Difference between revisions of "Weapons"
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Revision as of 06:22, 16 February 2018
This is a quick reference for all ground-based Weapons currently in the Beta, as well as relevant statistics. For statistics pertaining to weapons carried by air assets, see Air Weapons. Weapons are divided into three classes: ballistic, missile, and energy.
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. 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.
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 Overheat and Cooldown values are listed as "???", then these values are either unknown or unpredictable for their respective weapon.
Weapon | Listed Range | Max Range | Ammo per Ton | Heat per shot | Damage | Damage Type | Secondary Damage | Secondary Damage Type | Splash Radius | Shots per Min | Overheat | Cooldown | Heat per Sec | Ammo Cost per Ton | Max Damage per Ton Ammo | Damage Fall-off | Fall-off After | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BA AC2 | 150m | 1200m | --- | --- | 50 | Kinetic | --- | --- | --- | 500 | 5s | 3s | --- | --- | --- | -2 | 85m | Heavy recoil |
BA BearAC | 600m | 600m | --- | --- | 3 | Light Kinetic | --- | --- | --- | 1000 | 3s | 1s | --- | --- | --- | --- | --- | --- |
AC2 | 1200m | 1500m | 360 | 9.32 | 173 (28.83 x 6) | Light Kinetic | --- | --- | --- | 12.5 | --- | --- | 1.94 | 250 | 10379.99 | --- | --- | One shot = burst of 6 bullets |
AC5 | 800m | 900m | 128 | 3.06 | 345.9 (115.3 x 3) | Light Kinetic | --- | --- | --- | 11.45 | --- | --- | 0.58 | 450 | 14758.4 | --- | --- | One shot = burst of 3 bullets |
AC10 | 600m | 600m | 28 | 14.5 | 225 | Heavy Kinetic | 450 | Frag | 1.3m / 2.6m | 17.7 | --- | --- | 4.28 | 750 | 6930 | -20 | 600m | --- |
AC20 | 350m | 342m? | 22 | 37.6 | 300 | Heavy Kinetic | 600 | Frag | 1.6m / 3.2m | 26.6 | --- | --- | 16.67 | 1000 | 7260 | -20 | 350m | --- |
(C)UAC2 | 1200m | 1260m | 975 | 0.5 | 13 | Light Kinetic | --- | --- | --- | 500 | 8s | 3.5s | 4.17 | 250 | 9360 | --- | --- | --- |
(C)UAC5 | 800m | 900m | 128 | 6.99 | 346.5 | Light Kinetic | --- | --- | --- | 45.5 | ??? | ??? | 5.3 | 450 | 14784 | --- | --- | --- |
(C)UAC10 | 600m | 666m | 48 | 30 | 600 | Heavy Kinetic | --- | --- | --- | 56 | ??? | ??? | 28 | 750 | 14400 | --- | --- | --- |
(C)UAC20 | 350m | 378m | 32 | 67.92 | 980 | Heavy Kinetic | --- | --- | --- | 63.8 | ??? | ??? | 72.22 | 1000 | 15680 | --- | --- | --- |
HVAC2 | 1500m | 1610m | 320 | 27.72 | 346 | Light Kinetic | --- | --- | --- | 9.5 | --- | --- | 4.39 | 500 | 9226.66 | --- | --- | --- |
HVAC10 | 900m | 936m | 22 | 33.83 | 225 | Heavy Kinetic | 450 | Frag | 1m / 2m | 20 | --- | --- | 11.28 | 1000 | 5445 | -100 | 950m | --- |
RAC2 | 800m | 1000m | 600 | 1.32 | 18.89 | Kinetic | --- | --- | --- | 1080 | 6s | 4s | 23.76 | 250 | 11334 | -0.048? | 800m? | --- |
RAC5 | 500m | 700m | 200 | 2.59 | 64.84 | Kinetic | --- | --- | --- | 600 | 5s | 4s | 25.9 | 450 | 12968 | -0.203? | 500m? | --- |
(C)LBX2 | 1000m | 1328m | 60 | 7.2 | 2x 81.3 | Light Kinetic | --- | --- | --- | 20 | --- | --- | 2.4 | 125 | 9756 | --- | --- | --- |
(C)LBX5 | 800m | 899m | 48 | 9.6 | 5x 81.3 | Light Kinetic | --- | --- | --- | 15 | --- | --- | 2.4 | 500 | 19512 | --- | --- | --- |
