Difference between revisions of "Bomb"

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High Explosive (HE) bombs are dumb-fire area-of-effect weapons that bear the most resemblance to the old [[FBomb|Fire Bomb]]. They deal heavy damage to units caught within its blast radius, which is usually only wide enough to hit a single asset at a time. Of all the bombs, HE are the easiest to avoid and thus require some skill to score consistent hits, especially against a moving target.
 
High Explosive (HE) bombs are dumb-fire area-of-effect weapons that bear the most resemblance to the old [[FBomb|Fire Bomb]]. They deal heavy damage to units caught within its blast radius, which is usually only wide enough to hit a single asset at a time. Of all the bombs, HE are the easiest to avoid and thus require some skill to score consistent hits, especially against a moving target.
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{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
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|- class="stripe_green" style="height:50px; text-align:center"
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! '''Max Range'''
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! '''Min Range'''
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! '''Ammo/ton'''
 +
! '''Heat'''
 +
! '''Damage'''
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! style="width: 6%" | '''[[Damage types|Damage Type]]'''
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! '''Secondary Damage'''
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! style="width: 6%" | '''Secondary Damage Type'''
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! '''Splash Radius'''
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! '''Shots/min'''
 +
! '''Mech Damage/sec'''
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! '''Heat/sec'''
 +
! '''Ammo Cost/ton'''
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! '''Max Damage/ton Ammo'''
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! class="unsortable" | '''Notes'''
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|-
 +
 +
<!-- Use this template when adding new missile weapons. It should match the column format above.
 +
| Max Range
 +
| Minimum Range
 +
| Ammo/ton
 +
| Heat
 +
| Damage
 +
| Damage Type
 +
| Secondary Damage
 +
| Secondary Damage Type
 +
| Splash Radius
 +
| Shots/min
 +
| Mech Damage/sec
 +
| Heat/sec
 +
| Ammo Cost/ton
 +
| Max Damage/ton Ammo
 +
| Notes
 +
|-
 +
-->
 +
 +
| N/A (collision-based rather than distance)
 +
| ---
 +
| 1
 +
| 0
 +
| 400
 +
| Kinetic
 +
| 400
 +
| Missile
 +
| 15m / 25m
 +
| 12
 +
| 160
 +
| 0
 +
| 2000
 +
| 800
 +
| Drops a single, unguided bomb
 +
|-
 +
 +
|}
  
 
===Laser-Guided===
 
===Laser-Guided===
  
 
Laser-guided (LG) bombs deal similar amounts of damage as HE bombs, but are capable of tracking a target that is painted with a [[TAG]] laser. When fired without TAG, LG bombs will instead free-fall, functioning like an HE bomb. As a result, these bombs are best used in conjunction with a teammate to take down priority targets and take some pressure off the bomber pilot by removing the need to precisely line up a strafing run.
 
Laser-guided (LG) bombs deal similar amounts of damage as HE bombs, but are capable of tracking a target that is painted with a [[TAG]] laser. When fired without TAG, LG bombs will instead free-fall, functioning like an HE bomb. As a result, these bombs are best used in conjunction with a teammate to take down priority targets and take some pressure off the bomber pilot by removing the need to precisely line up a strafing run.
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{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
 +
|- class="stripe_green" style="height:50px; text-align:center"
 +
! '''Max Range'''
 +
! '''Min Range'''
 +
! '''Ammo/ton'''
 +
! '''Heat'''
 +
! '''Damage'''
 +
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
 +
! '''Secondary Damage'''
 +
! style="width: 6%" | '''Secondary Damage Type'''
 +
! '''Splash Radius'''
 +
! '''Shots/min'''
 +
! '''Mech Damage/sec'''
 +
! '''Heat/sec'''
 +
! '''Ammo Cost/ton'''
 +
! '''Max Damage/ton Ammo'''
 +
! class="unsortable" | '''Notes'''
 +
|-
 +
 +
<!-- Use this template when adding new missile weapons. It should match the column format above.
 +
| Max Range
 +
| Minimum Range
 +
| Ammo/ton
 +
| Heat
 +
| Damage
 +
| Damage Type
 +
| Secondary Damage
 +
| Secondary Damage Type
 +
| Splash Radius
 +
| Shots/min
 +
| Mech Damage/sec
 +
| Heat/sec
 +
| Ammo Cost/ton
 +
| Max Damage/ton Ammo
 +
| Notes
 +
|-
 +
-->
 +
 +
| 1000m
 +
| 100m
 +
| 1
 +
| 100
 +
| 400
 +
| Kinetic
 +
| 400
 +
| Missile
 +
| 5m / 10m
 +
| 5
 +
| 66.67
 +
| 8.33
 +
| 3000
 +
| 800
 +
| Fires a single, TAG-guided bomb
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|-
 +
 +
|}
  
