Weapons

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This is a quick reference for all Weapons currently in the Beta, as well as relevant statistics. Weapons are divided into three classes: ballistic, missile, and energy.

Contents

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The tables below are out of date, the most accurate and current data on weapons can be found here: http://forum.mechlivinglegends.net/index.php/topic,20319.0.html

Discussion

The raw damage values displayed in this table aren't the actual damage in-game. There are multiple reasons for this and some unknowns which should be taken into account before comparing any weapon to another, especially between categories.

The Damage column is the theoretical maximum direct-hit damage to a single component, ignoring the effectiveness of the associated damage type against the particular target. The Damage per second column is presented (in hopes of making it meaningful) as the theoretical maximum direct-hit damage against a single component on a mech (other than head). Effectiveness and actual total damage done can be affected by the following:

  • Multiple-launch missile weapons, especially the LRMs, tend to be somewhat inaccurate and miss the target with some missiles even when at optimal range and the target is a large, stationary Mech, therefore not inflicting 100% of its potential.
  • Weapons that fire multiple shots in a volley or that fire rapidly may suffer from damage being spread across multiple components (or missing entirely with some portion of the shots), making it more difficult to land a killing blow.
  • Some weapons may offer splash damage that can damage multiple components (or even multiple Mechs) at once. Splash damage will damage everything within its radius, with the center of the effect being more damaging, and the edge inflicting little to no damage. Components are damaged independently, so an Uller hit in the shoulder with an AC20 may suffer the full damage from the AC20 (modified by the damage type effectiveness against mechs), and suffer additional partial AC20 damage to the head, center torso, back, and/or arm, depending on how close these components are to the center of the explosion. Thus, especially in the case of weapons with large splash radiuses, the sum total damage done can much larger than the listed (maximum single-component) damage. As a result of this, hitting a vehicle on the edge between components may do more total damage than hitting the center of a single component, where it would be further away from other components, thereby reducing the extra splash damage.

A note on splash radius: The Tbolt and Firebomb have similar listed damages, but the Firebomb will do much more total damage. Consider a Tbolt or Firebomb hit to the legs of a Mech. The distance to the torso (as an example) is a few meters. These few meters are a significant portion of the splash radius of the Tbolt, so the damage to the torso will be significantly reduced from the listed damage. Those few meters are a much smaller portion of the splash radius of the Firebomb, so the damage to the torso won't be reduced nearly as much.

Some weapons' (e.g. HGauss) damage seems to "spread" to the center torso. The relation between assumed damage and real damage is unknown; It seems to be higher, but this still needs to be confirmed.

Finally, a table cannot hope to convey all aspects of a weapon's performance; The best way to evaluate a weapon's worth is to test it in action.

Ballistic Weapons

Many ballistic weapons can be fired with effect at targets more distant than their listed range, but accuracy and/or damage will suffer. When firing AC10 or AC20 family weapons near or beyond their listed range, it may be necessary to take wind and shot drop into consideration. The LongTom Artillery is the extreme member of the ballistic weapons family and fires a long-range, relatively slow-moving, arcing shot.

Many of these weapons will overheat in continuous firing (represented in-game as a bar under the weapon name on the weapons display). If they overheat, they will become unusable for a few seconds, after which they will become usable and start to cool at their normal rate. However, if overheated, ultra ACs will jam for 10 seconds before cooling.

A note on damage dropoff: The base damage is modified by the damage type before subtracting the lossage for distance. Significantly, this has the effect of giving kinetic- and light kinetic-type weapons increased effective range against air assets than against ground assets, since the damage type modifier against air assets is much higher.

If the damage/second or damage/ton is listed as *** the damage can not be calculated, because the weapon does not deal damage in any predictable manner (eg extreme reliance on splash damage)