(C)LBX10 | 700m | 698m | 24 | 24 | 10x 81.3 | Light Kinetic | --- | --- | --- | 12 | --- | --- | 4.8 | 950 | 19514.88 | --- | --- | --- |
(C)LBX20 | 450m | 450m | 12 | 76.4 | 20x 81.3 | Light Kinetic | --- | --- | --- | 10 | --- | --- | 12.73 | 1350 | 19514.88 | --- | --- | IS: Autofire; Shotgun |
MG | 1600m | 1600m | --- | 0.003 | 2 | Light Kinetic | --- | --- | --- | 1200 | 12s | 4s | 0.06 | --- | --- | --- | --- | --- |
LtGauss | 1200m | 1200m | 16 | 11.29 | 649.09 | Heavy Kinetic | --- | --- | --- | 11 | --- | --- | 2.07 | 1000 | 10385.46 | --- | --- | Fastest projectile |
Gauss | 900m | 900m | 12 | 14.48 | 1230 | Heavy Kinetic | --- | --- | --- | 8.5 | --- | --- | 2.05 | 1850 | 14760 | -977.05 | 900m | --- |
CGauss | 900m | 900m | 12 | 17.75 | 1230 | Heavy Kinetic | --- | --- | --- | 8.5 | --- | --- | 2.51 | 1850 | 14760 | -1092 | 900m | --- |
HGauss | 700m | 700m | 6 | 32.03 | 2125.2 | Heavy Kinetic | --- | --- | --- | 8.5 | --- | --- | 4.54 | 2000 | 12751.2 | -4.25 | 450m | Damage dropoff Slower projectile |
iHGauss | 800m | 800m | 6 | 29.12 | 1932 | Heavy Kinetic | --- | --- | --- | 8.5 | --- | --- | 4.12 | 2000 | 11592 | --- | --- | No damage fall-off |
HAG20 | 1250m | 1260m | 240 | 3.2 | 82 | Kinetic | --- | --- | --- | 900 | 1.33s | 16s | 48 | 1500 | 19680 | --- | --- | --- |
HAG30 | 1250m | 1260m | 240 | 3.2 | 82 | Kinetic | --- | --- | --- | 900 | 2s | 16s | 48 | 1500 | 19680 | --- | --- | --- |
HAG40 | 1250m | 1260m | 240 | 3.2 | 82 | Kinetic | --- | --- | --- | 900 | 2.66s | 16s | 48 | 1500 | 19680 | --- | --- | --- |
Thumper Artillery | 3000m | 11000m | 15 | 200 | 1000 | Energy | --- | --- | 10m | 10 | --- | --- | 33.33 | 2400 | 15000 | --- | --- | --- |
Long Tom (std range) | 1500m | 6000m | 5 | 400 | 3033.33 | Kinetic | --- | --- | 35m | 5 | --- | --- | 33.33 | 2400 | 15166.67 | --- | --- | --- |
Long Tom (long range) | 2500m | 6000m | 5 | 500 | 3033.33 | Kinetic | --- | --- | 46m | 5 | --- | --- | 41.67 | 2400 | 15166.67 | --- | --- | --- |
Long Tom (short range) | 1250m | 6000m | 5 | 300 | 3033.33 | Kinetic | --- | --- | 24m | 7.5 | --- | --- | 37.5 | 2400 | 15166.67 | --- | --- | --- |
BA C8 | 50-100m | --- | 1 (max 8) | --- | 1500 | Missile | --- | --- | 1.5m | 60 | --- | --- | --- | 2000 | 1500 | --- | --- | 3s fuse after hit |
BA Inferno Charge | 50-100m | --- | 1 (max 5) | --- | 1000 | Flame | --- | --- | 12m | 60 | --- | --- | --- | 1000 | 1500 | --- | --- | 1s fuse after hit 400 Heat on target |
BA Throwable NARC | 50-100m | --- | 1 (max 3) | --- | --- | --- | --- | --- | --- | 60 | --- | --- | --- | 500 | --- | --- | --- | Attracts friendly missles for 60s |
Weapon | Listed Range | Max Range | Ammo per Ton | Heat | Damage | Damage Type | Secondary Damage | Secondary Damage Type | Splash Radius | Shots per Min | Overheat | Cooldown | Heat per Sec | Ammo Cost per Ton | Max Damage per Ton Ammo | Damage Fall-off | Fall-off After | Notes |
Missile Weapons
Of the missile weapons, only MRMs and and standard SRMs cannot lock onto a target. However, Tbolts and MRMs have limited seeking towards an active NARC or TAG (although there is a bug with MRMs seeking a TAGed or NARCed target, in that the missiles spread out too far). Additionally, MRMs, when dumbfired, can be guided after launch by moving the aiming reticule.
