6. Assets, equipment, weapons and tips
But before, lets find out someone to play with.
How many players in your time zone? Click in the image for more info:
In game voice chat is awful, to be nice. If you play with friends or just want to talk to someone don't use the in game voice chat, use Teamspeak or Ventrilo
Theres a general server on TS3, that have some use on MWLL and have room for everyone
Outreach: Mechwarrior Living Legends Community Teamspeak 3 server
No password needed
Now, a closer look to the assets you can pilot, weapons and equipment.Battlearmor
This is the infantry of MWLL. Battlearmor have a high power jetpack (regen when not using) for getting around, continuous health and armor regen (if not moving and crouch its regen faster). Small size and low radar profile. Your equipment consist on a 350 m radar, Standard optics for zoom- in and Night Vision)
BA weapons are essentially scaled down versions of standard Mech weapons:
A pair of short-range missile launchers that recharges every 30 seconds, infinite ammo
Two primary weapons slots, but Dedicated Battle Armor weapons cannot be taken on BattleMechs, VTOLs, Fighters, or Vehicles (excluding the APC, Armored Personal Carrier). You can only enter a asset with 1 not dedicated primary weapon. You can chose from:
SBL-Default BA weapon, can enter a vehicle without losing it, 300 m range
AC2- Can enter a vehicle without losing it, 1200 m range, terrible recoil, use in short burst unless the target is near (less then 80m)
Tag- Range 600m, serves as a beacon to friendly missiles
MHL- Very powerful beam laser, but short range of 175 m. Dedicated BA weapon
MPPC- range of 450m, but can hit for much less damage to 550m. Recoil throws the BA back when fired. Good damage.
Bear AC- Only do damage to BAs, 100 m for this rotary cannon (gatling).
Flamer- 100 range, heat damage only.
The BA can carry tree types of grenades (they "stuck" to a enemy mech or vehicle, small timer before explosion):
C8- Explosive type, good damage, small radius of explosion. Can carry 8 max
Inferno- Napalm/flame Grenades, great against BA, great radius of explosion (10m). Can carry 5
Narc- Plants a narc on target, for 60 seconds. Can carry 3
There a grenade throw bug that can affect BA, preventing the use of grenade and 1 weapon. To fix/prevent this try:
Opening and closing the map (default: M)
The other can be caused when spawning at an APC and is solved by throwing a C8 before switching to any other grenade.
At the APC, after you exit it, re-enter the apc and leave.
BA have poor armor , but they're tiny and very mobile, making them very annoying and very dangerous., especially if enemies don't give the attention to them. Swarms of BA can kill Assault mechs very quickly. When you bail out of a mech, you are in your Ba.Tanks
Wheeled and treaded armed ground vehicles. They control pretty much identically
to Battlefield 2 and Crysis tanks, though their weaponry and heat works in the same way as
Mechs. Also includes the APC, which is a mobile spawnpoint for BA and you can resupply your ammo there. Generally, tanks are cheaper than Mechs but are somewhat slower, less maneuverable, hard to drive off-road, but they can carry powerful weapons for less C-Bills.Hovercraft
Hovercraft are extremely fast and maneuverable, but they're unstable at high speed and have poor armor. They rely on their speed to stay out of the harm way while searching for a shots on distracted enemies. Use the left shift to active the boost/turbo.VTOLs
Control similar to helicopters, and function as a harassment and scouting asset. Paper armor but superior maneuverability.Aerospace Fighters (ASFs)
Jet fighters. They serve as bombers, scouts, and anti-air. They can quickly zip across the battlefield to attack specific targets, and flee at a moments notice. Mounts decent armor, but certain weapons will critically damage them in a single burst.
The king of the battlefield. Battlemechs can be adapted to serve any role, have large amounts of armor, superior maneuverability (they aren't limited to roads as the tanks) and they are impressive to behold on the battlefield. Battlemechs are divided into 4 weight categories:
Lights: . Less than 35 tons. Generally scouts and light harassment units. Poor armor but superior speed.
Mediums: From 40 to 55 tons. Generally used for harassment and for specialized roles. Average armor and good speed.
Heavies: From 60 to 75 tons. Generally used for frontline duty. Good armor and slow/average speed.
Assaults: From 80 to 100 tons.Generally used for support and line-breaking. Extreme armor and slow speed.
There are two factions in MWLL, the Inner Sphere and the Clans.
Inner Sphere technology is inferior to clans, but it is cheaper, have more support and numbers and some unique units ( artillery unit, the Long Tom for example).
For now, in MWLL either team can buy either faction's weapons and vehicles, some Clan assets and weapons were "nerfed"(less damage, less armor, less speed or higher cost) for Balance reasons. In a near future some balance will be achieved and "puretech" matches can be played.
In most cases, Clan assets have better weapons(range, rate of fire, damage but more heat), speed, are mostly bases on energy weapons and missiles, they are the only ones with ATM(advanced Tactical Missile) but have less armor and cost more. The Inner Sphere assets are slower, less range, mostly based on ballistic ad missiles, have rotary cannon, have more armor and are cheaper.
