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Deimos-D 17.02.20 09:01 pm

Weapons Furs (BattleTech)

Types of weapons:

Energy weapons (Energy):
Lasers the average and large - Large Laser and Medium Laser and Proton-Ion Emitters(Particle Projection Cannon-PPC). PPC have a minimum range-90M. Produce a lot of heat when firing, but do not require ammunition. Laser weapon gains bonus accuracy, but doesn't deal damage Stability(Stability) of the fur. PPC deals decent damage Stability paragina the target takes a penalty to shooting in the next round from Interference. The more powerful the energy weapon, the greater the Range, higher the damage and the more heat it generates.

Ballistic weapons (Ballistic):
Automatic cannons (Autocannons)-AC20,AC10, AC5, AC2. Excellent reduce Resistance and bring down mechs with c foot, generate little heat when firing. The larger the number, the shorter the range the firing range, heavier ammo, but more damage dealt. Some Autocannons minimum firing range: AC2 - 120 , AC5 - 90M.

Missiles (Missiles):
Long-range missiles - LRM, Missiles, short-malnati-SRM. The number after the name indicates the number of missiles in a salvo. LRM - the minimum shooting distance:180m. LRM fired at a ballistic trajectory only when the target is out of sight of the shooter, in the presence of line of sight to the target they shoot point blank as the rest of the weapons. deals indirect damage(indirect fire) goals and can bend around obstacles, rockets fall from above and have a great chance to hit the cab of pilot. Short-range missiles - SRM do more damage, but have much less range and is not able to conduct indirect fire(indirect fire). All the missiles cause damage to the stability of the fur.

The support weapons(Support Weapons):
Flamer(Flamers), small laser (Small Lasers) and machine Gun (Machine Guns-MG). have a minimum firing range and weight. All support weapon not only ignores enemy bonuses from Evasion, but is the only weapon that will AUTOMATICALLY fire during a melee attack. Small lasers (Small Lasers) cause decent damage for its weight and does not require ammunition, are not strongly heated. Flamer(Flamers) have a limited number of charges, deals not bad damage and strongly heat the target, which can cause Overheating. Machine gun (Machine Guns-MG)- shoot a burst of several charges, each of which can hit a target separately and have bonus Critical damage on the structure, but a small amount of damage, good strike not protected by armor location.
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Deimos-D 17.02.20

Jump jets (JampJet).

Jump jets are required to be on every mech in this game.
Hopping accelerators have two things - first of all mechs start then to run or walk, that is get more chevrons Dodge every move and in the second jump spends the course of the walking movement, the distance you walk as when you run, at least when running without piloting skills, which in turn gives practically the maximum number of chevrons evasion. Hereinafter, successfully jumping, especially in a mountainous area, will be able to use bonus protection and shooting from a hill that also gives your team bonuses.
After the jump you can shoot.
Jumpgate give more comfortable mobility - it is possible to jump back to Dodge and not suffer with the problem of complete rotation of the body, as after the jump the 360 that there is a problem with a simple rush, especially in the mediums and heavies.
Moreover, jump jets should not withdraw because mechs can sarasparilla so that no jump out will not work.

To strike at the enemy from above the jump:(DFA) necessarily need Gamgee, and there is a big chance that when you hit your fur will get leg damage, perhaps fatal to fur Exodus that left after hitting both legs.
There is a Modification for the legs, to reduce their damage when hitting the enemy from above the jump:(DFA).

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Deimos-D 17.02.20

The radius of fire arms, everything is simple - for each weapon shows its scope, at the intersection of such fields (from different weapons), the sector will be visually brighter (less transparent).
For example on the fur are Large lasers, LRM's and machine guns. The sector is divided into 3 zones (moving from the fur): bright - act guns and lasers faded - only lasers, bright lasers and missiles.
Have LRM/PPC/Gauss/AC2/AC5 in addition to the maximum and minimum range. They can be used at close range, but outside their optimal range, they get huge fines for accuracy.

