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  • ...tactic. Aerospace cost a lot of tickets and often die quickly to late-game weapons. Staying on the ground is usually a better tactic and maintaining a [[death {{Navbox Guides}}
    17 KB (3,052 words) - 07:55, 1 September 2023
  • An '''alpha strike''' is an attack where a 'Mech fires all its weapons simultaneously. ...me or very close spot of the 'Mech, inflicting concentrated damage (though weapons can be grouped more freely when shooting slow targets at very close range).
    44 KB (7,482 words) - 08:28, 12 September 2023
  • ...slang for an asset that carries a large quantity of a specific variety of weapons. How specific that variety is depends on the asset; For example, you can ha ...- A type of weapon loadout for any asset that includes mostly close-range weapons such as [[LBX20]]s, [[AC20]]s, [[SRM]]s and [[SSRM]]s, [[MPL]]s, [[MBL]]s.
    12 KB (1,945 words) - 18:41, 1 September 2023
  • ...h location or component having a fixed limit of how many and what types of weapons can be fitted to certain locations. ...e or Clan. This change was made because MLs of any kind are very efficient weapons for their weight, leading some configurations that use multiple MLs to have
    18 KB (3,075 words) - 01:10, 7 September 2020
  • ...h [[DPS]] and a very short [[range]] making them ideal for brawling. Other weapons, like [[Gauss]], while poor in terms of DPS, perform excellently at short r ...while their weapons [[recharge]]. Skirmishers prefer high [[burst damage]] weapons and avoid [[staring]]. Skirmishers often use [[Electronic Warfare]] options
    10 KB (1,587 words) - 08:19, 12 September 2023
  • *"[[Role]]" describes what the asset is usually good at, mostly based on it's weapons. {{Navbox Guides}}
    10 KB (1,313 words) - 20:14, 11 February 2024
  • ...purchased there. Bases with an airplane icon typically indicate that [[BA Weapons]] and [[aircraft]] may be purchased there. ...t protection, limited radar, [[Battle Armor Weapons|Battle Armor exclusive weapons]], and [[Jump Jets]]. The interface you'll see at the beginning of the game
    21 KB (3,719 words) - 02:44, 6 September 2023
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> Hyper-Velocity Autocannons are ballistic weapons first developed by the Capellan Confederation in the 3050s based on standar
    6 KB (814 words) - 00:39, 31 August 2022
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> ...erated Commonwealth in 3054 in order to offset the range advantage of Clan weapons. In order to accomplish this an LRM launcher is paired with a booster syst
    5 KB (713 words) - 15:59, 6 November 2021
  • This is a quick reference for all ground-based '''Weapons''' currently in the game, as well as relevant statistics. '''Weapons are divided into three classes:'''
    55 KB (2,966 words) - 10:23, 20 January 2023
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
    12 KB (1,424 words) - 12:23, 3 December 2022
  • ...aerospace fighters (ASFs), namely the Attacker and Bomber variants. These weapons were first introduced in the 0.8.3 patch as a part of a general ASF update ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    9 KB (1,270 words) - 00:06, 22 November 2021
  • ...c Weapons''' are [[weapons]] that fire projectiles, as opposed to [[Energy Weapons|Energy]] or [[Missiles]], and function as the basic "guns" in-game. They h There are two main kinds of [[Ballistic Weapons]]. [[Direct fire]] and [[indirect fire]].
    5 KB (747 words) - 06:47, 13 April 2022
  • Of the missile weapons, only [[MRM]]s and and standard [[SRM]]s cannot [[lock on]] to a target. *Missile weapons cause a lot of [[Weapons#About_Damage|splash damage]] which is great for destroying enemies that are
    6 KB (945 words) - 20:06, 28 July 2022
  • ...y weapons differ from [[Ballistic]] and [[Missile]] weapons in that energy weapons do not utilize a solid projectile. Instead they discharge amplified light, *[[Energy weapons]] do not need ammunition, which enables longer effective operating times in
    1 KB (226 words) - 23:34, 11 September 2020
  • '''Gauss Rifles''' are among the most deadly ballistic weapons any unit can carry. Capable of dealing heavy damage at long range they are ...ssive maximum range and high burst damage. Currently there are four Gauss weapons deployed by the Inner Sphere: the LtGauss (light), the Gauss, the HGauss (h
    14 KB (1,869 words) - 01:10, 31 August 2022
  • ...time. With that being said do not dismiss the MG particularly while other weapons are reloading or are out of range. A smart pilot ensures that the MG's are ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    10 KB (1,313 words) - 01:12, 31 August 2022
  • ...They represent various auto-loading burst-fire and single shot ballistic weapons. ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    12 KB (1,500 words) - 19:52, 7 August 2023
  • ...ingle shot damage potential is significantly greater. In addition, all LBX weapons have somewhat improved range compared to their standard AutoCannon counterp ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    12 KB (1,440 words) - 21:08, 5 November 2021
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> *'''Ultra AutoCannon-10''' and '''Ultra AutoCannon-20''' are prime assault weapons that feature both high burst damage and impressive DPS.
