Weapons

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This is a quick reference for all ground-based Weapons currently in the game, 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.


About Damage

The raw damage values displayed in the weapon stat tables 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 Standard, Ultra, Hyper-Velocity or Rotary AutoCannon family weapons near or beyond their listed range, it may be necessary to take shot drop into consideration. The Long Tom Artillery is the extreme member of the ballistic weapons family and fires a long-range, relatively slow-moving, arcing shot.

Many of the ballistic weapons will overheat in continuous firing (represented in-game as a bar under the weapon name on the weapons display). If the weapon happens to overheat, it will become unusable for a short time (3s-10s depending of the weapon), after which it will be fully cooled and usable again. In most cases overheating the weapon is unwanted because the normal cooling rate is a faster way to cool the weapon, excepion being Hyper-Assault Gauss Rifles, which are intended (and more effective) to shoot until overheat is reached.

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
Hit Damage/Shot Damage
Type
Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Burst
DPS
Speed
(m/s)
Heat
/Shot
Cooldown
Time
Jam
Duration
Ammo
/ton
Ammo cost
/ton
BA Recoilless Rifle 320m --- --- 450 Flak --- --- --- --- --- 16 184 184 600 --- --- --- --- ---
BA Grenade Launcher 650m --- --- 230 Energy 230 Energy 100 Energy 1.9m / 3m 35 344 344 120 --- --- --- --- ---
BA Claw MG 600m --- --- 7 Kinetic --- --- --- --- --- 1000 (1200)* 140 168 2000 --- 1s 3s --- ---
BA Medium MG 550m 50m 0.04 20 Kinetic 583 (700)* 200 280 --- 1s 3s
AC2 1200m 1200m 10 6 x 23 Light Kinetic 6 x 23 Light Kinetic 6 x 5 Frag 1m / 1.5m 11.8 76 76 2500 9 --- --- 360 250
AC5 795m 800m 3 x 75 3 x 75 3 x 50 1.3m / 2.5m 12.1 129 129 1800 9 128 450
AC10 710m 650m 1.5 225 Heavy Kinetic 225 Energy 500 1.6m / 2.8m 17.7 156 156 1200 15 28 750
AC20 345m 350m 20 300 300 600 1.6m / 3.2m 26.6 310 310 900 38 22 1000
(C)UAC2 1250m 1250m 10 13 Light Kinetic --- --- --- --- --- 444 (600)* 135 182 3500 0.5 3.5s 7s 800 250
UAC5 810m 800m 10 3 x 116 Kinetic 22.6 (45.5)* 158 317 1800 7 4s 8s 128 450
CUAC5 20.1 (45.5)* 140 5s
(C)UAC10 665m 650m 20 2 x 300 Heavy Kinetic 25.8 (56)* 300 650 1800 30 5s 8s 48 750
(C)UAC20 360m 350m 2 x 490 28 (63.8)* 531 1209 900 56 6s 10s 32 1000
HVAC2 1500m 1500m 10 12 x 23 Light Kinetic 12 x 23 Light Kinetic 12 x 5 Frag 0.5m / 1.0m 8.8 114 114 3500 25 --- --- 360 500
HVAC10 955m 950m 100 225 Light Kinetic 225 Energy 550 Frag 1.45m / 2.8m 22.5 199 199 1800 34 22 1000
RAC2 1000m 800m 0.05 19 Kinetic --- --- --- --- --- 648 (1080)* 246 410 2000 1.1 4s 6s 600 250
RAC5 700m 650m 0.43 65 333 (600)* 433 780 1400 2.6 5s 200 450
(C)LBX2 1330m 1350m 10 2 x 81 Light Kinetic --- --- --- --- --- 20 76 76 1800 7 --- --- 60 125
(C)LBX5 900m 900m 5 x 81 15 142 142 2600 10 48 500
(C)LBX10 700m 700m 10 x 81 12 227 227 24 24 950
(C)LBX20 450m 450m 20 x 81 10 379 379 76 12 1350
LtGauss 1255m 1250m 200 700 Heavy Kinetic --- --- --- --- --- 11 149 149 3300 11 --- --- 16 1000
Gauss 900m 900m 977 1230 8.5 202 202 2500 14 12 1850
CGauss 1092 18
HGauss 705m 450m 4.3 2125 349 349 2200 32 6 2000
iHGauss 800m 800m 977 1932 318 318 2400 29
HAG20 1200m 1200m 40 82 Kinetic --- --- --- --- --- 163 (900)* 267 1476 3300 3 16s 6s 240 1500
HAG30 180 (900)* 295 8s
HAG40 189 (900)* 310 10s
Machine Gun 1600m 300m 0.001 4 Kinetic --- --- --- --- --- 667 (1000)* 53 96 2000 0.003 4s 6s --- ---
Heavy MG 400m 200m 0.05 14 Light Kinetic 240 (360)* 78 118 0.5
Thumper 13900m --- --- 1000 Energy 1000 Energy --- --- 10m 9 316 316 700 200 --- --- 8 2400
Snub-Nosed Thumper 970m 6 210 210 300 250
Long Tom (Std range) 2250m --- --- 1850 Missile 1850 Missile 1000 Energy 32m / 35m 7.5 569 569 300 300 --- --- 5 2400
Long Tom (Short range) 1500m 23m / 32m 200
Long Tom (Long range) 3000m 38m / 45m 400
'(C)[weapon name] implies the listed stats of the weapon are the same for both IS and Clan techbase All stats are current as of release 0.14.10
*Max rate of fire

Missile Weapons

Of the missile weapons, only MRMs and and standard SRMs cannot lock onto a target.