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Deimos-D 17.02.20

Thoughts on the weapons:

Heavy weapons, by the way, very useful when you have a sniper will appear (specialization in Gunnery branch), you will be able three targets once you shoot, each time ignoring the Guard and Cover (especially useful in wooded areas, or at long distance, when enemies are still fit and use the Brace as it does not see you). They have high accuracy and ignore reduce damage to small mechs because of this, they are just powder wash.
By the way Cover (protection which the forest gives) and Brace don't work if you shoot the enemy in the back, so a successful jump to the enemy behind, followed a focused alpha strike in the back can one go to take out even heavy fur, not to mention those that easy, but, again, you need to have jump jets.

If you shot from a ballistic weapon, waited next turn and not walking from place shoot again, the game thinks you're shooting continuously, you have to shake the gun and reduces the chance of hitting. Therefore, it would be better in the side before the shot to move.

To approach is hit and run just as useful is the perk on the 8th level Ace Pilot, giving the opportunity to move after firing if you have not moved.

Recommended gun with a low percentage of a successful hit, not use, so as not to overheat your mech.

LRM
LRM5 is needed mainly for furs with multitargets to enemy evasion to remove the bellows if possible. Well, and stronger LRM are already good damage, although the weight they have decent. LRM is the best place in batches, perhaps on a single fur can collect only LRM with a couple of madcow for melee. Perfect platform: Trebuchet, Kintaro, Catapult, or Stalker.
LRMки rule when a lot of them. If you load these settings a couple of machines at once, you can sick to the stone age any opponent, because their main feature is a fast instability, but not damage. Some people put LRM 5 mechs on tansuushih with multitargets to shooting at one enemy, shoot down chevrons at the other, preparing them to volley past the Union fur this turn. I once showed an amusing feature with the launch of LRM 15-20 on the fur in Garda when the pilot is Breaching Shot. This way you can inflict the same damage with one setting in comparison with the full volley for this purpose, but to save ammunition.

LRM due to the large number of missiles quite often gets in the head injuring the pilot, reducing stability and causing damage. After a few volleys in the cord, preferably aimed at the head, you can easily save valuable instance of killing only the pilot. The output will have 3 pieces of the valuable fur. Useful for the destruction of missile equipment of the enemy out of sight, but on which hung the sensor lock. These settings are better to kill quickly and the first thing, otherwise the answer will arrive fur animal. Volleys have very terrible.

With 2x LRM-15, you produce 30 missiles and each has the chance to 4% (could be higher, from the shooting skills of the pilot, it all depends). Ie each 25я rocket theory. ver. get into the jug. Along the way, you are causing damage stability and other parts of the body fur. When firing the long range missiles flying above. So the main damage is the body/shoulders/head. 30 missiles almost always missing , that would put fur on the shoulder. And supine of purpose and feet to shoot, so if the head is not lucky.

LRM20 and LRM10 are not profitable, they have 2 missiles per ton. Fifteen 2.14, the LRM5 is generally 2.5. So MLRS is better to fill with a mix LRM15 and LRM5.
But LRM20 less heat per missile, can save you a ton of other on hitsenko.

LRM hitting almost 2 times more area of the radar. Hence the tactic - mech gunner and 3 lrgwiki. Gunner sensorlogic, even without visual contact with the target, and LRM pile from the heart. Enemies you can't even see and dying like flies. Imbaba, but boring tactics.

Rukopashka.

If you are in close proximity to the enemy and you have an overheat and a full salvo is not possible, think about how to go into the melee, punching the enemy in melee instead of shooting a weapon. A successful hit can not only cause damage, but to withdraw the bonus of evasion and will give your mech time to cool off.

Of the tonnage of the robot depends on how it is effective in melee attacks (the higher the tonnage, the more damage you'll cause). Well, special melee weapons of course. You can do heavy Mecha with maximum armor and only melee weapons, or with the addition of a light support weapon which shoots automatically after a melee strike.

Thick milesnick may well be. but you need not take the thickest and fastest in the class that want to make malesnica. Example of medium mechs, the best milesnick Shadow hawk, the maximum damage in the dogfight in the class at a high speed.
Heavy mechs - the Dragon is stronger than all the beats and then all runs (except for Orion, but he's slower).

Liked milesnick Firstarter of light mechs. This infection, if not substituted, and wait for a moment, maybe even heavy Fur in focus to burn without any problems - 3 flamethrower + 2 minigun in the melee they do terrible things, Crete and harness complete.