    14 KB (1,710 words) - 21:04, 5 November 2021
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
    8 KB (973 words) - 21:54, 27 July 2022
  • [[Category:Battle Armor Weapons]] <br>{{Navbox Weapons}}
    7 KB (1,069 words) - 03:49, 12 August 2022
  • ...nal force. Due to the highly explosive nature of artillery, most artillery weapons cause not only substantial primary damage, but also secondary damage to adj ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    5 KB (620 words) - 22:54, 7 January 2024
  • ...or|Battle Armor's]] arsenal, who can now only wield [[Battle Armor Weapons|weapons]] {{Navbox Weapons}}
    1 KB (173 words) - 02:01, 29 March 2019
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> [[Category:Grenade weapons]]
    7 KB (935 words) - 14:15, 8 July 2022
  • | Weapons Prime = <ul> | Weapons A = <ul>
    10 KB (1,541 words) - 06:34, 29 July 2023
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
    12 KB (1,333 words) - 15:35, 6 November 2021
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
    9 KB (1,020 words) - 12:30, 3 December 2022
  • ...-long range weapon system with improved tracking compared to other missile weapons. ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    14 KB (1,642 words) - 22:05, 21 August 2022
  • '''Long Range Missiles''', or '''LRM'''s, are long range support weapons capable locking onto targets and of [[indirect fire]] when supported by [[N ...rom safe location (with the aid of NARC or TAG) makes LRMs popular support weapons in MWLL.
    14 KB (1,649 words) - 15:58, 6 November 2021
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
    8 KB (1,180 words) - 20:34, 21 August 2022
  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
    7 KB (924 words) - 20:11, 28 July 2022
  • '''Heavy Lasers''' are powerful [[Clan]] used [[Lasers|laser weapons]], sacrificing range for raw firepower. [[File:MHL.gif|framed|[[Battle Armor Weapons#Micro Heavy Laser|Micro Heavy Laser]] in action]]
    11 KB (1,430 words) - 12:51, 3 December 2022
  • ...age through rapid-cycling, high-energy laser pulses, generating a [[Energy weapons|energy weapon]] equivalent of burst-firing automatic gun. ...d down, pulse lasers will not fire repeatedly indefinitely like with other weapons. To ensure that the weapon continues to fire, the button should be pressed
    14 KB (1,754 words) - 16:58, 8 November 2021
  • ...wn time and thus can be fired indefinitely, making them effective brawling weapons since their high rate of fire gives them an impressive [[DPS]]. DPS wise X- ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    6 KB (790 words) - 16:58, 8 November 2021
  • ...tion Cannons''', most commonly referred to as '''PPC'''s, are the [[Energy Weapons|energy weapon]] equivalent of a [[Gauss Rifles|Gauss rifle]]. Unlike [[Las There are six different PPC weapons in MWLL varying in range, damage and [[heat]] output. In addition of damage
    16 KB (2,141 words) - 21:23, 26 August 2022
  • '''Flamers''' are short range flamethrower weapons causing [[heat]] buildup on the target. ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    6 KB (879 words) - 17:03, 8 November 2021
  • ...naging issues for mechwarriors. Generally they are the coolest of [[Energy Weapons]]. ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
    9 KB (1,221 words) - 16:48, 8 November 2021
  • ...y also generate significant [[heat]]. Overheating will cause the JJs and [[weapons]] to be locked out. ...ctics#Poptarting|Jump Sniping]] (aka Poptarting) from behind cover to fire weapons.
    11 KB (1,699 words) - 02:06, 8 September 2023
  • ...SC in anticipation of any combat, in order to cool down enough to use your weapons safely. Seasoned Pilots are able to ride the yellow line of their temperatu {{Template:Navbox Equipment}}
    5 KB (692 words) - 07:13, 10 May 2022
  • ...ompliments each other. Combined arms is the art of using all the different weapons systems with each other in an effective and devastating way. {{Navbox Gameplay Concepts}}
    2 KB (285 words) - 13:43, 6 September 2021
  • | Select / Cycle main weapons {{Navbox Guides}}
    3 KB (457 words) - 16:57, 7 October 2021
  • ...nter torso to take extra damage. Side torsos may also contain destructible weapons. ...as such designs suffer heavily if they lose it. [[Standard Lasers|Laser]] weapons in particular are very good at precisely taking out key components. However
    23 KB (4,063 words) - 21:47, 14 April 2024
  • ...-Bills''', are the currency used to purchase [[asset]]s, [[ammunition]], [[weapons]], [[coolant]], and [[repair|repairs]]. C-Bills are earned by scoring [[poi ...[asset]] has lost too many [[irreplaceable weapons]] to be effective (like weapons on [[mech]] [[arm|arms]] or [[external|externals]] or on the wings of [[aer
    16 KB (2,438 words) - 21:30, 23 September 2023
  • ...tic turrets. Due to this, more emphasis is put on close quarter combat and weapons like [[SRM]]s and large [[AutoCannons]] gain importance here, while [[LRM]] {{Navbox Gameplay Concepts}}
    3 KB (425 words) - 07:32, 1 September 2023
  • ...ly any mech that fields an array of [[LRM|LRMs]] will find themselves with weapons that do virtually no damage inside of the arena due to their minimum arming {{Navbox Gameplay Concepts}}
    3 KB (410 words) - 15:24, 23 September 2017
  • * Singleplayer weapons {{Navbox Mapping}}
    4 KB (632 words) - 05:10, 25 April 2024
  • |Start firing given group of weapons{{FlowInNo}} |Stop firing given group of weapons{{FlowInNo}}
    2 KB (205 words) - 04:00, 15 August 2017
  • |Speed in which temperature will change (affects weapons cooldown {{Navbox FlowNodes}}
    1 KB (187 words) - 04:08, 15 August 2017
  • |Speed in which temperature will change (affects weapons cooldown) {{Navbox FlowNodes}}
    888 bytes (101 words) - 04:10, 15 August 2017

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