The minimum range listed here 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 500m for Arrow IV and ELRMs, but it can vary a little depending on torso elevation and height differences between attacker and target.
Clan SRMs are identical to their IS counterparts. Clan LRMs deal the same damage as their IS cousins, but instead of arcing, they fly straight at a target. (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). Streak SRMs 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/ton | Heat | Damage | Damage Type | Secondary Damage | Secondary Damage Type | Splash Radius | Shots/min | Heat/sec | Ammo Cost/ton | Max Damage/ton Ammo | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BA SSRM2 | 300m | 200m | 10m | --- | --- | 2x 375 | Missile | 2x 125 | Frag | 0.8m / 5m | 2x 5 | --- | --- | --- | Each SRM loads independently |
(C)SRM2 | --- | 350m | 0m | 96 | 12 | 2x 100 | Missile | 2x 100 | Frag | 0.95m / 2m | 17 | 3.4 | 250 | 10080 | --- |
(C)SRM4 | --- | 350m | 0m | 96 | 24 | 4x 100 | Missile | 4x 100 | Frag | 0.95m / 2.0m | 17 | 6.8 | 250 | 10080 | --- |
(C)SRM6 | --- | 350m | 0m | 96 | 36 | 6x 100 | Missile | 6x 100 | Frag | 0.95m / 2.0m | 17 | 10.2 | 250 | 10080 | --- |
(C)SSRM2 | 450m | C 450m IS 349m |
0m | 72 | 16 | 2x 100 | Missile | 2x 100 | Frag | 0.8m / 3m | 15 | 4 | 450 | 7560 | Follows crosshairs when not locked |
(C)SSRM4 | 450m | C 450m IS 349m |
0m | 72 | 32 | 4x 100 | Missile | 4x 100 | Frag | 0.8m / 3m | 15 | 8 | 450 | 7560 | Follows crosshairs when not locked |
(C)SSRM6 | 450m | C 450m IS 349m |
0m | 72 | 48 | 6x 100 | Missile | 6x 100 | Frag | 0.8m / 3m | 15 | 12 | 450 | 7560 | Follows crosshairs when not locked |
(C)DSRM4 | --- | 350m | 0m | 96 | 48 | 8x 100 | Missile | 8x 100 | Frag | 0.95m / 2.0m | 17 | 13.6 | 250 | 10080 | --- |
(C)DSRM6 | --- | 350m | 0m | 96 | 72 | 12x 100 | Missile | 12x 100 | Frag | 0.95m / 2.0m | 17 | 20.4 | 250 | 10080 | --- |
(C)DSSRM4 | 450m | C 450m IS 349m |
0m | 72 | 64 | 8x 100 | Missile | 8x 100 | Frag | 0.8m / 3m | 15 | 16 | 450 | 7560 | Follows crosshairs when not locked |
(C)DSSRM6 | 450m | C 450m IS 349m |
0m | 72 | 96 | 12x 100 | Missile | 12x 100 | Frag | 0.8m / 3m | 15 | 24 | 450 | 7560 | Follows crosshairs when not locked |
MRM10 | --- | 700m | 20m | 240 | 46.14 | 10x 78.19 | Missile | 10x 78.19 | Frag | 1.5m / 5m | 12.5 | 9.61 | 1050 | 19702.72 | Shotgun effect Follows Crosshairs |
MRM20 | --- | 700m | 20m | 240 | 92.27 | 20x 78.19 | Missile | 20x 78.19 | Frag | 1.5m / 5m | 8.33 | 12.81 | 1050 | 19702.72 | Shotgun effect Follows Crosshairs |
MRM30 | --- | 700m | 20m | 240 | 138.4 | 30x 78.19 | Missile | 30x 78.19 | Frag | 1.5m / 5m | 7.5 | 17.3 | 1050 | 19702.72 | Shotgun effect Follows Crosshairs |
MRM40 | --- | 700m | 20m | 240 | 184.5 | 40x 78.19 | Missile | 40x 78.19 | Frag | 1.5m / 5m | 6 | 18.45 | 1050 | 19702.72 | Shotgun effect Follows Crosshairs |
ATM3 | 750m | 750m | 120m | 108 | 43 | 3x 138.42 | Missile | 3x 138.42 | Frag | 1m / 3m | 12 | 8.6 | 1100 | 15696.94 | Missiles move quickly; Have low arc |