 
===Cluster===
 
===Cluster===
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{| border="1" width="100%" cellspacing="0" cellpadding="1" class="wikitable" style="border: 1px solid #2d936b; text-align:center; background:#101010;"
 +
|- class="stripe_green" style="height:50px; text-align:center"
 +
! '''Max Range'''
 +
! '''Min Range'''
 +
! '''Ammo/ton'''
 +
! '''Heat'''
 +
! '''Damage'''
 +
! style="width: 6%" | '''[[Damage types|Damage Type]]'''
 +
! '''Secondary Damage'''
 +
! style="width: 6%" | '''Secondary Damage Type'''
 +
! '''Splash Radius'''
 +
! '''Shots/min'''
 +
! '''Mech Damage/sec'''
 +
! '''Heat/sec'''
 +
! '''Ammo Cost/ton'''
 +
! '''Max Damage/ton Ammo'''
 +
! class="unsortable" | '''Notes'''
 +
|-
 +
 +
<!-- Use this template when adding new missile weapons. It should match the column format above.
 +
| Max Range
 +
| Minimum Range
 +
| Ammo/ton
 +
| Heat
 +
| Damage
 +
| Damage Type
 +
| Secondary Damage
 +
| Secondary Damage Type
 +
| Splash Radius
 +
| Shots/min
 +
| Mech Damage/sec
 +
| Heat/sec
 +
| Ammo Cost/ton
 +
| Max Damage/ton Ammo
 +
| Notes
 +
|-
 +
-->
  
weapon table goes here
+
| N/A (collision-based rather than distance)
 +
| ---
 +
| 25
 +
| 0
 +
| 500
 +
| Kinetic
 +
| 750
 +
| Missile
 +
| 15m / 30m
 +
| 23.5
 +
| 489.58
 +
| 0
 +
| 2500
 +
| 1250
 +
| Drops 25, unguided bomblets
 +
|-
  
 +
|}
  
 
==Usage==
 
==Usage==
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|
 
|
 
*[[Avar]]
 
*[[Avar]]
 +
*[[Sparrowhawk]]
 +
*[[Sulla]]
 +
*[[Corsair]]
 +
*[[Visigoth]]
 
*[[Shiva]]
 
*[[Shiva]]
 
*[[Xerxes]]
 
*[[Xerxes]]
 
|
 
|
 +
*[[Avar]]
 +
*[[Sparrowhawk]]
 +
*[[Sulla]]
 +
*[[Corsair]]
 +
*[[Visigoth]]
 
*[[Shiva]]
 
*[[Shiva]]
 
*[[Xerxes]]
 
*[[Xerxes]]
 
|
 
|
 +
*[[Avar]]
 +
*[[Sparrowhawk]]
 +
*[[Sulla]]
 +
*[[Corsair]]
 +
*[[Visigoth]]
 
*[[Shiva]]
 
*[[Shiva]]
 
*[[Xerxes]]
 
*[[Xerxes]]
 
|}
 
|}
 
 
  
 
{{Navbox Weapons}}
 
{{Navbox Weapons}}

Revision as of 19:22, 19 August 2017

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Bombs are a specialty weapon found only on certain subtypes of aerospace fighters (ASFs), namely the Attacker and Bomber variants. These weapons were first introduced in the 0.8.3 patch as a part of a general ASF update and replace the old Fire Bombs found in previous versions of the game. Bombs come in three different categories: high explosive, laser-guided and cluster.

High Explosive

High Explosive (HE) bombs are dumb-fire area-of-effect weapons that bear the most resemblance to the old Fire Bomb. They deal heavy damage to units caught within its blast radius, which is usually only wide enough to hit a single asset at a time. Of all the bombs, HE are the easiest to avoid and thus require some skill to score consistent hits, especially against a moving target.

Max Range Min Range Ammo/ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots/min Mech Damage/sec Heat/sec Ammo Cost/ton Max Damage/ton Ammo Notes
N/A (collision-based rather than distance) --- 1 0 400 Kinetic 400 Missile 15m / 25m 12 160 0 2000 800 Drops a single, unguided bomb

Laser-Guided

Laser-guided (LG) bombs deal similar amounts of damage as HE bombs, but are capable of tracking a target that is painted with a TAG laser. When fired without TAG, LG bombs will instead free-fall, functioning like an HE bomb. As a result, these bombs are best used in conjunction with a teammate to take down priority targets and take some pressure off the bomber pilot by removing the need to precisely line up a strafing run.

Max Range Min Range Ammo/ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots/min Mech Damage/sec Heat/sec Ammo Cost/ton Max Damage/ton Ammo Notes
1000m 100m 1 100 400 Kinetic 400 Missile 5m / 10m 5 66.67 8.33 3000 800 Fires a single, TAG-guided bomb

Cluster

Cluster bombs (CL) are dumb-fired like their HE siblings, except have a far greater area-of-effect radius at the cost of direct damage. Instead of dropping a single bomb, the way clusters work in MWLL is that an aerospace fighter carries a number of bomblets with an instant reload timer. Once triggered, the bomblets continue to be dropped until it runs out of ammo.

Cluster bombs are ideal for saturating a number of opponents in a confined space and performing area suppression/denial. With some skill, they can even be quite dangerous to single enemies as well. Cluster bombs are also highly potent against Battle Armor owing to their large splash radius, as their submunitions are strong enough to one-shot any BA caught outside of cover.


Max Range Min Range Ammo/ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots/min Mech Damage/sec Heat/sec Ammo Cost/ton Max Damage/ton Ammo Notes
N/A (collision-based rather than distance) --- 25 0 500 Kinetic 750 Missile 15m / 30m 23.5 489.58 0 2500 1250 Drops 25, unguided bomblets

Usage

The following aerospace fighters equip these weapons.

High Explosive (HE) Laser-Guided (LG) Cluster (CL)