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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

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