ATM6 | 750m | 750m | 120m | 108 | 86 | 6x 138.42 | Missile | 6x 138.42 | Frag | 1m / 3m | 9 | 12.9 | 1100 | 15696.94 | Missiles move quickly; Have low arc |
ATM9 | 750m | 750m | 120m | 108 | 129 | 9x 138.42 | Missile | 9x 138.42 | Frag | 1m / 3m | 8 | 17.2 | 1100 | 15696.94 | Missiles move quickly; Have low arc |
ATM12 | 750m | 750m | 120m | 108 | 172 | 12x 138.42 | Missile | 12x 138.42 | Frag | 1m / 3m | 7 | 20.07 | 1100 | 15696.94 | Missiles move quickly; Have low arc |
ATM3 ER | 1250m | 1500m | 150m | 108 | 43 | 3x 87.17 | Missile | 3x 87.17 | Frag | 1m / 3m | 12 | 8.6 | 1100 | 9885.4 | Missiles move quickly; Have low arc |
ATM6 ER | 1250m | 1500m | 150m | 108 | 86 | 6x 87.17 | Missile | 6x 87.17 | Frag | 1m / 3m | 9 | 12.9 | 1100 | 9885.4 | Missiles move quickly; Have low arc |
ATM9 ER | 1250m | 1500m | 150m | 108 | 129 | 9x 87.17 | Missile | 9x 87.17 | Frag | 1m / 3m | 8 | 17.2 | 1100 | 9885.4 | Missiles move quickly; Have low arc |
ATM12 ER | 1250m | 1500m | 150m | 108 | 172 | 12x 87.17 | Missile | 12x 87.17 | Frag | 1m / 3m | 7 | 20.07 | 1100 | 9885.4 | Missiles move quickly; Have low arc |
ATM3 HE | 300m | 293m | 0m | 108 | 51 | 3x 184.56 | Missile | 3x 184.56 | Frag | 1m / 3m | 12 | 10.2 | 1100 | 20929.1 | Missiles are stagger-fired (one at a time) |
ATM6 HE | 300m | 293m | 0m | 108 | 102 | 6x 184.56 | Missile | 6x 184.56 | Frag | 1m / 3m | 9 | 15.3 | 1100 | 20929.1 | Missiles are stagger-fired (three at a time) |
ATM9 HE | 300m | 293m | 0m | 108 | 153 | 9x 184.56 | Missile | 9x 184.56 | Frag | 1m / 3m | 8 | 20.4 | 1100 | 20929.1 | Missiles are stagger-fired (three at a time) |
ATM12 HE | 300m | 293m | 0m | 108 | 204 | 12x 184.56 | Missile | 12x 184.56 | Frag | 1m / 3m | 7 | 23.8 | 1100 | 20929.1 | Missiles are stagger-fired (three at a time) |
(C)LRM5 | 1000m | 1470m | LRM 100m CLRM 20m |
180 | 28.5 | 5x 87.17 | Missile | 5x 87.17 | Frag | 1m / 3m | 15 | 7.13 | 850 | 16475.67 | Missiles fly straight when mounted on air units Clan LRMs have lower arc than IS LRMs |
(C)LRM10 | 1000m | 1470m | LRM 100m CLRM 20m |
180 | 88 | 10x 87.17 | Missile | 10x 87.17 | Frag | 1m / 3m | 10 | 14.67 | 850 | 16475.67 | Missiles fly straight when mounted on air units Clan LRMs have lower arc than IS LRMs |
(C)LRM15 | 1000m | 1470m | LRM 100m CLRM 20m |
180 | 129 | 15x 87.17 | Missile | 15x 87.17 | Frag | 1m / 3m | 8.33 | 17.92 | 850 | 16475.67 | Missiles fly straight when mounted on air units Clan LRMs have lower arc than IS LRMs |
(C)LRM20 | 1000m | 1470m | LRM 100m CLRM 20m |
180 | 176 | 20x 87.17 | Missile | 20x 87.17 | Frag | 1m / 3m | 7.5 | 22 | 850 | 16475.67 | Missiles fly straight when mounted on air units Clan LRMs have lower arc than IS LRMs |
ELRM5 | 1500m | 2100m | 100m | 120 | 43.5 | 5x 87.17 | Missile | 5x 87.17 | Frag | 1m / 3m | 15 | 10.88 | 1100 | 10983.78 | Missiles fly straight when mounted on air units |
ELRM10 | 1500m | 2100m | 100m | 120 | 88 | 10x 87.17 | Missile | 10x 87.17 | Frag | 1m / 3m | 10 | 14.67 | 1100 | 10983.78 | Missiles fly straight when mounted on air units |
