Difference between revisions of "Weapons"

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! data-sort-type="number" | '''Max Range''' <!-- calculated and/or approximated max range to cause damage -->
 
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Revision as of 22:31, 21 April 2019

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.


[Show/Hide]

Weapon
Max Range Dmg Drop
Range
Dmg Drop
/m
Damage/Shot Damage Type Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius Shots/min Raw DPS Heat/Shot Cooldown
Time
Jam
Duration
Ammo/ton Ammo cost
/ton
BA Recoilless Rifle 318m --- --- 400 Flak --- --- --- 16 106 --- --- --- --- ---
BA Grenade Launcher 465m --- --- 250 Heavy Kinetic 65 Frag 1.9m / 3m 35 183 --- --- --- --- ---
BA Light MG 600m --- --- 7 Kinetic --- --- --- 1000 (1200) 117 --- 1s 3s --- ---
BA Medium MG 317m 300m 1 17 Kinetic 583 (700) 165 --- 1s 3s
AC2 1200m 1200m 10 6 x 29 Light Kinetic 6 x 20 Frag 1m / 1.5m 11.8 57 9 --- --- 360 250
AC5 795m 800m 3 x 65 3 x 45 1m / 1.8m 12.6 69 3 128 450
AC10 625m 600m 20 225 Heavy Kinetic 500 1.3m / 2.6m 17.7 214 15 28 750
AC20 345m 350m 300 600 1.6m / 3.2m 26.6 399 38 22 1000
(C)UAC2 1200m 1200m 10 13 Light Kinetic --- --- --- 348 (500) 75 0.5 3.5s 7s 800 250
UAC5 810m 800m 3 x 115.5 Kinetic 22.6 131 7 4s 8s 128 450
CUAC5 20.1 116 5s
(C)UAC10 665m 650m 20 2 x 300 Heavy Kinetic 25.8 258 30 5s 8s 48 750
(C)UAC20 360m 350m 2 x 490 28 458 68 6s 10s 32 1000
HVAC2 1500m 1500m 10 12 x 28 Light Kinetic --- --- --- 8.8 51 28 --- --- 360 500
HVAC10 955m 950m 100 225 550 Frag 1.45m / 2.8m 22.5 291 34 22 1000
RAC2 1000m 800m 0.05 19 Kinetic --- --- --- 648 (1080) 204 1.1 4s 6s 600 250
RAC5 700m 650m 0.43 65 333 (600) 360 2.6 5s 200 450
(C)LBX2 1328m 1350m 10 2 x 81 Light Kinetic --- --- --- 20 54 7 --- --- 60 125
(C)LBX5 897m 900m 5 x 81 15 102 10 48 500
(C)LBX10 697m 700m 10 x 81 12 163 24 24 950
(C)LBX20 450m 450m 20 x 81 10 271 76 12 1350
LtGauss 1254m 1250m 200 649 Heavy Kinetic --- --- --- 11 119 11 --- --- 16 1000
Gauss 900m 900m 977 1230 8.5 174 14 12 1850
CGauss 1092 18
HGauss 704m 450m 4.3 2125 301 32 6 2000
iHGauss 800m 800m 977 1932 274 29
HAG20 1200m 1200m 40 82 Kinetic --- --- --- 163 (900) 223 3 16s 6s 240 1500
HAG30 180 (900) 246 8s
HAG40 189 (900) 259 10s
Machine Gun 1600m 300m 0.001 3.5 Light Kinetic --- --- --- 800 (1200) 47 0.003 4s 6s --- ---
Thumper 13900m --- --- 1000 Energy --- --- 10m 9 150 200 --- --- 8 2400
Long Tom (Std range) 2250m --- --- 1850 Missile 1000 Energy 28m / 35m 5 237 400 --- --- 5 2400
Long Tom (Short range) 1500m 20m / 25m 7.5 356 300
Long Tom (Long range) 3000m 36m / 45m 5 237 500


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.


[Show/Hide]