If the radius of the attack involves melee - will be available to the last paragraph of the Mile attack. Sometimes you get a good combo to run up, to give feet, to topple, to finish out the middle for support weapons.
It can be easier: just select the movement and point at the enemy mecha if it is to stand out with a frame pointer, then all is well you can go in a mile if not the range is not enough.

There's ARM MOD Behemoth, hung on your hands (4 tons weight, 2 slots). When miles attack gives +40 Damage Stability.

Any Weapon support (Support Weapons): Flamer(Flamers), small laser (Small Lasers) and machine Gun (Machine Guns-MG) shoots automatically when attacking in melee!

To strike at the enemy from above the jump:(DFA) necessarily need a Jump drive and the ability to fly to the enemy, but also damage enemy fur it deals is HUGE! But there is a good chance that when you hit your fur will get leg damage, perhaps fatal to fur Exodus that left after hitting both legs. There is a Modification for the legs and Giro, to reduce damage when hitting the enemy from above the jump:(DFA). Also swung to 10 the Piloting skills reduces by 25% the risk of foot injuries when struck from above (DFA).

If you do malesnica it is necessary to put a maximum of jumps to quickly get, maxing out secondary weapon (in the head to remove midac and put small), two medaka you will not play the role, and maxing out including the rear armor, because after the attack, often exposing the back. Well icloseby well go modules to reduce damage from DFA.

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Geralt De Rivia 17.02.20

Say what you will, but it's better to use art p. h, it does not overheat, and trigger BW is not stopped need 2 sets of shells.

I would like to know captroblee the use of Multitarget-(in which cases to use and how to shoot and generally if it makes sense to use)....my experience of using it FAILS(didn't sent for repair, for that he had got kicked for most tomatoes).

E
Ex_Vandal 17.02.20

Geralt De Rivia
Multitarget convenient when there is a need somewhere attach long-range weapon, with severe penalties on the chance of getting into a fight at close range. It's as easy to spam Rmkemi knocking evade and at the same time dealing full damage to main target.

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Deimos-D 17.02.20

The performance characteristics of the Missile weapons
https://battletech.gamepedia.com/Missile_weapons
Performance characteristics of Energy weapons
https://battletech.gamepedia.com/Energy_weapons
The performance characteristics of the Ballistic weapons
https://battletech.gamepedia.com/Ballistic_weapons
TTX Weapons Support
https://battletech.gamepedia.com/Support_weapons
Performance characteristics of the equipment
https://docs.google.com/spreadsheets/d/1fnaqQv8nnYpy9gtQm75-D6fmYfNJ5u3OALSIe8ckOuo/edit#gid=159505069
Weapon Stats:
https://forum.paradoxplaza.com/forum/index.php?threads/weapon-stats-overview.1083542
BattleTech HBS - Unit Listing
https://docs.google.com/spreadsheets/d/1s5U4akIHDAt1hdRACwA2p07q1_9D7F_zCY3tftOffH0/edit#gid=769132853