ELRM15 | 1500m | 2100m | 100m | 120 | 129 | 15x 87.17 | Missile | 15x 87.17 | Frag | 1m / 3m | 8.33 | 17.92 | 1100 | 10983.78 | Missiles fly straight when mounted on air units |
ELRM20 | 1500m | 2100m | 100m | 120 | 176 | 20x 87.17 | Missile | 20x 87.17 | Frag | 1m / 3m | 7.5 | 22 | 1100 | 10983.78 | Missiles fly straight when mounted on air units |
(C)Arrow IV | 1000m | 4500m | 200m | 32 | 300 | 4x 175 | Missile | 4x 116.67 | Missile | 9.5m / 50m | 7 | 35 | 1000 | 9333.33 | Fires four large missiles Missiles will not hit anything under 500m |
(C)Tbolt5 | 750m | 750m | 0m | 20 | 50 | 326.89 | Missile | 108.96 | Frag | 1.5m / 1.5m | 10 | 8.33 | 800 | 8717 | Will follow TAG & NARC |
(C)Tbolt10 | 750m | 750m | 0m | 10 | 80 | 653.78 | Missile | 217.93 | Frag | 1.5m / 1.5m | 10 | 13.33 | 1000 | 8717 | Will follow TAG & NARC |
(C)Tbolt15 | 750m | 750m | 0m | 7 | 110 | 980.66 | Missile | 326.89 | Frag | 1.5m / 1.5m | 8.33 | 15.27 | 1000 | 9152.85 | Will follow TAG & NARC |
(C)Tbolt20 | 750m | 750m | 0m | 4 | 140 | 1307.55 | Missile | 435.85 | Frag | 1.5m / 1.5m | 7.5 | 17.5 | 1000 | 6973.6 | Will follow TAG & NARC |
NARC | 500m | 460m | --- | 6 (Max 120) | 20 | --- | --- | --- | --- | --- | 60 | 20 | 1500 | --- | Attracts friendly missiles for 30s |
CNARC | 700m | 632m | --- | 6 (Max 120) | 20 | --- | --- | --- | --- | --- | 60 | 20 | 1500 | --- | Attracts friendly missiles for 30s |
iNARC | 900m | 792m | --- | 6 (Max 120) | 20 | --- | --- | --- | --- | --- | 60 | 20 | 2000 | --- | Attracts friendly missiles for 30s |
Weapon | Lock Range | Max Range | Min Range | Ammo/ton | Heat | Damage | Damage Type | Secondary Damage | Secondary Damage Type | Splash Radius | Shots/min | Heat/sec | Ammo Cost/ton | Max Damage/ton Ammo | Notes |
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).
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. Also note that firing Pulse Lasers - but not X-Pulse Lasers - will occasionally fire an extra pulse. This is a known issue.
Weapon | Listed Range | Heat | Damage | Damage Type | Secondary Damage | Secondary Damage Type | Splash Radius | Beam Duration | Shots/min | Overheat | Cooldown | Mech Damage/Heat | Heat/sec | Notes |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BA SBL | 400m | --- | 349.9 | Energy | --- | --- | --- | 0.5s | 23.9 | --- | --- | --- | --- | --- |
SBL | 300m | 9.32 | 145.53 | Energy | --- | --- | --- | 0.5s | 19.05 | --- | --- | 15.61 | 2.96 | --- |
ERSBL | 400m | 18.65 | 145.53 | Energy | --- | --- | --- | 0.5s | 19.05 | --- | --- | 7.8 | 5.92 | --- |
CERSBL | 450m | 27.97 | 181.91 | Energy | --- | --- | --- | 0.5s | 19.05 | --- | --- | 6.5 | 8.88 | --- |
MBL | 500m | 39.34 | 260.4 | Energy | --- | --- | --- | 0.5s | 13.3 | --- | --- | 6.62 | 8.72 | --- |
ERMBL | 600m | 46.62 | 260.4 | Energy | --- | --- | --- | 0.5s | 13.3 | --- | --- | 5.59 | 10.33 | --- |
CERMBL | 700m | 75.3 | 363.31 | Energy | --- | --- | --- | 0.5s | 13.3 | --- | --- | 4.83 | 16.69 | --- |