Weapon
Min Range Max Range Lock On
Range
Lock On
Time
Damage/Shot Damage Type Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots/min Raw DPS Heat/Shot Ammo/ton Ammo cost
/ton
BA SRM2 6m 400m --- --- 400 Light Kinetic 200 Missile 2m / 4m 2 x 8 160 --- --- 1000
(C)SRM2 --- 350m --- --- 2 x 100 Missile 2 x 100 Frag 0.95m / 2m 16.3 109 12 48 125
(C)SRM4 354m 4 x 100 4 x 100 15.7 209 24 96 250
(C)SRM6 6 x 100 6 x 100 15.1 302 36
(C)DSRM4 --- 354m --- --- 8 x 100 Missile 8 x 100 Frag 0.95m / 2m 14.5 387 48 96 250
(C)DSRM6 12 x 100 12 x 100 13.5 542 72
SSRM2 --- 350m 350m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 96 16 36 175
SSRM4 351m 4 x 100 4 x 100 14 186 32 72 350
SSRM6 6 x 100 6 x 100 13.5 270 48
DSSRM4 --- 351m 350m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 372 64 72 350
DSSRM6 12 x 100 12 x 100 13.5 539 96
CSSRM2 --- 450m 450m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 96 16 36 225
CSSRM4 4 x 100 4 x 100 14 186 32 72 450
CSSRM6 6 x 100 6 x 100 13.5 270 48
CDSSRM4 --- 450m 450m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 372 64 72 450
CDSSRM6 12 x 100 12 x 100 13.5 539 96
MRM10 20m 660m --- --- 10 x 82 Missile 10 x 82 Frag 1.5m / 5m 11.3 309 46 240 1050
MRM20 20 x 82 20 x 82 8.6 469 92
MRM30 30 x 82 30 x 82 6.9 565 138
MRM40 40 x 82 40 x 82 6 656 185
LRM5 100m 1365m 1000m 1.8s 5 x 87 Missile 5 x 87 Frag 1m / 3m 14 202 29 180 850
LRM10 2s 10 x 87 10 x 87 9.1 264 88
LRM15 2.3s 15 x 87 15 x 87 7.4 323 129
LRM20 2.5s 20 x 87 20 x 87 6.5 379 176
CLRM5 20m 1375m 1000m 1.8s 5 x 87 Missile 5 x 87 Frag 1m / 3m 14 202 29 180 850
CLRM10 2s 10 x 87 10 x 87 9.1 264 87
CLRM15 2.3s 15 x 87 15 x 87 7.4 323 129
CLRM20 2.5s 20 x 87 20 x 87 6.5 379 176
ELRM10 100m 1870m 1500m 2s 10 x 87 Missile 10 x 87 Frag 1m / 3m 9.1 264 88 120 1100
ELRM15 2.3s 15 x 87 15 x 87 7.4 323 129
ELRM20 2.5s 20 x 87 20 x 87 6.5 379 176
ATM3 120m 780m 750m 0.9s 3 x 138.5 Missile 3 x 138.5 Frag 1m / 3m 11.1 153 43 108 1100
ATM6 1.2s 6 x 138.5 6 x 138.5 8 221 86
ATM9 1.5s 9 x 138.5 9 x 138.5 6.8 284 129
ATM12 1.8s 12 x 138.5 12 x 138.5 5.8 323 172
ATM3 (ER) 150m 1500m 1250m 1s 3 x 87 Missile 3 x 87 Frag 1m / 3m 11.3 98 43 108 1100
ATM6 (ER) 1.2s 6 x 87 6 x 87 8.2 143 86
ATM9 (ER) 1.4s 9 x 87 9 x 87 7.1 185 129
ATM12 (ER) 1.6s 12 x 87 12 x 87 6.1 211 172
ATM3 (HE) --- 320m 300m 0.6s 3 x 184.5 Missile 3 x 184.5 Frag 1m / 3m 10.4 193 51 108 1100
ATM6 (HE) 6 x 184.5 6 x 184.5 8.1 289 102
ATM9 (HE) 9 x 184.5 9 x 184.5 7.3 403 153
ATM12 (HE) 12 x 184.5 12 x 184.5 6.4 475 204
TBolt5 --- 4680m 750m 1s 327 Missile 1.5m --- --- 10 54 50 20 800
TBolt10 1.5s 654 10 109 80 10
TBolt15 2s 981 8.3 136 110 7
TBolt20 2.5s 1308 7.5 163 140 5
Arrow IV 200m 4300m 1000m 16s 4 x 175 Missile 4 x 116.5 Missile 9.5m / 50m 7 136 300 32 1000
CArrow IV 1200m


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 feature.


[Show/Hide]

Weapon
Max Range Beam Duration Damage/Shot Damage Type Secondary
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Heat Dmg
/Shot
Shots/min Raw DPS Heat/Shot Cooldown
Time
Overheat
Duration
BA Small Laser 400m 0.5s 310 Energy --- --- --- --- 24 124 --- --- ---
BA mHL 175m 1.5s 1349 Energy --- --- --- --- 8.6 193 --- --- ---
BA SPL 200m 0.06s 47.5 Energy --- --- --- --- 413.8 327 --- --- ---
BA mPPC 540m --- 265 Energy 113 EMP 1.6m / 2.4m 40 8 50 --- --- ---
BA Flamer 100m --- 40 Flame 15 Flame 8m / 10m 20 200 (300) 183 --- 4s 6s
Small Laser 300m 0.5s 161 Energy --- --- --- --- 20 54 9 --- ---
Medium Laser 500m 288 13.3 64 39
Large Laser 700m 555 10 92 102
ERSL 400m 0.5s 146 Energy --- --- --- --- 20 48 19 --- ---
ERML 600m 260 13.3 58 47
ERLL 800m 555 10 92 115
CERSL 450m 0.5s 202 Energy --- --- --- --- 20 67 28 --- ---
CERML 700m 403 13.3 90 75
CERLL 900m 692 10 115 177
HSL 200m 1.5s 423 Energy --- --- --- --- 11.4 81 46 --- ---
HML 400m 703 9.2 108 106
HLL 600m 1475 7.1 173 331
SPL 250m 6 x 0.06s 6 x 24.5 Energy --- --- --- --- 26.3 64 24 --- ---
MPL 400m 2 x 0.06s 2 x 89 34.1 101 24
LPL 650m 3 x 0.06s 3 x 133.5 22.7 151 62
CSPL 350m 6 x 0.06s 6 x 24.5 Energy --- --- --- --- 26.3 64 24 --- ---
CMPL 500m 2 x 0.06s 2 x 104 34.1 117 28
CLPL 850m 2 x 0.06s 2 x 148.5 34.1 168 60
SXPL 300m 0.06s 14 Energy --- --- --- --- 413.8 98 2 --- ---
MXPL 500m 28 196 3.5
LXPL 750m 47 327 8.5
LPPC 450m --- 110 Energy 130 EMP 0.6m / 2.5m --- 9.5 38 80 --- ---
PPC 720m 240 230 0.8m / 3m 7.5 58 160
ERPPC 900m 176
CERPPC 300 357 82 277
HPPC 650m 480 460 0.8m / 6m 5.5 86 320
Flamer 100m --- 10 Flame 30 Flame 6m / 8m 6.5 90 (150) 60 5 6s 10s


See Also