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  • * [[Vehicles]] * [[Special:AllPages|Index of All Pages]]
    3 KB (325 words) - 11:47, 25 August 2023
  • ...ral are what each team competes over in the Terrain Control game mode. Not all neutral bases are created equal. Bases with full-sized or small [[Structure ...o navigate some inconveniences in order to repair without having to return all the way back to the [[Main Mech Hangar]].
    17 KB (3,052 words) - 07:55, 1 September 2023
  • ...xcept in the case of the [[Thanatos]] mech'- which has GECM hardmounted on all variants. * Radar detection ranges for all assets can be found here [[Radar#Detection_range|Detection Range]]
    9 KB (1,333 words) - 22:06, 11 April 2022
  • ...all of whom either eagerly await projects or are currently hard at work on all the assets that are to be imported into the game; from BattleMechs to playe In addition to all of this, we have received full sponsorship from two very large Game service
    5 KB (738 words) - 00:58, 8 January 2018
  • ...e ''Battlefield'' series of games and lets players control a wide range of vehicles (referred to as assets) found in the ''BattleTech'' universe that include [ ...fun to play with. A good example of this is with [[ML|Medium Lasers]] -- all of these weigh two tons for MWLL's variants instead of being one ton like C
    18 KB (3,075 words) - 01:10, 7 September 2020
  • ...at a player can pilot, from [[BA]], to mechs, to [[aerospace]], to other [[vehicles]]. The term "asset" is sometimes used interchangeably with [[chassis]] and ...ent]] loadouts designed to allow them to be at least somewhat effective at all ranges. This can make the Generalist less effective when facing specialized
    10 KB (1,587 words) - 08:19, 12 September 2023
  • # BA [[Radar]] - All friendly units are shown in blue, enemy units are red and neutral units whi ...right-hand side of your screen. From here, you will be able to buy Mechs, Vehicles and BA Equipment using [[C-Bills]]. You can also buy Aerospace Fighters or
    21 KB (3,719 words) - 02:44, 6 September 2023
  • ...and HVAC5 can only be found on the Behemoth "F" Tank and Orion "D", as for all others it hasn't been implemented in game due to it being redundant to the ...mage Types| Light Kinetic damage]] offering bonus damage against against [[Vehicles]] and [[Aerospace]] / [[VTOL]]
    6 KB (814 words) - 00:39, 31 August 2022
  • Note: With the exception of the Raven G, all Ravens have both [[C3]] and [[GECM]], meaning there is no benefit to using ...[[MASC]] is rarely engaged, making the C a poor choice in a brawl. As with all other Ravens, the C is equipped with [[C3]] to share radar information with
    12 KB (1,962 words) - 03:19, 14 September 2023
  • *[[Damage types| Light Kinetic damage]] makes the HMG more effective against vehicles. *Worth using all the way out to its [[maximum range]] at 500m.
    10 KB (1,313 words) - 01:12, 31 August 2022
  • ...the LBX, the more the pellets spread out. Single pellet damage is same for all variants, and only the amount of pellets shot at the time varies. Convenien ...ut the single shot damage potential is significantly greater. In addition, all LBX weapons have somewhat improved range compared to their standard AutoCan
    12 KB (1,440 words) - 21:08, 5 November 2021
  • ...useable buildings you will find in [[MWLL]]. See the [[Turrets]] page for all turrets in the game. ...but due to their open structure, enemies can fire at repairing units from all directions, disrupting the repair progress.</p>
    6 KB (1,007 words) - 23:51, 18 September 2022
  • ...y "stuck" to a target, the NARC will begin broadcasting; in-range friendly vehicles will receive a notification that a NARC is active, and any friendly guidabl 2. Any EMP effect from [[LGB]]s or [[PPC]]s (of all sizes) will remove NARCs, '''as long as the EMP splash reaches the core'''
    7 KB (935 words) - 14:15, 8 July 2022
  • *'''Can build:''' all [[Mechs]], [[Vehicles]], [[ASF]]s and [[VTOL]]s *'''Can build:''' all [[Mechs]] and [[Vehicles]]
    6 KB (767 words) - 20:26, 6 October 2019
  • ...be taken on [[Mechs|BattleMechs]], [[VTOL]]s, [[Aerospace|Fighters]], or [[Vehicles]] (excluding the [[APC]]). ...als the highest pinpoint alpha damage of any [[Energy Weapon]] and as with all lasers can operate independent of ammunition supplies. The main drawback of
    11 KB (1,430 words) - 12:51, 3 December 2022
  • ...neral at the time. After a bloodly civil war in the Star League ended with all the major houses of the IS at odds with each other, Aleksandr saw no hope f ...ment, and levels of formality, Mechwarrior Living Legends doesn't focus at all on these divisions. The only clan logo displayed in MWLL currently is the l
    3 KB (427 words) - 01:18, 31 March 2020
  • The visible laser beam can be seen by all players in range, which could potentially give away one's position, so bewa ...p relatively large amounts of waste heat, forcing equipped [[Mechs]] and [[Vehicles]] to manage it well or install additional [[HS|Heat Sinks]]. The advantage
    8 KB (1,084 words) - 17:15, 8 November 2021
  • Vehicles can be in active or passive radar mode, affecting detection of and detectab Active radar works by sending out signals to detect enemy vehicles up to 1000m away. This function also boosts the radar cross section of any
    13 KB (1,870 words) - 20:22, 13 October 2023
  • ...ur troubles). This is an invaluable asset for any team, as it is useful at all ranges of combat. Data from a scout equipped with C3 allows units to see en *[[Radar|Passive Radar]] is not an augment per say, all units with Radar (except Battle Armor) have the capability to switch their
    7 KB (1,220 words) - 22:19, 18 May 2020
  • Battle Armor, Mechs, Artillery, Vehicles, VTOLS & Aerospace Fighters constitute the Arms in MWLL. ...ng forth in battle. Each having there respective Strengths and Weaknesses, all coordinated and directed by a unified command structure.
    2 KB (285 words) - 13:43, 6 September 2021

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