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Aegis' MWO Weapons Infographic


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#21 Arbhall Sommers

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Posted 13 May 2012 - 04:29 PM

View PostIron Harlequin, on 13 May 2012 - 04:27 PM, said:

Pardon me, I was judging based off of the typical theme of people saying "You kids" and actually being pretty young themselves.

still don't refer to us as kids, its somewhat annoying and degrading. I don't think a kid could piece together what Aegis just made.

Fair enough, my apologies to you Sir.
I dont get surprised by kids much anymore. They are every bit as resourceful and smart as most adults, some just lack polish.

#22 The Cheese

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Posted 13 May 2012 - 04:40 PM

You were kids once too. It would do you well to remember that.

Nice one Aegis. I'm not too familiar with the tabletop ranges/damages, as I'm one of the (apparently) unfortunates who cut their teeth on the PC games. This is a massive help.

Edited by The Cheese, 13 May 2012 - 04:40 PM.


#23 Tannhauser Gate

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Posted 13 May 2012 - 04:45 PM

Anyway....

Well done, Aegis! I would def use this for my mechlab. Thanks

#24 Aegis Kleais

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Posted 13 May 2012 - 04:48 PM

View PostVolthorne, on 13 May 2012 - 04:23 PM, said:

Then why is your age listed as 22? Embarrassed to be playing with "toys" at the ripe old age of 37?

Um.. I'm 33. People in our age range were the ones who got to play with the ORIGINAL games. From Pong to Atari 2600's to Intellivision, NES, SNES, N64, C-64/128, TR-80's.... we're the original gamers; doing it before others were born, and gonna do it til the day we die.

Gaming is about digital entertainment; and we're proving year after year that we play it that there's no age limit on it.

#25 Sleepy Head

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Posted 13 May 2012 - 04:50 PM

It's a very sharp and clear, crisp representation about the weapons. Nice job

Edited by Sleepy Head, 13 May 2012 - 04:51 PM.


#26 Morashtak

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Posted 13 May 2012 - 04:51 PM

View PostYeach, on 13 May 2012 - 04:13 PM, said:

Thanks for the graphics Aegis.
This illustrates my point about range of ACs (back in March)
The AC2 has a 180 m over AC5 which has ONLY a 90 m advantage over AC10 which has a 180 m advantage over the AC20.

If the AC5 had the "regular" 180 m advantage over the AC10 (and hence the AC2 to 810 m), it could be more useful than what it is currently.

http://mwomercs.com/...723#entry161723

The pic doesn't lie - the AC5 needs a range extension. Looks like someone got a bit too technical with mass, etc, and tried a bit too hard to make it real.

Edit; And re-reading the description for both the Ultra AC5 fluff gives no justification for it's superior range. Just says that it has increased range over higher caliber AC's. Both types could easily be justified as having a max range of 600m.

Edited by Morashtak, 13 May 2012 - 04:59 PM.


#27 Strum Wealh

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Posted 13 May 2012 - 05:10 PM

View PostAegis Kleais™, on 13 May 2012 - 03:15 PM, said:

OK, again, sorry if it all looks cheesy, but this graphic goes on the TT rules (since we don't know actual numbers from PGI). The weapons are color coded, heat (flame icon) is relative to the hottest weapon. The icons on the right on top are the crit slots and below it is the tonnage. The width of the bars is the weapon's length (even though PGI said that they may go further at reduced efficiency on some weapons) and the thickness of the bars signifies the weapon's damage potential.

Hope it proves useful.

Posted Image


Thanks for the chart! :P

Two things, though:

1.) The minimum range of the LRMs is not actually 200 meters. It's 180 meters (6 hexes, 30 meters per hex). :(
Why people keep saying it's 200 meters (as opposed to "approximately 200 meters"... or just "180 meters"), I don't know... :wub:

2.) The standard PPC has a minimum range of 90 meters (due to the field inhibitor), and the David Bradley's response to my question in Q&A 05 made it sound like the standard PPC might actually have some effect to its minimum range. :rolleyes:
Has there been a more recent Dev statement confirming that not to be the case? :huh:

Edited by Strum Wealh, 13 May 2012 - 05:15 PM.


#28 Nick Makiaveli

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Posted 13 May 2012 - 05:15 PM

View PostStrum Wealh, on 13 May 2012 - 05:10 PM, said:


Thanks for the chart! :P

Two things, though:

1.) The minimum range of the LRMs is not actually 200 meters. It's 180 meters (6 hexes, 30 meters per hex). :(
Why people keep saying it's 200 meters (as opposed to "approximately 200 meters"... or just "180 meters"), I don't know... :wub:

2.) The standard PPC has a minimum range of 90 meters (due to the field inhibitor), and the David Bradley's response to my question in Q&A 05 made it sound like the standard PPC might actually have some effect to its minimum range. :rolleyes:
Has there been a more recent Dev statement confirming that not to be the case? :huh:



