
Also why is Clan tech even listed in this topic in the first place, Yes it weighs less, does more damage, and tends to generate less heat, and take up less crits, it is all around better. We all know that, but it will also not be open to players at the start of this game.
So what is the best Inner Sphere long range weapon in 3049?
You are not getting a Clan ER PPC in 3049 sorry.
Edited by Shalmyan Moonsong, 27 January 2012 - 01:09 AM.
#26
Posted 27 January 2012 - 03:19 AM
If I have a heavier and powerful engine which means less tonnage for guns, I would mount more beamer weapons than compared to ballistics. Missiles are the in between and can help fill in the gaps.
Edited by [EDMW]CSN, 27 January 2012 - 03:20 AM.
#27
Posted 27 January 2012 - 03:43 AM
For shorter engagements in relatively flat areas, Gauss rifle is nice because of the straight shot and high damage. If the engagement where to drag on, the gauss rifles limited ammo would become a problem though.
LRM's face the same ammo problem, but its good even when there's hills or other terrain features for some indirect fire.
Personally I like the PPC. It requires some more aiming because of it's slightly slower flight than the gauss rifle and heat can become a problem, but it has unlimited ammo, giving it a pretty much endless lifecycle and since it doesnt weigh as much I can put some other weapons like AC's to add some extra punch between PPC shots.
#28
Posted 27 January 2012 - 04:55 AM
PPCs every time.
ERs so much the better
.PPCs are light(only take up 2 crit slots)
.they do not run out of ammo
.they do more damage than a laser
.they do not explode like a gauss does when it takes damage.
.they do not have explosive ammo.
The downside is the heat buildup which requires a sklled hand of a competant mechwarrior to control that.
#29
Posted 27 January 2012 - 05:11 AM
In my oppinion the best weapon is the one you achive the best performence with.
I can hit my targets with all of these weapons but with LRMs and ERPPCs i am more accurate.
So my choice always will be LRMs or/and ERPPCs
#30
Posted 27 January 2012 - 05:44 AM
#31
Posted 27 January 2012 - 06:07 AM
#32
Posted 27 January 2012 - 10:23 AM
KAPOW!
KAPOW!
done with the day.
#33
Posted 27 January 2012 - 10:31 AM
#34
Posted 27 January 2012 - 11:21 AM
I'm going based off of an excessively long amount of playtime in MW4:Mercs.
The most devestating weapon is the Gauss (not considering the dreaded AC20 in this case) but it's extremely limited - It's heavy, bulky, and extremely ammo dependent. Ammo dependance is the key here - although you can skimp on heatsinks, that tonnage goes strait into ammo, and even so, in long missions you're liable to run out before the end - even if every single shot lands directly on target. (which is unlikely) And then what do you do once your big gun stops firing? So much weight is invested in the Gauss, that once it fails, your mech is likely to be a second-rate combattant at best. Once again: the gauss is devestating... While it lasts. Even the most munchie gaussvilla is vulnerable when the ammo runs dry.
Even more ammunition-consuming is the LRM. LRM launchers don't weigh terribly much, and they lay down immense damage at ranges few weapons can match. On the downside however, they take time to arm, are (realatively) high-heat, and they spend ammo like a compulsive shopper spends money. (the last of which is somewhat offset by their low weight, allowing you to carry significant ammunition stores) That being said, a LRM boat is great to have on your team, and are almost a requirement againt static emplacements and dropships. The command "bring the rain" is one of the greatest things to ever hear, but if you are piloting the missile boat yourself, you may find yourself woefully inadequite if a flanker manages to get close to you. The LRM is a very strategic weapon, and necessary even, but not the best for all cases.
Then we have the hallmark of the energy weapons - that glorious weapon of Zeuses, the azure lightning - the PPC. The PPC is a joy to see, hear, and fire. Hurtling lighting bolts at your enemies like some wrathful god? Sign me up! It's all well and good until the critical heat warning starts to blare. True, the PPC is defined as being ammunition independant. However, its extreme heat costs use up heatsinks as if they WERE ammo. At the end of the day, you can't mount more PPCs than you would Gauss Rifles - of course, you wouldn't run out of ammo, but the heat alone could seriously hamper your fire-rate in all but the coldest (or wettest) of environments.
And finally, we get to my weapons of choice. The lasers. Travelling at the speed of light, the laser is the quickest wepon around - even PPCs have a slight lag to them, which may be the difference between a headshot and a grazed shoulder. Unlike the Gauss, they are ammunition independant, and unlike the LRM, they don't need to lock on to targets. They also are considerably lighter and cooler than the PPC. The lasers are truly the balanced standard by which all other weapons are judged.
But why do I choose the Inner Sphere versions over their Clan cousins? Quite simply the same reason I turned down the PPC: heat. In MW4, the Clan LL weighed one ton less, but had a significant heat increase. As a result, that one extra ton almost always went towards a heatsink to try and sustain the weapon. In the end, the gains weren't worth the bonuses. I personally never fielded a mech any slower than 84km/h, so the Clan LL's slight range advantage was easily nullified. And as for the Clan lasers greater damage..? Well... Clanners are cheaters, that's what.

Being balanced, ammunition-independent, cheap, and common, the IS lasers are my bread and butter. I usually start equipping a mech by mounting a duo, trio, or even a quartet, (or in the case of the Medium laser, six-packs and even octets) and then fill the mech with support weaponry from there.
Albeit, that's just my personal approach.
Yogibear24, on 26 January 2012 - 08:08 PM, said:
The standard Cat actually is 2 PPC, 3 ERLL. IIRC, each arm ends up being the same heat and damage values in the end.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users