Weapon Listed
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Overheat/
cooldown
Notes Mech
dmg/s
heat/s cost/t
ammo
s/t
ammo
max dmg/
ton ammo
BA BearAC 55m --- --- 2.5 Mgun --- 1200 5s/3s -0.2dmg/m past 50m 15 --- --- --- ---
MG 1600m --- 0.08 2 LightK --- 1200 12s/4s 30 0.08 --- --- ---
RAC2 800m 800 1.32 18.89 Kinetic --- 1080 4s/4s -0.048 dmg/m past 800m 170.01 1.32 250 600 11334
RAC5 500m 300 2.59 64.84 Kinetic --- 960 5s/4s -0.203 dmg/m past 500m 360.222 2.59 450 200 12968
BA AC2 1200m --- --- 50 Kinetic --- 500 5s/3s Heavy recoil; -2 dmg/m
past 85m, but may have
some minimum dmg??
417 --- --- --- ---
(C)UAC2 1200m 800 0.5 9.6 LightK --- 500 7s/3.5s -10 dmg/m past 1200m;
Max range: 1500m
53.333 0.5 250 975 9360
(C)UAC5 800m 400 9.324 346 Kinetic --- 23.5  ??? Max range: 900m 135.517 9.324 500 128 11072
(C)UAC10 600m 48 30 600 HeavyK --- 43.47  ??? Max range: 612m 434.7 30 750 48 14400
(C)UAC20 350m 32 41.8 980 HeavyK --- 63.8  ??? Least accurate AC20?
Max range: 378m
1042.067 41.8 1000 32 15680
Weapon Listed
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Overheat/
cooldown
Notes Mech
dmg/s
heat/s cost/t
ammo
s/t
ammo
max dmg/
ton ammo
AC2 1200m 600 9.324 173 LightK --- 12.5 --- Max range: 1500m 36.042 9.324 250 360 10379.988
Flack AC2 1300m 700 1.6 45 Flack --- 300 --- Max range: 1298.682m? 45 1.6 500 700 6300
HVAC2 1500m 300 13.86 173 LightK --- 12.5 --- Max range: 1620m 36.042 13.86 500 300 8649.99
(C)LBX2 1000m 120 7.2 2x 81.3 Kinetic --- 20 --- Max range: 1328m 54.2 7.2 250 120 19512
AC5 800m 300 4.08 346 LightK --- 11.45 --- Max range: 900m 66.028 4.08 450 128 11072
Flack AC5 900m 400 1.6 90 Flack --- 300 --- Max range: 900m 90 1.6 500 400 7200
HVAC5  ???m 1000 58.658 450 LightK --- 10 --- Max range: 1400m 168.75 58.658  ??? 1000 18000
(C)LBX5 800m 48 9.6 5x 81.3 Kinetic --- 15 --- Max range: 899.1m 101.625 9.6 500 48 19512
AC10 600m 28 14.5 450 Kinetic
450 Frag
1.3m
2.6m
17.7 --- -20 dmg/m past 600m;
Max effective range: 540m?
139.388 14.5 750 28 13230
HVAC10 900m 22 33.83 450 Kinetic
450 Frag
1m
2m
17.7 --- -40 dmg/m past 900m
Max range: 882m?
139.388 33.83 1000 22 10395
(C)LBX10 700m 24 24 10x 81.3 Kinetic --- 12 --- Max range: 698.4m 162.624 24 950 24 19514.88
AC20 350m 22 37.6 600 Kinetic
600 Frag
1.6m
3.2m
26.6 --- -20 dmg/m past 350m;
Max range: 304.83m?
279.3 37.6 1000 22 13860
(C)LBX20 450m 12 76.4 20x 81.3 Kinetic --- 10 --- IS:Autofire; Shotgun 271.04 76.4 1350 12 19514.88
LtGauss 1200m 16 11.294 649.091 HeavyK --- 11 --- Fastest projectile;
Max range: 1275m?
119 11.294 1000 16 10385.455
Gauss 900m 12 14.48 1230 HeavyK --- 8.5 --- -977.053 dmg/m past 900m;
Max range: 900m?
174.25 14.48 1850 12 14760
CGauss 900m 12 17.745 1230 HeavyK --- 8.5 --- -1092 dmg/m past 900m
Max range: 900m
174.25 17.745 1850 12 14760
HGauss 700m 6 32.027 2125 HeavyK --- 8.5 --- Slowest Gauss projectile;
-4.25 dmg/m past 450m
301.07 32.027 2000 6 12751
iHGauss 800m 6 29.115 1932 HeavyK --- 8.5 --- No damage falloff? 273.7 29.115 2000 6 11592
LongTom (std range) 1500m 5 400 3033 Kinetic 35m 5 --- Max range: 5000m 252.778 400 2400 5 15166.67
LongTom (long range) 2500m 5 500 3033 Kinetic 35m 3.5 --- Max range: 6000m 176.944 500 2400 5 15166.67
LongTom (short range) 1250m 5 300 3033 Kinetic 35m 7.5 --- Max range: 4000m 379.167 300 2400 5 15166.67
Firebomb 1000m 3 0 420 Kinetic
190 Missile
15m
25m
12 --- 300 heat on target?;
Gravity bomb
122 0 900 3 1830
BA C8 50 to
100m
1 max 8 --- 1500 Missile 1.5m 60 --- 3sec fuse after hit 1500 --- 2000 (1) 1500
BA Inferno
Charge
50 to
100m
1 max 5 --- 1000 Flame 12m 60 --- 1sec fuse after hit;
400 heat on target
100 --- 1000 (1) 1000
BA Throwable
NARC
50 to
100m
1 max 3 --- --- --- 60 --- Attracts friendly
missiles/60sec
--- --- 500? (1) ---
Weapon Listed
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Overheat/
cooldown
Notes Mech
dmg/s
heat/s cost/t
ammo
s/t
ammo
max dmg/
ton ammo