1. No need to quote the whole chart to say thanks.

2. It's been confirmed that MWO will use 200 meters (at least that's what it is now).

#29 Aegis Kleais

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Posted 13 May 2012 - 05:19 PM

View PostStrum Wealh, on 13 May 2012 - 05:10 PM, said:


Thanks for the chart! :P

Two things, though:

1.) The minimum range of the LRMs is not actually 200 meters. It's 180 meters (6 hexes, 30 meters per hex). :(
Why people keep saying it's 200 meters (as opposed to "approximately 200 meters"... or just "180 meters"), I don't know... :wub:

2.) The standard PPC has a minimum range of 90 meters (due to the field inhibitor), and the David Bradley's response to my question in Q&A 05 made it sound like the standard PPC might actually have some effect to its minimum range. :rolleyes:
Has there been a more recent Dev statement confirming that not to be the case? :huh:

Russ had stated 200m in a video, but like the erroneous 640m remark on their max range (which was later confirmed to be the TT's 630m), I am now wondering if the "200m" was another error, and whether the game will use the 180m. Either way, thanks for the head's up.

#30 Kanatta Jing

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Posted 13 May 2012 - 05:23 PM

Another reminder to upgrade my Centurions gun to the LBX-10. That's a steep range upgrade, in addition to the free ton and crit for the shotgun ammo.

#31 Zakatak

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Posted 13 May 2012 - 05:37 PM

View PostAegis Kleais™, on 13 May 2012 - 03:15 PM, said:

OK, again, sorry if it all looks cheesy, but this graphic goes on the TT rules (since we don't know actual numbers from PGI). The weapons are color coded, heat (flame icon) is relative to the hottest weapon. The icons on the right on top are the crit slots and below it is the tonnage. The width of the bars is the weapon's length (even though PGI said that they may go further at reduced efficiency on some weapons) and the thickness of the bars signifies the weapon's damage potential.

Hope it proves useful.

Posted Image


The Paul Inouye seems kind of crappy... :P

#32 Ramien

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Posted 13 May 2012 - 05:56 PM

Looking at those numbers, I find myself wondering how much use Pulse Lasers will see in game. They generate more heat, do slightly more damage, and are heavier than their counterparts, with a vastly reduced range for medium and large variants. In TT, they give a 1 point bonus to hit, and that helps give them some usefulness. In MWO, the to-hit bonuses are going to be based on skill more than equipment, and while the devs have said there will be some difference in how the damage is applied, I see the increased range being a lot more useful than the extra point or two of damage.

#33 Gigaton

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Posted 13 May 2012 - 06:26 PM

I suggested that PLAS should have less of a "DOT" effect that regular lasers now have and be more like MW:4 lasers as far as accuracy is concerned (though firing a burst of multiple beams, ofc). This would have made them better for targeting single section of 'mech or hitting a fast target.

Garth said that while he liked the idea they had something (different) planned already. Wait and see time.

Edited by Gigaton, 13 May 2012 - 06:26 PM.


#34 Insidious Johnson

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Posted 13 May 2012 - 06:30 PM

View PostZakatak, on 13 May 2012 - 05:37 PM, said:


The Paul Inouye seems kind of crappy... :P

Look at the numbers. Paul is an inertial weapon. Takes up all critical slots, produces 99 heat, and in and of himself does little damage while having no range. But he is a 99 ton weapon, making him unmechable but still drop ship deployable. The damage is indirect and created on impact from orbit in any scenario. He always comes down hard.

#35 Deathz Jester

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Posted 13 May 2012 - 10:26 PM

Paul seems underpowered.... can he be equipped on a Mad Cat?

#36 Volthorne

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Posted 13 May 2012 - 10:38 PM

View PostAegis Kleais™, on 13 May 2012 - 04:48 PM, said:

Gaming is about digital entertainment; and we're proving year after year that we play it that there's no age limit on it.

I'm with you there, I was just trying to make a point (which didn't work, obviously :P ). If I'm not playing games when I hit 50, I'd be ashamed of myself.

#37 Cruxshadow

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Posted 13 May 2012 - 11:29 PM

What I really find sad is that based on the information presented here so far modern MBT can shoot farther and engage targets at longer ranges than Battle Mechs.

#38 Mchawkeye

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Posted 14 May 2012 - 12:12 AM

Great graphic. Excellent work.

Though I would question the lack of an minimum range on the small Inouye.

#39 warner2

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Posted 14 May 2012 - 02:55 AM

Well I think it's awesome. Can you add the damage numbers? I know it's not final and all but if you can keep this up-to-date with the game as beta changes and what not it will be a really useful resource.

#40 Redshift2k5

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Posted 14 May 2012 - 03:44 AM

Gives me a new perspective on the lower damage autocannons, seeing how impressive their range is in comparison. A closer look at the Ultra/5 and the LBX-10 really has me thinking about platforms to best bring these to a gunfight :P

+1 internets for your charting goodness!

Edited by Redshift2k5, 14 May 2012 - 04:03 AM.






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