The minimum range listed in the tables 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, ELRMs and especially Arrow IVs have another feature retricting the minimum range, the high arc their missiles make after exiting their launcher. This range is roughly 200m for LRMs, 300m for ELRMs and 500m for Arrow IV, 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, and Clan LRMs deal the same damage as their IS cousins, but instead of arcing, they fly straight at a target.

Note that the Frag damage type is highly ineffective against vehicles.

[Show/Hide]

Weapon
Min Range Max Range Lock On
Range
Lock On
Time
Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Shots
/min
Sustained
DPS
Max Speed
(m/s)
Heat
/Shot
Ammo
/ton
Ammo cost
/ton
BA SRM2 6m 275m --- --- 400* Light Kinetic 200* Missile 2m / 4m 2 x 8 201 200 --- --- 1000*
(C)SRM2 --- 350m --- --- 2 x 100 Missile 2 x 100 Frag 0.95m / 2m 16.3 55 600 12 48 125
(C)SRM4 355m 4 x 100 4 x 100 15.7 107 24 96 250
(C)SRM6 6 x 100 6 x 100 15.1 154 36
(C)DSRM4 --- 355m --- --- 8 x 100 Missile 8 x 100 Frag 0.95m / 2m 14.5 198 600 48 96 250
(C)DSRM6 12 x 100 12 x 100 13.5 276 72
SSRM2 --- 350m 350m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 49 225 16 36 175
SSRM4 4 x 100 4 x 100 14 95 32 72 350
SSRM6 6 x 100 6 x 100 13.5 138 48
DSSRM4 --- 350m 350m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 190 225 64 72 350
DSSRM6 12 x 100 12 x 100 13.5 275 96
CSSRM2 --- 450m 450m 0.3s 2 x 100 Missile 2 x 100 Frag 0.8m / 3m 14.5 49 225 16 36 225
CSSRM4 4 x 100 4 x 100 14 95 32 72 450
CSSRM6 6 x 100 6 x 100 13.5 138 48
CDSSRM4 --- 450m 450m 0.3s 8 x 100 Missile 8 x 100 Frag 0.8m / 3m 14 190 225 64 72 450
CDSSRM6 12 x 100 12 x 100 13.5 275 96
MRM10 65m 640m --- --- 10 x 82 Missile 10 x 82 Frag 1.5m / 5m 11.3 158 400 46 240 1050
MRM20 20 x 82 20 x 82 8.6 239 92
MRM30 30 x 82 30 x 82 6.9 288 138
MRM40 40 x 82 40 x 82 6 335 185
LRM5 ~175m 1365m 1000m 1.8s 5 x 87 Missile 5 x 87 Frag 1m / 3m 14 103 175 29 180 850
LRM10 2s 10 x 87 10 x 87 9.1 135 88
LRM15 2.3s 15 x 87 15 x 87 7.4 165 129
LRM20 2.5s 20 x 87 20 x 87 6.5 193 176
CLRM5 20m 1375m 1000m 2s 5 x 87 Missile 5 x 87 Frag 1m / 3m 14 103 175 29 180 850
CLRM10 10 x 87 10 x 87 9.1 134 87
CLRM15 15 x 87 15 x 87 7.4 164 129
CLRM20 20 x 87 20 x 87 6.5 193 176
ELRM10 ~290m 1870m 1500m 2s 10 x 87 Missile 10 x 87 Frag 1m / 3m 9.1 134 175 88 120 1100
ELRM15 2.3s 15 x 87 15 x 87 7.4 164 129
ELRM20 2.5s 20 x 87 20 x 87 6.5 193 176
ATM3 120m 780m 750m 0.9s 3 x 138 Missile 3 x 138 Frag 1m / 3m 11.1 78 300 43 108 1100
ATM6 1.2s 6 x 138 6 x 138 8 112 86
ATM9 1.5s 9 x 138 9 x 138 6.8 144 129
ATM12 1.8s 12 x 138 12 x 138 5.8 164 172
ATM3 (ER) 150m 1500m 1250m 1s 3 x 87 Missile 3 x 87 Frag 1m / 3m 11.3 50 300 33 108 1100
ATM6 (ER) 1.2s 6 x 87 6 x 87 8.2 73 66
ATM9 (ER) 1.4s 9 x 87 9 x 87 7.1 94 99
ATM12 (ER) 1.6s 12 x 87 12 x 87 6.1 108 132
ATM3 (HE) --- 320m 300m 0.6s 3 x 185 Missile 3 x 185 Frag 1m / 3m 10.4 98 200 51 108 1100
ATM6 (HE) 6 x 185 6 x 185 8.1 153 102
ATM9 (HE) 9 x 185 9 x 185 7.3 206 153
ATM12 (HE) 12 x 185 12 x 185 6.4 243 204
TBolt5 --- 1940m 750m 1s 327 Missile 1.5m --- --- 10 52 600 50 20 800
TBolt10 1.5s 654 10 105 80 10
TBolt15 2s 980 8.3 131 110 7
TBolt20 2.5s 1308 7.5 157 140 5
Arrow IV ~500m 4300m 1000m 10s 4 x 175 Missile 4 x 117 Missile 9.5m / 50m 7 131 150 240 32 1000
Clan Arrow IV 1200m
'(C)[weapon name] implies the listed stats of the weapon are the same for both IS and Clan techbase All stats are current as of release 0.14.10
*Single missile (BA SRM2 launches one missile at a time)

