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Solaris Weapons - A list of actual BattleTech Melee and improvised NARC Weapons


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#1 Felicitatem Parco

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Posted 09 February 2012 - 03:28 PM

Here's my spiel:

I know this game is due to launch in Summer 3049, but for the sake of fun and games I think we should have access to some of the more awesome and weird weapons developed up-to and shortly after 3049 for Solaris Purposes - it is a big show, after all.

Below is a list of all the Melee weapons that are available to MechWarriors, and all the strange and novel things you can shoot out of a NARC Missile Pod (instead of just the familiar NARC beacon).

Melee Weapons
  • Chain saw
  • Dual saw
  • Claw
  • Flail (spiky ball on a chain, on a stick)
  • Mace (spiky ball on a stick)
  • Lance
  • Drill
  • Rock Cutter
  • Spikes (bolted directly to your armor, it's not a hand-held weapon)
  • Sword
  • Hatchet
  • Retractable Blade
  • Vibroblade (think of a Mech-sized ultrasonic electric turkey carving knife)
  • Wrecking Ball
Improvised NARC Pod Munitions
  • Bola Pod (two balls linked to a chain)
  • Nemesis Pod (diverts friendly AND hostile missiles to target)
  • ECM Pod (envelops target in a personal ECM field to disrupt their electronics)
  • Explosive Pod (NARC go boom)
  • Haywire Pod (Messes with your target's Mech controls)
  • Shoot-and-Sit Pod (Explosive Pods that stack and then remotely detonate upon demand)
  • ... and the familiar NARC Pod.
For more information, you can click on the catagory and it will take you to the Sarna.net catagory listing.

Edited by Prosperity Park, 09 February 2012 - 03:51 PM.


#2 FACEman Peck

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Posted 09 February 2012 - 03:39 PM

I wasn't aware that Solaris was in the Mideval ages.

#3 whiskey tango foxtrot

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Posted 09 February 2012 - 03:46 PM

View PostProsperity Park, on 09 February 2012 - 03:28 PM, said:

Here's my spiel:

I know this game is due to launch in Summer 3049, but for the sake of fun and games I think we should have access to some of the more awesome and weird weapons developed up-to and shortly after 3049 for Solaris Purposes - it is a big show, after all.

Below is a list of all the Melee weapons that are available to MechWarriors, and all the strange and novel things you can shoot out of a NARC Missile Pod (instead of just the familiar NARC beacon).

Melee Weapons
  • Chain saw
  • Dual saw
  • Claw
  • Flail
  • Mace
  • Lance
  • Hatchet
  • Drill
  • Rock Cutter
  • Spikes
  • Sword
  • Hatchet
  • Retractable Blade
  • Vibroblade
  • Wrecking Ball
Improvised NARC Pod Munitions
  • Bola Pod (two balls linked to a chain)
  • Nemesis Pod (diverts friendly AND hostile missiles to target)
  • ECM Pod (envelops target in a personal ECM field to disrupt their electronics)
  • Explosive Pod (NARC go boom)
  • Haywire Pod (Messes with your target's Mech controls)
  • Shoot-and-Sit Pod (Explosive Pods that stack and then remotely detonate upon demand)
  • ... and the familiar NARC Pod.
For more information, you can click on the catagory and it will take you to the Sarna.net catagory listing.


WOW........memories.........rip off his arm and beat him to death with it.....lol

#4 whiskey tango foxtrot

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Posted 09 February 2012 - 04:01 PM

View PostFACEman Peck, on 09 February 2012 - 03:39 PM, said:

I wasn't aware that Solaris was in the Mideval ages.

Any port in a storm............( grin )

#5 VYCanis

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Posted 09 February 2012 - 06:33 PM

Well, the thing about solaris is that battlefield practicality is not always the first priority, you have to give the audience a show and grab the ratings as well as be effective.

If that means covering a mech in spikes, giving it chainsaw arms, flamers just because, adding a crazy paintjob, having a LAMs system set to create a laser light show when not shooting down missiles, gaudy colored tracer ammo for your ballistics, and adding glowy bits and stripes to anything and everything, that's what you gotta do.

30% gladiator life or death combat, 40% pro wrestling, 30% legitimate battlefield practicality

#6 Kenyon Burguess

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Posted 09 February 2012 - 07:14 PM

thats what made Solaris so much fun. you could make it anything goes. :D

#7 jbone

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Posted 09 February 2012 - 10:34 PM

Let's not forget other fun munitions available to SRM, LRM, and Autocannons. I'm just trying to Remember all of them off the top of my head. I am pretty sure I'm missing most of the level III missiles and AC rounds.


LRMS

Swarm LRMS
Thunder (Basic, Inferno, Augmented, Vibrobomb, Active) LRMS
Torpedo LRMS (for underwater usage)
Semi Guided LRMS
Swarm I LRMS
Thunderbolt Launcher Variant
Fragmentaion
Flare
Incendiary

SRM

Dual Tandem SRMs (Broken and jank as hell)
Inferno SRMs
Fragmentation
Torpedo SRM's

A/C Rounds
Armor Piercing,
Precision
Flechette
Incendiary


Personally I'd like to see Inferno SRM's, Thunder LRM's, Semi guided LRM's, Torpedo LRMS, and precision AC rounds. Everything else would be complicated to me personally, and Dual tandem and AP rounds are broken imo.



But I do so love beating mechs down with their own limbs...

#8 Agent CraZy DiP

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Posted 10 February 2012 - 04:39 AM

Imagine demo-packing a mech and letting him run away to his buddies... Waiting till he's close... Then BOOM GOES THE DYNAMITE! Splash damage all around.

#9 Felicitatem Parco

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Posted 10 February 2012 - 09:23 AM

That's what the Shoot-and-Sit pods are great for! You may think that you survived the battle unharmed... but then...

#10 VYCanis

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Posted 10 February 2012 - 10:37 AM

stuff like AP or tandem could be balanced in plenty of ways
in the TT

AP, only give half the ammo per ton, cost more, and i think are less accurate.

TC missiles, ammo explode harder and only give half ammo per ton at higher price, in addition to not getting bonuses from narcs or artemis.

in real time you could translate some of that into
AP rounds retain the half ammo/higher price rule, accuracy loss is reflected by higher recoil and more ballistic drop or more spread at long range, depending on whether its an ac20/10 firing or an AC5/2

TC missiles retain the ammo explode harder and half ammo/more expensive aspects, as well as ignoring electronics based guidance bonuses, but could also have sub-par guidance/trackng compared to other types of SRMs, making them harder to hit with.

#11 MaddMaxx

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Posted 10 February 2012 - 11:31 AM

Two flame throwers, one BIG spike situated thusly. Overheat your opponents Mech and when it slouches over in shut-down mode, approach from the rear deflection angle and... Spike his football so to speak. :D

(well we do have to think of the children right)





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