LBL | 700m | 102.08 | 555.09 | Energy | --- | --- | --- | 0.5s | 9.98 | --- | --- | 5.44 | 16.98 | --- |
ERLBL | 800m | 114.68 | 555.09 | Energy | --- | --- | --- | 0.5s | 9.98 | --- | --- | 4.84 | 19.08 | --- |
CERLBL | 900m | 176.88 | 692.31 | Energy | --- | --- | --- | 0.5s | 9.98 | --- | --- | 3.92 | 29.42 | --- |
BA MHL | 175m | --- | 1348.75 | Energy | --- | --- | --- | 1.5s | 8.56 | --- | --- | --- | --- | --- |
HSL | 200m | 48.7 | 453.69 | Energy | --- | --- | --- | 1.5s | 11.11 | --- | --- | 9.31 | 9.02 | --- |
HML | 400m | 112.61 | 747.75 | Energy | --- | --- | --- | 1.5s | 9.22 | --- | --- | 6.64 | 17.3 | --- |
HLL | 600m | 376.62 | 1569.23 | Energy | --- | --- | --- | 1.5s | 7.05 | --- | --- | 4.17 | 44.25 | --- |
SPL | 250m | 23.88 | 147.17 | Energy | --- | --- | --- | 6x 0.06s | 26.32 | --- | --- | 6.16 | 10.48 | Fires six pulses |
CSPL | 350m | 23.88 | 147.17 | Energy | --- | --- | --- | 6x 0.06s | 26.32 | --- | --- | 6.16 | 10.48 | Fires six pulses |
MPL | 400m | 23.93 | 178.11 | Energy | --- | --- | --- | 2x 0.06s | 34.09 | --- | --- | 7.44 | 13.6 | Fires two pulses |
CMPL | 500m | 27.9 | 207.5 | Energy | --- | --- | --- | 2x 0.06s | 34.1 | --- | --- | 7.43 | 15.86 | Fires two pulses |
LPL | 650m | 47.83 | 267.17 | Energy | --- | --- | --- | 2x 0.06s | 34.09 | --- | --- | 5.58 | 27.18 | Fires two pulses |
CLPL | 850m | 59.81 | 296.86 | Energy | --- | --- | --- | 2x 0.06s | 34.09 | --- | --- | 4.96 | 33.98 | Fires two pulses |
SXPL | 300m | 1.94 | 14.23 | Energy | --- | --- | --- | 0.06s | 279.07 | --- | --- | 7.33 | 9.02 | --- |
MXPL | 500m | 3.88 | 28.45 | Energy | --- | --- | --- | 0.06s | 279.07 | --- | --- | 7.33 | 18.05 | --- |
LXPL | 700m | 8.42 | 47.42 | Energy | --- | --- | --- | 0.06s | 279.07 | --- | --- | 5.63 | 39.16 | --- |
BA PPC | 450m | --- | 425.26 | Energy | 100 | EMP | 1.2m / 2.4m | --- | 10 | --- | --- | --- | --- | 40 Heat on target Concussive Kicks Removes NARC |
PPC | 700m | 160.5 | 478 | Energy | 230 | EMP | 0.8m / 3m | --- | 7.5 | --- | --- | 4.4 | 20.1 | 125 Heat on target Concussive Removes NARC |
ERPPC | 900m | 176.07 | 240 | Energy | 230 | EMP | 0.8m / 3m | --- | 7.5 | --- | --- | 2.67 | 22.01 | 125 Heat on target Concussive Removes NARC |
CERPPC | 900m | 276.84 | 300 | Energy | 357 | EMP | 0.8m / 3m | --- | 7.5 | --- | --- | 2.37 | 34.61 | 150 Heat on target Concussive Removes NARC |
BA Flamer | 75m | --- | 34.2 | Flame | --- | --- | 6m | --- | 300 | 8s | 4s | --- | --- | 15 Heat on target |
Flamer | 100m | 5 | 10 | Flame | 30 | Flame | 6m / 8m | --- | 150 | 9s | 6s | 0.012 | 12.5 | 6.5 Heat on target |
BA TAG | 700m | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | Attracts friendly missiles Infrared |
TAG | 1300m | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | Attracts friendly missiles Infrared |
Weapon | Listed Range | Heat | Damage | Damage Type | Secondary Damage | Secondary Damage Type | Splash Radius | Beam Duration | Shots/min | Overheat | Cooldown | Mech Damage/Heat | Heat/sec | Notes |
See Also