Difference between revisions of "Energy Weapons"

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'''Energy Weapons''' are [[weapons]] include numerous kinds of [[lasers]], mundane conventional weapons like [[Flamer]]s, and more exotic weapons like [[PPC]]s. Energy weapons differ from [[Ballistic]] and [[Missile]] weapons in that energy weapons do not utilize a solid projectile, but instead utilize amplified light, concentrated blasts of ions or protons, or a combusting fuel.
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'''Energy Weapons''' are [[weapons]] that include numerous kinds of [[lasers]], mundane conventional weapons like [[Flamer]]s, and more exotic weapons like [[PPC]]s. Energy weapons differ from [[Ballistic]] and [[Missile]] weapons in that energy weapons do not utilize a solid projectile. Instead they discharge amplified light, concentrated blasts of ions or protons, or a combusting fuel.
  
One advantage of all [[Energy weapons]] is that they do not need ammunition, which enables longer effective operating times in many circumstances. Main downside of energy weapons is the increased [[heat]] buildup that threatens the well-being of heat sinks and the asset itself.
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===Strengths===
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[[Energy weapons]] do not need ammunition, which enables longer effective operating times in many circumstances.
  
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With the exception of [[PPC]]s and [[Flamer]]s, energy weapons offer pinpoint damage without projectile travel time and can accurately shoot any chosen part of an enemy in hands of capable pilot.
  
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Flamers are effective weapons against [[BA]], cause lots of heat-buildup in their targets, and provide a distraction.
  
Note that laser damage displayed in the table below is the maximum damage possible. This assumes that the laser in question has been focused on a target for the full length of its beam duration.
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Note that firing [[Pulse Lasers]] (but not X-Pulse Lasers) will occasionally fire an extra pulse. This is a known feature.
Also note that firing Pulse Lasers (but not X-Pulse Lasers) will occasionally fire an extra pulse. This is a known feature.
 
  
Flame [[damage type]] doesn't really do damage against ground assets, but if you can manage to hit an air unit with a [[Flamer]], it will do decent damage.
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===Weaknesses===
 
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In order to deal the same amount of damage as other weapon types, Energy weapons produce much more [[heat]].
 
 
===Strengths===
 
With the exception of [[PPC]]s and [[Flamer]]s, energy weapons offer pinpoint damage without projectile travel time and can accurately shoot any chosen part of an enemy in hands of capable pilot.
 
  
* Very Accurate
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Flamers don't deal much damage to ground assets (air assets take major damage from flamers, so long as the target is in range).
* No ammo concerns
 
* Can transfer heat to enemy units
 
  
===Weaknesses===
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There aren't any energy weapons with [[Weapons#Ranges|maximum ranges]] longer than 900m.
* High heat
 
* Not as much damage as Ballistic Weapons
 
* Shorter Range
 
  
 
==Energy Weapons in MWLL==
 
==Energy Weapons in MWLL==

Revision as of 21:41, 11 September 2020

Energy Weapons are weapons that include numerous kinds of lasers, mundane conventional weapons like Flamers, and more exotic weapons like PPCs. Energy weapons differ from Ballistic and Missile weapons in that energy weapons do not utilize a solid projectile. Instead they discharge amplified light, concentrated blasts of ions or protons, or a combusting fuel.

Strengths

Energy weapons do not need ammunition, which enables longer effective operating times in many circumstances.

With the exception of PPCs and Flamers, energy weapons offer pinpoint damage without projectile travel time and can accurately shoot any chosen part of an enemy in hands of capable pilot.

Flamers are effective weapons against BA, cause lots of heat-buildup in their targets, and provide a distraction.

Note that firing Pulse Lasers (but not X-Pulse Lasers) will occasionally fire an extra pulse. This is a known feature.

Weaknesses

In order to deal the same amount of damage as other weapon types, Energy weapons produce much more heat.

Flamers don't deal much damage to ground assets (air assets take major damage from flamers, so long as the target is in range).

There aren't any energy weapons with maximum ranges longer than 900m.

Energy Weapons in MWLL