Missile Weapons

Of the missile weapons only MRMs, Tbolts, Firebombs and vanilla SRMs cannot lock onto a target. However, Tbolts and MRMs have limited seeking towards an active NARC or TAG. Further, MRMs (as well as the Streak (SSRM) variants of SRMs, when not fired with a lock) can be guided after launch by moving the aiming reticule.

The minimum range listed refers to the distance the missiles have to travel before they are armed and ready to explode, missiles that hit before traveling the listed distance will just bounce of their target dealing no damage. LRMs, Arrow IVs and ELRMs have another additional minimum range caused by the high arc they fly after exiting their launcher. This range is roughly 150m for LRMs and 300m for Arrow IV and ELRMs, but it can vary a little depending on torso elevation and height differences between attacker and target.

Clan LRMs and SRMs are identical to the standard (IS) variants. (E)LRMs carried by aircraft are the same as standard LRMs but have better speed, maneuverability, a 25% faster lock, and fly directly towards their target (as opposed to arcing up after launch and only descending when they've reached their target -- significantly, this means the air-carried variants have no minimum range). StreakSRMs carried by aircraft are the same as standard SSRMs but have more speed and maneuverability, distance, lock rate and lock range, but will be unguided if fired without a lock.

Note that the Frag damage type is highly ineffective against vehicles.

If the damage/ton is listed as *** the damage can not be calculated, because the weapon does not deal damage in any predictable manner (eg extreme reliance on splash damage)

