Author Topic: Weapons, Ammo, and RTB  (Read 1054 times)

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Offline snooggums

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Re: Weapons, Ammo, and RTB
« Reply #15 on: July 21, 2010, 03:41:56 PM »
In the table top we once built a 'mech with SRMs in it's legs... Try aimong those at anything other than a tank parked in front of you. :)

There is at least one mech from the source books that had missiles in the leg if I remember correctly, can't remember if they were SRMs or LRMs though :)

Offline HAARP

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Re: Weapons, Ammo, and RTB
« Reply #16 on: July 21, 2010, 03:44:31 PM »
The Atlas actually has his LRM20 split, with 15 tubes in the torso and 5 tubes at the hip. The Summoner used to have an SRM6 in the CT that was represented with 3 missile tubes on each hip.

Offline Shivapt

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Re: Weapons, Ammo, and RTB
« Reply #17 on: July 21, 2010, 03:56:28 PM »
The crusader had lrm10s in the arms (ringing the hand) and SRM6s in the legs (hips). At least one variant also had LRMs in the legs. :D

In MWLL that would give quite a funny spread to the missile salvo - I already move the torso when firing my lrm20s so that not all missiles come from the same direction ( I found this seems to help hitting moving targets).

Offline snooggums

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Re: Weapons, Ammo, and RTB
« Reply #18 on: July 21, 2010, 04:05:17 PM »
The Atlas actually has his LRM20 split, with 15 tubes in the torso and 5 tubes at the hip. The Summoner used to have an SRM6 in the CT that was represented with 3 missile tubes on each hip.

The LRM20 is just the 5 tubes but they each fire 4 times in a single salvo of 20 missiles. The torso tubes are for the SRM launcher.

Offline Dirg

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Re: Weapons, Ammo, and RTB
« Reply #19 on: July 21, 2010, 05:08:45 PM »

There is at least one mech from the source books that had missiles in the leg if I remember correctly, can't remember if they were SRMs or LRMs though :)
20 ton Stingers had srm's in the leg as well I think.

Its been ages since I played tabletop but I seem to remember checks and balances that made ballistic balance to Energy. Ballistics had better range and far less heat(excepting missiles) but limited ammo and were bulky. Energy weapons were much shorter range and compact. The few long range energy weapons (LBL and PPC's) were heat monsters as were short range hard hitting ballistic weapons. Mainly weapons that broke from their "niche" were penalized(AKA AC20's)by losing the advantage they're weapon type normally enjoyed. MWLL doesn't reflect this particularly from what I have seen.

Medium Lasers are supposed to be the standard of the battlefield. Having both solid range and damage for acceptable heat they were universally effective. If you study the heat/damage/range of CBT weapons you will see what I mean.Again in MWLL this isn't overly true.

Offline snooggums

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Re: Weapons, Ammo, and RTB
« Reply #20 on: July 21, 2010, 05:15:49 PM »
Yes, and there does need to be some adjustments for real time play, but those limitations weren't included in MW4 which was what allowed the mechs that were too powerful.

If MWLL follows the same space, heat and even ammo limitation ideas they could even go further with the weapons for their intended purpose. Increase the AC20 damage but lower the ammo back down again. If you want to fire it a lot make it thirsty and require tons of ammo to be devoted to it. Changing a ton of UAC20 ammo to 25 shots from 5 just because it fires faster means ammo no longer is a limitation for that gun, while the LBX20 is starving for ammo, and the Bushwacker with the LBX 20 has no free tonnage while the UAC20 Scat doesn't need extra because it comes with 25 shots...