Energy Weapons

One advantage of all Energy weapons is that they do not need ammunition, which enables longer effective operating times in many circumstances (no APC near the frontlines, long way to nearest friendly hangar). Main downside of energy weapons is the increased heat buildup that threatens the well-being of heat sinks and the asset itself.

Most laser weapons offer high pinpoint damage without ammunition travel time (hitscan) which can effectively melt chosen part of enemy armor in hands of capable pilot.

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.

[Show/Hide]

Weapon
Max Range Beam Duration Hit Damage/Shot Damage
Type
Splash Damage/Shot Damage
Type
Sec. Splash
Damage/Shot
Sec.
Damage Type
Splash Radius
(prm/sec)
Heat Damage
/Shot
Shots
/min
Sustained
DPS
Burst
DPS
Speed
(m/s)
Heat
/Shot
Cooldown
Time
Overheat
Duration
BA Small Laser 400m 0.5s 279 Energy --- --- --- --- --- --- 24 117 117 Hitscan --- --- ---
BA mHL 80m 1.5s 1349 Energy --- --- --- --- --- --- 8.6 203 203 --- --- ---
BA SPL 200m 0.06s 47.5 Energy --- --- --- --- --- --- 413.8 344 344 --- --- ---
BA mPPC 540m --- 250 Energy 250 Energy 100 EMP 0.6m / 2m 40 8 85 85 1800 --- --- ---
BA Flamer 100m --- 40 Flame 40 Flame 15 Flame 8m / 10m 20 185 (300)* 119 193 184 --- 4s 6s
Small Laser 300m 0.5s 160 Energy --- --- --- --- --- --- 20 56 56 Hitscan 9 --- ---
Medium Laser 500m 280 13.3 65 65 39
Large Laser 700m 560 10 98 98 102
ERSL 400m 0.5s 140 Energy --- --- --- --- --- --- 20 49 49 Hitscan 19 --- ---
ERML 600m 260 13.3 61 61 47
ERLL 800m 560 10 98 98 115
CERSL 450m 0.5s 200 Energy --- --- --- --- --- --- 20 70 70 Hitscan 28 --- ---
CERML 700m 400 13.3 94 94 75
CERLL 900m 700 10 123 123 177
HSL 200m 1.5s 420 Energy --- --- --- --- --- --- 11.4 84 84 Hitscan 46 --- ---
HML 400m 720 9.2 117 117 106
HLL 600m 1500 7.1 186 186 331
SPL 250m 6 x 0.06s 6 x 25 Energy --- --- --- --- --- --- 26.3 68 68 Hitscan 18 --- ---
MPL 400m 2 x 0.06s 2 x 90 34.1 107 107 24
LPL 650m 3 x 0.06s 3 x 134 22.7 160 160 62
CSPL 350m 6 x 0.06s 6 x 25 Energy --- --- --- --- --- --- 26.3 68 68 Hitscan 18 --- ---
CMPL 500m 2 x 0.06s 2 x 104 34.1 124 124 28
CLPL 850m 2 x 0.06s 2 x 149 34.1 177 177 60
SXPL 300m 0.06s 15 Energy --- --- --- --- --- --- 413.8 109 109 Hitscan 2 --- ---
MXPL 500m 28 203 203 3.5
LXPL 750m 48 348 348 8.5
LPPC 450m --- 110 Energy 110 Energy 130 EMP 0.7m / 2.5m --- 9.5 59 59 1870 80 --- ---
PPC 720m 240 240 230 0.8m / 3m 7.5 94 94 1850 160
ERPPC 900m 1870 176
CERPPC 300 300 357 127 127 277
HPPC 650m 480 480 460 0.8m / 6m 5.5 138 138 1810 320
Flamer 100m --- 10 Flame 10 Flame 30 Flame 6m / 8m 6.5 79 (150)* 27 51 184 5 6s 10s
*Max rate of fire All stats are current as of release 0.14.10

See Also