Bomb
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.
Contents
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) |
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