BA weapons are identically to modern shooting games. Vehicle weaponry is set in groups
, with each group controlling a weapon or several weapons. For instance, if I have a laser in group 1 and a machine gun in group 2, firing group 2 will only fire the machine gun, whereas firing group 1 fires the laser. Groups can be modified on the fly with the Arrow keys and Enter. Additionally, you can set your weapons to fire in either "Group
" (the default, fires all weapons in a group when button is pressed) or "Chain fire
" (fires one gun from the group with every mouse press) mode with the \ key (depending on keyboard, its one of the keys near the "enter" key. Pressing Z will flip through zoom levels so you can easily see the enemy.
Firing vehicle weapons generates excess heat. If your vehicle runs hot it will automatically shut down to cool off (Though you can override this with O
, and restart the vehicle with P
if you do shut down). If it reaches critical temperature (999*C) your vehicle's fusion reactor will start to go critical and heavily damage your vehicle, it can even killing you. Lasers generate huge amounts of heat, missiles generate average heat, and ballistics generate almost no heat. Additionally, braking your mech with X or using your jumpjets will create heat. Certain weapons will cause your mech to heat up, like the Flamer and PPC. Flushing coolant (C)
will cool down your mech
Buying, repairing and reloading/rearming
Buying a vehicle just requires you to be in a buy zone (Mech bay, VTOL pad, Aerospace hangar); press "," to open the buy menu
, then click your choice.
You repair by shutting down your asset in its mechbay inside the hangar (Mech hangars for tanks, mechs, and hovercraft) or in a repair station on some bases. You'll need some cash for repairs, and lost arms and external hardpoints cannot be restored.
Reloading/rearming is done by opening the Buy menu (.)
and switching to the "Ammo" tab, then buying the ammo of your choice. Tapping "," will automatically reload all your guns, and buy ammo for the weapon that's currently selected.
GTA, MWLL version
Tanks, hovercrafts, VTOLs and ASF can't
be hijacked, but to steal a enemy mech and make it our new ride is the goal. If a player ejects a mech powered up, it will destroy the cockpit component and any BA can enter the mech and pilot it, being a friendly one or a enemy one. If you power down before leaving the mech, only other friendly BAs can enter the mech. But there is another way to destroy the cockpit component, by fire at the mech head/cockpit it is possible to destroy it. Of course, if the mech is being piloted by a player, when you destroy the cockpit you and directly hit the BA inside the mech to kill the player. Once the cockpit is destroyed and empty, you can steal the mech for your use or sell for salvage.
Armor works very differently per asset, so I'll list each separately.Battlearmor
BA have two armor values: their armor, and their actual health. If your health goes to 0, you're dead. Battlearmor can slowly regenerate their armor and health if they go undamaged for a few seconds, though the process takes about ~30 seconds to fully heal and re-armor. Remaining stationary will speed up the process.Tanks
Each side of the tank (front, left, right, rear) is a separate armor component, along with the turret (exterior) and the hull(interior). Destroying any of the one of those components will give you access to the hull. If you hit the already destroyed exterior , you will do damage to the hull. Once the hull is destroyed, the same happens to the tank. Each side has a different armor value (front is most armored, rear is least armored). Destroying the turret will not destroy the tank's weapons, but will reduce turret speed and if you continue to fire into the turret you do damage to the hull component and eventually will destroy the tank.There is damage penalties to hovercrafts/tanks for turret/rear sections, lesser speed. Hovercraft work identically to tanks in armor.Battlemech
Battlemechs have different armor values for each component: each leg is a component, the torso is divided into 4 components (right, center, left, rear), each arm is a component, the cockpit is a component, and some mechs have external components (I.E. missile launchers).
Torso- The torso contains your mech's fusion reactor. If you loose your center torso, it's dead. Left and Right torsos are less armored than the center, but have smaller hitboxes. If you destroy a L/R torso and continue firing into it, it'll transfer the damage to the center torso with additional damage. Destroying the rear torso will damage the fusion reactor and cause the mech to slow down. IF you continue to fire into the rear torso, it will critically damage the center torso.
Arms- Arms are not critical for mech operation, but most mechs mount the majority of their weaponry in the arms, so you should pay attention to them, destroy enemy arms and protect yours.
Cockpit- This is where you, the pilot, sit. If your cockpit is breached by weapon fire/ejection (and then reentering the mech) you are liable to be killed in your cockpit. A dead pilot means that the enemy can steal your mech and use it against your team, or sell it. So yeah, protect your cockpit at all costs.
Externals- External hardpoints are not needed for mech operation, though they usually mount an extra weapon, like the SRM-6 launcher on a Warhammer.Legs internals to further balance the legging mechanic
Internal mechanic itself works as intended:
* One leg below 75 internal = limp.
* Two legs below 75 internal = stationary.