Weapon Lock
range
Max
range
Min
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s cost/t
ammo
sec/t
ammo
max dmg/
ton ammo
BA 2xSRM 300m  ?m  ?m --- --- 2x 375 Missile
2x 125 Frag
0.8m
5.0m
2x 5 The 2 SRMs reload
independently
64 --- --- --- ---
(C)SRM2 --- 350m 0m 90 8.8 2x 94 Missile
4x 94 Frag
0.95m
2m
20 66 5.9 250 72 8460
(C)SRM4 --- 350m 0m 90 17.6 4x 94 Missile
4x 94 Frag
0.95m
2m
20 131 5.9 250 72 8460
(C)SRM6 --- 350m 0m 90 26.3 6x 94 Missile
6x 94 Frag
0.95m
2m
20 197 8.8 250 48 8460
(C)SSRM2 350m 350m 0m 90 8.3 2x 67.5 Missile
4x 67.5 Frag
0.8m
5m
20 47 4.2 350 72 6075
(C)SSRM4 350m 350m 0m 90 12.6 4x 67.5 Missile
4x 67.5 Frag
0.8m
5m
20 94 4.2 350 72 6075
(C)SSRM6 350m 350m 0m 90 18.9 6x 67.5 Missile
6x 67.5 Frag
0.8m
5m
20 141 6.3 350 48 6075
(C)DSRM4 --- 350m 0m 180 35.1 8x 94 Missile
8x 94 Frag
0.95m
2m
20 263 11.7 250 72 16920
(C)DSRM6 --- 350m 0m 180 52.7 12x 94 Missile
12x 94 Frag
0.95m
2m
20 395 17.6 250 48 16920
(C)DSSRM4 350m 350m 0m 180 25.2 8x 67.5 Missile
8x 67.5 Frag
0.8m
5m
20 2x slower lock 189 8.4 350 72 12500
(C)DSSRM6 350m 350m 0m 180 37.9 12x 67.5 Missile
12x 67.5 Frag
0.8m
5m
20 2x slower lock 283 12.6 350 48 12500
MRM10 --- 700m 20m 240 46.1 10x 69.1 Missile
10x 69.1 Frag
1.5m
5m
10 Shotgun effect 121 7.7 1050 70 16584
MRM20 --- 700m 20m 240 92.3 20x 69.1 Missile
20x 69.1 Frag
1.5m
5m
10 Shotgun effect 242 15.4 1050 70 16584
MRM30 --- 700m 20m 240 138.4 30x 69.1 Missile
30x 69.1 Frag
1.5m
5m
10 Shotgun effect 363 23.1 1050 46 16584
MRM40 --- 700m 20m 240 184.5 40x 69.1 Missile
40x 69.1 Frag
1.5m
5m
10 Shotgun effect 484 30.8 1050 34 16584
Weapon Lock
range
Max
range
Min
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s cost/t
ammo
sec/t
ammo
max dmg/
ton ammo
ATM3 (Std) --- 750m 150m 72 30.8 3x 138.3 Missile
3x 138.3 Frag
1m
3m
8 58 4.1 1100 180 9958
ATM3 ER
ATM3 HE
ATM6 (Std) --- 750m 150m 72 61.6 6x 138.3 Missile
6x 138.3 Frag
1m
3m
8 116 8.2 1100 90 9958
ATM6 ER
ATM6 HE
ATM9 (Std) --- 750m 150m 72 92.4 9x 138.3 Missile
9x 138.3 Frag
1m
3m
8 174 12.3 1100 60 9958
ATM9 ER
ATM9 HE
ATM12 (Std) --- 750m 150m 72 123.1 12x 138.3 Missile
12x 138.3 Frag
1m
3m
8 232 16.4 1100 45 9958
ATM12 ER
ATM12 HE
Weapon Lock
range
Max
range
Min
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s cost/t
ammo
sec/t
ammo
max dmg/
ton ammo
(C)LRM5 1000m 1100m LRM 100m
CLRM 0m
180 26.7 5x 87 Missile
5x 87 Frag
1.0m
3.0m
15 Missiles fly straight when
mounted on air units
114 6.7 850 386 15660
(C)LRM10 1000m 1100m LRM 100m
CLRM 0m
180 53.5 10x 87 Missile
10x 87 Frag
1.0m
3.0m
10 Missiles fly straight when
mounted on air units
152 8.9 850 197 15660
(C)LRM15 1000m 1100m LRM 100m
CLRM 0m
180 80.2 15x 87 Missile
15x 87 Frag
1.0m
3.0m
8.3 Missiles fly straight when
mounted on air units
190 11.1 850 132 15660
(C)LRM20 1000m 1100m LRM 100m
CLRM 0m
180 106.9 20x 87 Missile
20x 87 Frag
1.0m
3.0m
7.5 Missiles fly straight when
mounted on air units
228 13.3 850 100 15660
ELRM5 1500m 1600m 100m 120 26.7 5x 87 Missile
5x 87 Frag
1.0m
3.0m
15 Missiles fly straight when
mounted on air units
114 6.7 1100 189 10440
ELRM10 1500m 1600m 100m 120 53.5 10x 87 Missile
10x 87 Frag
1.0m
3.0m
10 Missiles fly straight when
mounted on air units
152 8.9 1100 94 10440
ELRM15 1500m 1600m 100m 120 80.2 15x 87 Missile
15x 87 Frag
1.0m
3.0m
8.3 Missiles fly straight when
mounted on air units
190 11.1 1100 62 10440
ELRM20 1500m 1600m 100m 120 106.9 20x 87 Missile
20x 87 Frag
1.0m
3.0m
7.5 Missiles fly straight when
mounted on air units
228 13.3 1100 45 10440
ArrowIV 1000m 4300m 200m 5 300.0 466.7 Missile
466.7 Missile
5m
20m
5 *** 25 1000 48 ***
Tbolt5
Tbolt10 --- 5000m 0m 1 50.0 868 Missile 2m 4 *** 3.3  ? (15) 868
Tbolt15 --- 5000m 0m 1 50.0 1302 Missile 2m 4 *** 3.3 800 (15) 1302
Tbolt20
NARC 900m 12000m 0m 6 20.0 --- --- 60 Attracts friendly
missiles/30 sec
--- 20 2000 3 to
120
---
iNARC
Weapon Lock
range
Max
range
Min
range
Ammo Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s cost/t
ammo
sec/t
ammo
max dmg/
ton ammo


