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  • ...eld is being able to hit them. Regardless of whether you are using a rapid-fire weapon such as [[Ultra AutoCannons|UAC2]]s or a powerful, single-shot weapo ...re fired from straight above the enemy's maximum [[pitch]] to avoid return fire. Only [[long range]] Aerospace weapons work well with balooning. Medium and
    44 KB (7,482 words) - 08:28, 12 September 2023
  • ...[base]] or ''"Spawn Point"'' you wish to [[spawn]]/enter the game at. Only friendly blue bases may be selected to spawn at. Click the '''[Done]''' button or an # BA [[Radar]] - All friendly units are shown in blue, enemy units are red and neutral units white. Each
    21 KB (3,719 words) - 02:44, 6 September 2023
  • ...br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> ...erating under [[Radar|Passive Radar]], nor will they track NARC Beacons or friendly TAG. For this reason units that mount ELRM's are often forced to keep using
    5 KB (713 words) - 15:59, 6 November 2021
  • * Weapons that fire multiple shots in a volley or that fire rapidly may suffer from damage being spread across multiple components (or ...[[AutoCannons]], are considered to be "Direct Fire" weapons. Other direct fire weapons, such as [[TBolt|Thunder Bolt Missiles]], have limited guidance, no
    55 KB (2,966 words) - 10:23, 20 January 2023
  • '''Ballistic Weapons''' are [[weapons]] that fire projectiles, as opposed to [[Energy Weapons|Energy]] or [[Missiles]], and f ...re two main kinds of [[Ballistic Weapons]]. [[Direct fire]] and [[indirect fire]].
    5 KB (747 words) - 06:47, 13 April 2022
  • ...dar Modes|active radar]] with a [[lock on|lock]], or if there is an active friendly [[NARC]], or [[TAG]]. In this way, guided missiles can deal [[indirect]] da ...cause [[screen shake]] which makes it more difficult for enemies to return fire.
    6 KB (945 words) - 20:06, 28 July 2022
  • ...[Mechwarrior: Living Legends]]. They represent various auto-loading burst-fire and single shot ballistic weapons. ...amage by firing ballistic high explosive kinetic shells at varying rate-of-fire. There are four classes of Standard AutoCannon: AC2, AC5, AC10, and AC20. T
    12 KB (1,500 words) - 19:52, 7 August 2023
  • ...Up Display (HUD) - offering utility for gathering Intel as well as guiding friendly ordinance. ...on to targetable via radar, transmitting the armor status and distance to friendly units.
    7 KB (1,069 words) - 03:49, 12 August 2022
  • ...C''', or '''Narc Missile Beacon''', is a missile homing beacon that guides friendly missiles to the target. ...iendly vehicles will receive a notification that a NARC is active, and any friendly guidable missiles will automatically home in on the beacon once they get wi
    7 KB (935 words) - 14:15, 8 July 2022
  • ...br>/min''' <!-- Shot cycles per minute more accurately. (Max rpm for rapid fire weapons) --> *One way to use ArrowIVs is to have a friendly unit designate targets using a [[NARC]] or [[TAG]] while the ArrowIV unit s
    8 KB (1,180 words) - 20:34, 21 August 2022
  • ...]] equivalent of a [[Gauss Rifles|Gauss rifle]]. Unlike [[Lasers]], which fire energy beams, the PPC fires high-energy ion bolts. ...ge this EMP effect can be useful for disabling NARC beacons on yourself or friendly units by carefully applying the EMP splash to the NARCed unit, while dealin
    16 KB (2,141 words) - 21:23, 26 August 2022
  • ...emy [[Missiles | missiles]] that come within 500 meters. Utilizing a rapid-fire [[Lasers#Pulse Lasers|Pulse Laser]], it is capable of destroying most missi ...00m of the turret, resulting in bad success and sometimes even well-earned friendly damage for base campers.
    8 KB (1,084 words) - 17:15, 8 November 2021
  • | Fire group 1 | Fire group 2
    3 KB (457 words) - 16:57, 7 October 2021
  • - Added missing action for 'Target Nearest Friendly'. - corrected XI fire action to be onPress instead of onRelease in the default actionmaps
    12 KB (1,853 words) - 05:28, 21 August 2017
  • ...nd the player has fewer points than all of those other players. [[Friendly fire]], [[Suicide]], and [[Teamkilling]] can cause the loss of points. Damaging friendly assets, Battle Armor, and turrets will result in the loss of C-Bills.
    16 KB (2,438 words) - 21:30, 23 September 2023
  • ...ard force, brawling or sniping as loadout permits before fading behind the friendly battle line to continue the fight as a support unit. Compared to a [[Light ...e harassment platform, the Uziel Prime can dash from or jump out of cover, fire its PPC's, and retreat, giving the enemy very little time or chance to line
    14 KB (2,404 words) - 05:23, 31 March 2024
  • ...nt to working at reduced capacity against NARCed targets, or splitting its fire among multiple targets. Backing those up with 600m with a pair of [[ERML]], ...harder time against agile targets. The [[MRM]] launchers quirks and bulky fire power are best tapped into by adopting the combat routine to it - make sure
    12 KB (1,964 words) - 05:04, 27 July 2023
  • ...ively as well, and enjoys limited protection against enemy counter-battery fire. Sacrificing speed for armor and extra room for ammo, the Catapult can sta ...ng enemy pilots, while 4 [[LBX2]]s allow the A variant to continue pouring fire into targets while waiting for the PPCs to recharge. A single [[LAMS]] help
    11 KB (1,801 words) - 00:27, 14 September 2023
  • ...ts 5 [[DHS]] can somewhat manage to dissipate the heat of its arsenal, but fire discipline is required. ...t manage the combined heat of its weapons and jumpjets, as long as minimal fire discipline is practiced.
    11 KB (1,820 words) - 14:07, 24 September 2023
  • - If you are lucky, your pulse lasers occasionally will fire an additional laser pulse. Despite being useful in some situations, this is ...h BA SRM tube needs to be manually reloaded (can be initiated by using the fire button)
    354 KB (59,525 words) - 05:51, 11 April 2024

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