* No leg internals on a leg = fall over.
VTOLs are divided up into Body, Tail, Wings, and Engine. Destroying any of these will cause the VTOL to cease functioning and drop to the ground, but destroying the body is the only way to kill the pilot and destroy the VTOLAerospace fighters
ASFs are divided up into Body, Tail, Wings, and Engine. Destroying any of these will cause the ASF to cease function and drop to the ground, but destroying the body is the only way to kill the pilot and destroy the ASF
Some assets mount equipment to make it more effective or adapatable.
Beagle Active Probe (BAP
): This will increase the range of your radar by 200 meters, improve detection of hidden enemies, and speed up missile lock.
Bloodhound Active Probe (BHP):
This will increase the range of your radar by 500 meters, improve detection of hidden enemies, and speed up missile lock.C3
computer: This handly little device will share radar with your teammates. Meaning that if you detect an enemy with it and your teammate normally wouldn't, the enemy will show up on your teammates radar - even past his normal radar range. Essential if your team is fielding a Long Tom Tank. C3 range is 1000m and awards a small amount of C-bills at random times.
Laser Anti-missile system (LAMS
): This device will attempt to shoot down incoming missiles. However, it can usually only shoot down about 20-50% of enemy missiles, and it can give away your position as it will fire at ALL enemy missiles within its range if you are powered up.
Myomer Accelerator Signal Circuitry (MASC
): Basically a nitro booster for your mech. Holding down shift will dramatically increase your speed and acceleration, but it generates huge amounts of heat and increases your turning radius. Exclusive to Mechs - tanks have a built in turbo.
Jump Jets (JJs): This allows your mech to jump into the air, riding on a fusion flame. It allows you to reach odd areas and escape enemy fire, but it has a limited jump duration (about 1 second), recharges slowly, and generates huge amounts of heat. Exclusive to mechs - tanks can't jump.
Guardian Electronic Counter Measures (GECM
): This device will hide your mech from enemy radar. Stacks with passive radar; if you're passive and have GECM, you're almost impossible to detect except for Active Probes.
Enhanced Optics: This gives you an extra zoom level.AECM
: AECM gives GECM to friendly units that stay within a 150m radius. HS and DHS- Heat sink and dual, lowers your heat faster.
Target Acquisition Gear (TAG
): Not an actual weapon, but it will designate targets for missile bombardment. Hold the TAG beam on a target and any friendly missiles fired without a lock will home in on the TAG laser's target. The target will stay tagged if you deviate off it for a short mount of time. TAG also creates a beacon in the same manner as NARC.NARC
Missile Beacon: Not an actual weapon, but firing it at an enemy will cause them to light up on the radar of your teammates. Guided rockets can be dumbfired, and they will home in on the NARC beacon. NARCs can be disabled through EMP damage (PPCs, nearby critical explosions)
For more detailed description of equipment
Combat Range can be defined in 3 ranges: from close (0 to 300m), middle (300 to 600) and long range (more then 600), this isn't weapon range, but range to target. Weaponry ingame
Before we start, there's two abreviations you should know
C = Clan, longer range, more damage and heat.
ER = Extended Range at the cost of more heat.
Example, the Large Beam Laser
Type Range (m) Heat Damage
LBL 700 102,1 555
ERLBL 800 114,7 555
CERLBL 900 176,9 692
Most weapons have both Clan and IS versions.
If you have patience for ammo range, damage, and armor of assets:
Edit: A link to thEClaw's post with 0.6.0 numbers is here
Remember to say thank you to thEClaw.
Edit: In the interests of making the numbers accessible, and since Somaisum seems to have linked to the raw spreadsheet files rather than a simple clickable web page, I'm putting together some more google docs, minorly edited for clarity, and hopefully easier to use.
0.6.0 weapons: weapons
0.6.0 vehicle summary: vehicle
0.6.0 vehicle armor: armor
Or you can download it also in herehttp://forum.mechlivinglegends.net/index.php/topic,16359.msg318470.html#msg318470Other tips
Try to stay in groups, team work is the key.
Try to stay in movement.
If you have a missile boats (many missiles, low armor and low/none close range weapon) don't get to close to the enemy.
LRM minim range is 150 m, less then that and they will fly above your target.
Most missiles need a locking time (2,5 seconds) before firing.
Laser have max range, CERL have range of 900m, at 901m they do 0 damage.
Ballistic, PPC and Missiles can go a little more, but with damage reduction. ERPPC range is 900m and he does little damage at 950m.
Some weapons have splash damage, others shake the target vision spoiling aim(PPC, Missiles, AC20).
Lost/destroyed arms can't be repaired and weapons on that arms are lost.
PPC and AC20 have hit issues with a ping of more then 180ms.
Turn radar off to ambush a enemy, but be careful you wont fall on a trap.
You can search/read for more at:
I dont say their names, but thank you, those i "copypasted" fromCOMBO-Reserved-Work in progress