Difference between revisions of "Missile Weapons"
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===Ammo=== | ===Ammo=== | ||
− | Missile weapons consume ammo, which means that | + | Missile weapons consume ammo, which means that players either need to [[Cbills|purchase]] [[free tons|extra ammo]] before leaving the [[structures|hangar]] or will regularly need to find a friendly [[APC]] or return to base in order to continuously fire their weapons. |
===Minimum Range=== | ===Minimum Range=== |
Revision as of 22:37, 11 September 2020
Missiles are a type of weapon based on rocket-propelled explosives, often (but not always) featuring some form of guidance to target. Multiple-launch missile units come in three main varieties -- Short-Range, Medium-Range, and Long-Range -- with a numerical designation indicating how many missiles are launched per volley.
The only single-launch missile is the Thunderbolt. The NARC Beacon is also classified as a missile, though it does no damage.
Of the missile weapons, only MRMs and and standard SRMs cannot lock on to a target.
Clan SRMs are identical to their IS counterparts, and Clan LRMs deal the same damage as their IS cousins, but instead of arcing, they fly straight at a target.
Contents
Strengths
- Missile weapons cause a lot of splash damage which is great for destroying enemies that are already damaged and attempting to spread damage.
- Many missiles are guided and will track their targets even if they move out of sight so long as the missiles were fired in active radar with a lock, an active friendly NARC, or TAG.
- Missiles cause screen shake which makes it more difficult for enemies to return fire.
Weaknesses
- Missile weapons often cannot cause focused damage in just one spot.
- Many missile weapons have long lock on times requiring them to stare at targets, exposing the user to return fire.
- Many missile weapons have slow projectile speeds giving the enemy an opportunity to find cover.
- Missiles are susceptible to LAMS.
Ammo
Missile weapons consume ammo, which means that players either need to purchase extra ammo before leaving the hangar or will regularly need to find a friendly APC or return to base in order to continuously fire their weapons.
Minimum Range
Minimum Range, or Min. as it's listed in an asset's weapon groups, is a trait shared by many types of Missiles like MRMs, LRMs, ELRMs, ArrowIVs, StdATMs, and ERATMs. Missiles fired at a target that is closer than the missile's minimum range, will either miss the target completely or fail to detonate on impact (dealing no damage). Players are advised to stay far enough away from their targets that their missiles are outside of their minimum range. In the case that an enemy has weapons with a minimum range, players are advised to run towards the enemy so that the enemy's weapons do not work.
IS LRMs, ELRMs, Clan LRMs mounted on tanks, and especially Arrow IVs have an additional factor regarding their minimum range: the high arc their missiles make after exiting their launcher. This causes these weapons systems to overshoot their target at roughly 200m for LRMs, 300m for ELRMs and 500m for Arrow IV, but it can vary a little depending on torso elevation and height differences between attacker and target.
Minimum range can sometimes be somewhat reduced when shooting at a target at a much higher elevation or by firing the missiles away from the enemy (although it is easy to lose missile lock while doing so).
Note that the Frag damage type is highly ineffective against vehicles.
Missile launchers in MWLL are designated as follows:
Short Range Missiles
- Short Range Missile 2 (SRM2)
- Short Range Missile 4 (SRM4)
- Short Range Missile 6 (SRM6)
- Clan Short Range Missile 2 (CSRM2)
- Clan Short Range Missile 4 (CSRM4)
- Clan Short Range Missile 6 (CSRM6)
- Dual Short Range Missile 4 (DSRM4)
- Dual Short Range Missile 6 (DSRM6)
- Clan Dual Short Range Missile 4 (CDSRM4)
- Clan Dual Short Range Missile 6 (CDSRM6)
Streak Short Range Missiles
- Streak Short Range Missile 2 (SSRM2)
- Streak Short Range Missile 4 (SSRM4)
- Streak Short Range Missile 6 (SSRM6)
- Clan Streak Short Range Missile 2 (CSSRM2)
- Clan Streak Short Range Missile 4 (CSSRM4)
- Clan Streak Short Range Missile 6 (CSSRM6)
- Dual Streak Short Range Missile 4 (DSSRM4)
- Dual Streak Short Range Missile 6 (DSSRM6)
- Clan Dual Streak Short Range Missile 4 (CDSSRM4)
- Clan Dual Streak Short Range Missile 6 (CDSSRM6)
Medium Range Missiles
- Medium Range Missile 10 (MRM10)
- Medium Range Missile 20 (MRM20)
- Medium Range Missile 30 (MRM30)
- Medium Range Missile 40 (MRM40)
Long Range Missiles
- Long Range Missile 5 (LRM5)
- Long Range Missile 10 (LRM10)
- Long Range Missile 15 (LRM15)
- Long Range Missile 20 (LRM20)
- Clan Long Range Missile 5 (CLRM5)
- Clan Long Range Missile 10 (CLRM10)
- Clan Long Range Missile 15 (CLRM15)
- Clan Long Range Missile 20 (CLRM20)
Extended Long Range Missiles
- Extended Long Range Missile 5 (ELRM5)
- Extended Long Range Missile 10 (ELRM10)
- Extended Long Range Missile 15 (ELRM15)
- Extended Long Range Missile 20 (ELRM20)
Advanced Tactical Missiles
- Advanced Tactical Missile 3 (ATM3)
- Advanced Tactical Missile 6 (ATM6)
- Advanced Tactical Missile 9 (ATM9)
- Advanced Tactical Missile 12 (ATM12)
- Extended Range Advanced Tactical Missile 3 (ERATM3)
- Extended Range Advanced Tactical Missile 6 (ERATM6)
- Extended Range Advanced Tactical Missile 9 (ERATM9)
- Extended Range Advanced Tactical Missile 12 (ERATM12)
- High Explosive Advanced Tactical Missile 3 (HEATM3)
- High Explosive Advanced Tactical Missile 6 (HEATM6)
- High Explosive Advanced Tactical Missile 9 (HEATM9)
- High Explosive Advanced Tactical Missile 12 (HEATM12)
ArrowIV
- Arrow IV Artillery system
Single-Launch Missiles
Missile Related Information
- It takes longer for missiles to lock-on to a target which is running under Passive radar and/or equipped with GECM. However, a missile-equipped 'Mech can decrease its lock on time by crouching.
- TAG lasers and NARC beacons guide SSRMS, LRMs, ELRMs, ATMs, Thunderbolts and ArrowIVs to a designated target without requiring prior missile lock-on.
- Most missiles cause targeted assets to shake as they are hit. This buffeting effect often throws off an opponent's aim, reducing their ability to counter attack.