Energy Weapons

Energy weapons do not need ammunition. Note that the EMP and Flame damage types are not very effective against vehicles (though if you can manage to hit an air unit with a Flamer it will do much better damage than against other vehicle types). Like the Damage per second column, the Damage per heat column assumes the target is a Mech.

Note that there is some question about laser damage: There exists a "damage per tick" about which there is uncertainty, and there is disagreement about the certainty of the model developed to produce the table's damage values.

Weapon Range Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s Mech
dmg/heat
BA SBL 300m --- 350 Energy --- 30 175 --- ---
BA MHL 175m --- 1349 Energy --- 10 Fires for 1.5 sec 225 --- ---
SBL 300m 5.6 145 Energy --- 19 46 1.8 25.9
ERSBL 400m 10.1 145 Energy --- 19 46 3.2 14.4
CERSBL 450m 10.5 181 Energy --- 19 57 3.3 17.2
MBL 500m 28.1 260 Energy --- 13.3 57 6.2 9.3
ERMBL 600m 33.3 260 Energy --- 13.3 57 7.4 7.8
CERMBL 700m 62.0 363 Energy --- 13.3 80 13.7 5.9
LBL 700m 102.1 555 Energy --- 10 92 17 5.4
ERLBL 800m 122.9 555 Energy --- 10 92 20.5 4.5
CERLBL 900m 176.9 692 Energy --- 10 115 29.5 3.9
CHSL 200m 41.8 453 Energy --- 16 120.8 11 10.9
CHML 400m 112.1 747 Energy --- 12 149 22.4 6.7
CHLL 600m 376.2 1569 Energy --- 8.5 222 53.3 4.2
Weapon Range Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s Mech
dmg/heat
SPL 250m 4.5 97.6 Energy --- 60 97,6 4.5 19.3
CSPL 300m 5.0 97.5 Energy --- 60 97,5 5.0 19.5
MPL 400m 21.9 179.9 Energy --- 40 119.9 14.6 8.2
CMPL 500m 32.0 207 Energy --- 40 138 21.3 6.5
LPL 600m 76.2 410.8 Energy --- 24 164 30.5 5.4
CLPL 700m 101.8 455 Energy --- 24 182 40.7 4.5
SXPL 300m 0.9 17 Energy --- 800 226 12 18.8
MXPL 500m 3.9 26 Energy --- 705.8 305 45.9 6.7
LXPL 700m 9.8 43 Energy --- 600 430 98 4.4
Weapon Range Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s Mech
dmg/heat
BA PPC 450m --- 425.3 Energy
100 EMP
2m
6m
10 40 heat on target;
Concussive; Kicks;
removes NARC
71 --- ---
PPC 700m 160.5 474 Energy
474 EMP
2m
4m
7.5 100 heat on target;
Concussive;
removes NARC
65 20.1 3
ERPPC 900m 176.1 474 Energy
474 EMP
2m
4m
7.5 125 heat on target;
Concussive;
removes NARC
65 22 2.7
CERPPC 900m 276.8 711 Energy
711 EMP
2m
4m
7.5 150 heat on target;
Concussive;
removes NARC
97 34.6 5.6
BA Flamer 110m --- 13 Flame 6m 300 17.5 heat on target 651 --- ---
Flamer 110m 5.2 3.4 Flame 6m 300 9 heat on target 17.11 1.3 13.2
BA TAG 550m --- --- --- --- Attracts friendly
missiles; Infrared
--- --- ---
TAG 1000m 0.0 --- --- --- Attracts friendly
missiles; Infrared
--- 0.0 ---
Weapon Range Heat Damage
& type
Splash
radius
Rate
of fire
Notes Mech
dmg/s
heat/s Mech
dmg/heat

Notes:
1 Both Flamer and BA Flamer overheat in 4 seconds of continuous firing, and take twice as long to completely cool. As such, their damage per second can only be maintained for a few seconds at a time.

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