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Deimos-D 17.02.20

SRM

Here, take the SRM-2 and SRM-6. Seem, what for to take the SRM-2, if SRM-6 less hot? It turns out that 3 SRM-2 more damage give. Plus it is better protected from critical hits.
Because not all missiles hit the target. First is rolling to hit, then roll the number of fallen missiles. In SRM-somewhere 2 1.4 missile for hitting average (8.5 damage on average approach is applied to 3 SRM-2) and SRM-6 4 missiles on average (i.e. 8 damage).
A weapon that does a lot of minor injuries on average they do less damage (because in nastolki you're cricuit on everyone). All of these types of weapons make the second throw the number of trapped clusters. In fact, it is on the same rake came the developers with LRM. That is, the developers of the Board game about the rake knew, but the developers of PC games - no. The result is LRM constantly falling in my head.
срм6 2+1 slot 72 damage at best, 3 Medak 105 damage.
SRM-6 + ammo weigh 4 tons. Generates, if I'm not mistaken, 14 of heating. 2 Medak + 2 cooler will be the same 4 tons. 20 - 6 = 14 heat.
SRM-6 48 strike damage and inflict 50 madaki (72 and 70). But SRM still damage stability, more stable hit, most crits and headshots. Of the shortcomings - of the cartridges runs out, but 16 of volleys is enough for any mission. Medkov the advantage of +1 accuracy.
SRM6
Dmg: 6*8=48(6*12)=72
Heat: 14
Slots: 2+1=3
Tons: 3+1=4
Med Laser
Dmg: 25*2=50(35*2)=70
Heat: 10*2=20 + 2*SHS/1*DHS (-6heat) total 14
Slots: 1*2=2 (2*SHS=4)/(1*DHS=5)
Tons: 1*2=2 (2*SHS=4)/(1*DHS=3)
Total don't really understand what SRM supersede lasers.
Under the same heating have comparable damage, despite the fact that DHS ML / tonne easier. Though the slot thicker. Well with slots there is no problem, as XL,FF,ES here yet.
Weapons have different meaning of no more. The lasers hit 2 locations, rockets 6 (if ideal). Accordingly the missiles easier to hit in an already open hole, laser more likely this hole make. In fact the SRM boat and ML boat will kill each other at the same time. Actually this between weapon types and the difference. In the Nastola and priorities are always first damage is applied by weapons with a higher damage point, followed by small (missiles, lbx, mg) because with every hit on the structure regardless of the value of the damage is cast on crit stuff in the location.

what if you play attacking finished (3 fast, but strong fur on attack and one on the back of the line with only lrm as artillery), atacaram best only srm to give. Load the enemy at the focus of the game to stability and then drop kick to the face. Often, what missiles the enemy is gaining critical damage so that when knocked down, the pilot just dies. At the same time, and mechs get a whole :)

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Deimos-D 17.02.20

Then the whole game is about a weapon with a range of 270 (ml, SRM, AC-20). When visibility is 300m from a long-range weapon is no good. I'm in the game almost no problems with range, except for a couple of missions where you had to share the lens, but there was shooting above 270 made sense at the end, when one group of enemies finished off the wing and took as much as a 1 sprint to get the distance finished off the second wing.

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Mozarini 17.02.20

double since and Gauss guns except in the story of fur, more anywhere it is impossible to take? nor buy nor Selvagem not to?

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b.o.t.inok 17.02.20

Mozarini
anywhere else unfortunately. maybe with the release of Addons and packs expansion the situation will change. we are waiting to

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Deimos-D 17.02.20

I tried to play with the big lasers. Plus, without sighting shots. Fine to play, just obviously more complicated. The game also increased heat at the weapon. I think that was done with the purpose that the player was shot multiple times from the large bottles and then passed the course in the rear, cooling down. That is, to make the gameplay similar to MWO. In fact, once in hide and seek no one plays, and the large lasers and PPC generate too much heat and use a lot of work. For nastolki large laser was supposed to give only 24 heating. PPC AND 30. But the numbers in the game like 30 and 40. That is, heat from a large laser increased by 25%, and the average by 10% compared to nastolki.
Worse, if a large laser only compete with the average. But there are AC/10, which is similar in range and damage. AC/10 at the efficiency roughly equal to a large laser in nastolki. But after the AC/10 has raised the damage of a large laser heat up, then the entire balance went to hell. Worse, the AC/10 can drop fur and large can no longer. Naturally, this led to the fact that a large laser useless.
That's the way the numbers of Nastola.
AC/10 weighs 12 tons + 1 ton for ammo (10 shots) = 13 tons. Heat 3.
A large laser is 8 damage for 8 heat, with 5 tons. The difference in heat 5 is 5 tons for cooling.
That is 10 tons on 8 damage or 13 tons for 10 damage. Which is pretty balanced (taking into account, the advantages of the big guns

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Deimos-D 17.02.20

PPC is not only a bunch of damage (to the enemy) and heating (to himself), but destab the enemy like missiles and autocannons. My PPC is a sniper weapon, specifically, this Avsom with 2 PPC and one large, complete with computer guidance. As a result, the fur that received both charge begins to postebatsya and after greetings from the second sniper (Ereri with 2 AC/2) to lie down to rest. That's the power of PPC. Lasers do not blame the fur brings down just ballistics, missiles and PPCS. And the ass-kicking with his feet.