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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}}
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  • 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).
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  • ...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.
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  • ...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
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  • *"[[Role]]" describes what the asset is usually good at, mostly based on it's weapons. {{Navbox Guides}}
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  • ...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
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  • ...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
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  • ...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
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  • 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:'''
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • ...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.
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • [[Category:Battle Armor Weapons]] <br>{{Navbox Weapons}}
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  • ...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) -->
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  • ...or|Battle Armor's]] arsenal, who can now only wield [[Battle Armor Weapons|weapons]] {{Navbox Weapons}}
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> [[Category:Grenade weapons]]
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • ...-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) -->
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  • '''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.
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • '''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]]
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  • ...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
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  • ...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) -->
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  • ...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
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  • '''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) -->
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  • ...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) -->
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  • ...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.
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  • ...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}}
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  • ...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}}
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  • | Select / Cycle main weapons {{Navbox Guides}}
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  • ...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
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  • ...-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}}
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  • ...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}}
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  • * Singleplayer weapons {{Navbox Mapping}}
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  • |Start firing given group of weapons{{FlowInNo}} |Stop firing given group of weapons{{FlowInNo}}
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  • |Speed in which temperature will change (affects weapons cooldown {{Navbox FlowNodes}}
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  • |Speed in which temperature will change (affects weapons cooldown) {{Navbox FlowNodes}}
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  • * Restore weapons that were disabled, provided the part they were attached to was not complet * Reload ammo-based [[Weapons]] automatically: see [[Rearming]] for more information
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  • ...ng describes the process of refilling your vehicle's ballistic and missile weapons.<br> For ammo prices see [[Weapons#Weapon_Stats|weapons]].
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  • ...[[VTOL]]s. To find out what type of damage different weapons deal, visit [[Weapons | weapon]] pages.</p> {{Navbox Gameplay Concepts}}
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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  • ...', or '''HS's''', dissipate the heat generated by [[JJ]]s, movement, and [[weapons]]. The more Heat Sinks an [[asset]] has, the faster it cools. Having more H ...sinks operate by collecting heat with coolant distributed to heat sources (weapons, engines, myomers, electronics, etc.) and delivering that to a radiator. Be
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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  • | Weapons Prime = <ul> * Friendly units can buy ammo and [[Battle Armor Weapons]] when within 15m of an APC
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  • ...'Mechs, Vehicles, Aerospace, and VTOLs that provides protection from enemy weapons fire. ...is removed from whatever component or '''hitbox''' was hit by the weapon. Weapons with [[splash damage]] can hit multiple components at the same time. When d
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  • ...capture zones, especially against 'Mechs without [[SRM]]s or other splash weapons. {{Navbox Maps}}
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  • ...]], [[Energy Weapons|energy]] and [[bomb]]s. As their names suggest, these weapons are only found on [[aerospace fighters]] or [[VTOL]]s, and differ from thei {{Navbox Weapons}}
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  • ...mless until your asset exceeds the yellow line, at which point the asset's weapons are locked out and it reveals the asset's location to all enemies that are ...This allows the asset to continue to operate. It also unlocks the asset's weapons and [[JJ]] equipment that would otherwise be unusable when at high levels o
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  • Our game mod's strongly depends on building assets ranging from weapons to assault class war machines that fly or crawl across the battlefields of ...ry bunker. One Spawn group, few spawn entities and a single buy area. Only weapons can be bought that spawn in the players hands. There is no Vehicle area. It
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  • Contrary to other similar weapons, the weapon bar (usually indicating weapon heat) represents the charge leve ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> ...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
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  • ...omary that the Y axis points "down the barrel" if we speak bout turrets or weapons. {{Navbox Mapping}}
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  • Examples: AI Grunts (Not for Mutiplay), Weapons, Explosive Barrels, etc. {{Navbox Mapping}}
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  • # Barrels - the actual weapons 3d art placed on a turret - there can be only one barrel helper ,named "gun ...if an multi weapon turret can (and how) have Barrels placed to individual weapons. The endorsed Calliope turret doesn't, it has fixed models in the ''gun-mou
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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  • ...bout any brawling or skirmishing - stay back,and rely on long range guided weapons only.<br> ..., and missiles in group three, but as long as we deal with three groups of weapons, we might consider the asset a 1-2-3 firing discipline asset.
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  • ...rely on brawling and skirmishing assets - thus have close to medium range weapons the most.<br> {{Navbox Guides}}
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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  • {{Navbox Weapons}}
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Template:Navbox Equipment}}
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  • ...d Lasers]] which have a range advantage compared to other [[Lasers|laser]] weapons. ...more [[heat]], which can cause problems for units that mount many [[energy weapons]] and especially in environments with a higher ambient temperature. Like an
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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  • An alternative approach to artillery weapons, artillery cannons are smaller, snub-nosed versions of the common tube arti ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) -->
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  • ...in''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> {{Navbox Weapons}}
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  • | Weapons Prime = <ul> | Weapons A = <ul>
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