Difference between revisions of "Energy Weapons"

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'''Energy Weapons''' are [[weapons]] that don't utilize Ammo, unlike [[Ballistic Weapons]] and [[Missiles]], and instead utilize different forms of energy/matter to deal damage.
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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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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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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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Also note that firing Pulse Lasers (but not X-Pulse Lasers) will occasionally fire an extra pulse. This is a known feature.
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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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===Strengths===
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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.
  
===Strengths of Energy Weapons===
 
 
* Very Accurate
 
* Very Accurate
 
* No ammo concerns
 
* No ammo concerns
 
* Can transfer heat to enemy units
 
* Can transfer heat to enemy units
  
===Weaknesses of Energy Weapons===
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===Weaknesses===
 
* High heat
 
* High heat
 
* Not as much damage as Ballistic Weapons
 
* Not as much damage as Ballistic Weapons

Revision as of 20:29, 11 September 2020

Energy Weapons are weapons 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, but instead utilize 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.


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 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.


Strengths

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.

  • Very Accurate
  • No ammo concerns
  • Can transfer heat to enemy units

Weaknesses

  • High heat
  • Not as much damage as Ballistic Weapons
  • Shorter Range

Energy Weapons in MWLL