Difference between revisions of "Weapons"

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== Missile Weapons ==
 
== Missile Weapons ==
  
Of the missile weapons, only [[MRM]]s, [[Firebomb]]s and standard [[SRM]]s 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 and [[SSRM]]s, when dumbfired, can be guided after launch by moving the aiming reticule.
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Of the missile weapons, only [[MRM]]s, [[Firebomb]]s and standard [[SRM]]s 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. [[LRM]]s, [[Arrow IV]]s and [[ELRM]]s have another additional minimum range caused by the high arc they fly after exiting their launcher. This range is roughly 150m for [[LRM]]s and 500m for [[Arrow IV]] and [[ELRM]]s, but it can vary a little depending on torso elevation and height differences between attacker and target.
 
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. [[LRM]]s, [[Arrow IV]]s and [[ELRM]]s have another additional minimum range caused by the high arc they fly after exiting their launcher. This range is roughly 150m for [[LRM]]s and 500m for [[Arrow IV]] and [[ELRM]]s, but it can vary a little depending on torso elevation and height differences between attacker and target.

Revision as of 03:37, 3 August 2017

This is a quick reference for all Weapons currently in the Beta, as well as relevant statistics. Weapons are divided into three classes: ballistic, missile, and energy.

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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. The Damage per second column is presented (in hopes of making it meaningful) as the theoretical maximum direct-hit damage against a single component on a mech (other than head). 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.

A note on splash radius: The Tbolt and Firebomb have similar listed damages, but the Firebomb will do much more total damage. Consider a Tbolt or Firebomb hit to the legs of a Mech. The distance to the torso (as an example) is a few meters. These few meters are a significant portion of the splash radius of the Tbolt, so the damage to the torso will be significantly reduced from the listed damage. Those few meters are a much smaller portion of the splash radius of the Firebomb, so the damage to the torso won't be reduced nearly as much.

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.

If Overheat and Cooldown values are listed as "???", then these values are either unknown or unpredictable for their respective weapon.

Weapon Listed Range Max Range Ammo per Ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots per Min Overheat Cooldown Mech Damage per Sec Heat per Sec Ammo Cost per Ton Max Damage per Ton Ammo Damage Fall-off Fall-off After Notes
BA AC2 150m 1200m --- --- 50 Kinetic --- --- --- 500 5s 3s 260.6 --- --- --- -2 85m Heavy recoil
May have some minimum damage?
BA BearAC 600m 600m --- --- 3 Light Kinetic --- --- --- 1000 3s 1s 37.5 --- --- --- --- --- ---
AC2 1200m 1500m 360 9.32 173 (28.83 x 6) Kinetic --- --- --- 12.5 --- --- 36.04 1.94 250 10379.99 --- --- One shot = burst of 6 bullets
AC5 800m 900m 128 4.08 345.9 (115.3 x 3) Kinetic --- --- --- 11.45 --- --- 66.009 .08 450 14758.4 --- --- One shot = burst of 3 bullets
AC10 600m 600m 28 14.5 225 Heavy Kinetic 450 Frag 1.3m / 2.6m 17.7 --- --- 73.01 4.28 750 6930 -20 600m ---
AC20 350m 342m? 22 37.6 300 Kinetic 600 Frag 1.6m / 3.2m 26.6 --- --- 212.8 16.67 1000 7260 -20 350m ---
(C)UAC2 1200m 1260m 975 0.5 9.6 Light Kinetic --- --- --- 500 7s 3.5s 53.33 4.17 250 9360 -10 1200m ---
(C)UAC5 800m 900m 128 6.99 346.5 Kinetic --- --- --- 23.5  ???  ??? 135.71 2.74 500 14784 --- --- ---
(C)UAC10 600m 612m 48 30 600 Heavy Kinetic --- --- --- 43.47  ???  ??? 434.7 21.74 750 14400 --- --- ---
(C)UAC20 350m 378m 32 67.92 980 Heavy Kinetic --- --- --- 63.8  ???  ??? 1042.07 72.22 1000 15680 --- --- Least accurate AC20?
HVAC2 1500m 1610m 300 13.86 173 Light Kinetic --- --- --- 12.5 --- --- 36.04 2.89 500 8649.99 --- --- ---
HVAC5  ???m 1400m 1000 58.66 450 Light Kinetic --- --- --- 10 --- --- 75 9.78  ??? 18000 --- --- ---
HVAC10 900m 918m 22 33.83 225 Kinetic 450 Frag 1m / 2m 20 --- --- 82.5 11.28 1000 5445 -40 900m ---
RAC2 800m 1000m 600 1.32 18.89 Kinetic --- --- --- 1080 6s 4s 204.01 23.76 250 11334 -0.048 800m ---
RAC5 500m 700m 200 2.59 64.84 Kinetic --- --- --- 600 5s 4s 360.22 25.9 450 12968 -0.203 500m ---
(C)LBX2 1000m 1328m 120 7.2 2x 81.3 Light Kinetic --- --- --- 20 --- --- 54.2 2.4 250 19512 --- --- ---
(C)LBX5 800m 899m 48 9.6 5x 81.3 Light Kinetic --- --- --- 15 --- --- 101.63 2.4 500 19512 --- --- ---
(C)LBX10 700m 698m 24 24 10x 81.3 Light Kinetic --- --- --- 12 --- --- 162.62 4.8 950 19514.88 --- --- ---
(C)LBX20 450m 450m 12 76.4 20x 81.3 Light Kinetic --- --- --- 10 --- --- 271.04 12.73 1350 19514.88 --- --- IS: Autofire; Shotgun
MG 1600m 1600m --- 0.003 2 Light Kinetic --- --- --- 1200 12s 4s 30 0.06 --- --- --- --- ---
LtGauss 1200m 1200m 16 11.29 649.09 Heavy Kinetic --- --- --- 11 --- --- 119 2.07 1000 10385.46 --- --- Fastest projectile
Gauss 900m 900m 12 14.48 1230 Heavy Kinetic --- --- --- 8.5 --- --- 174.25 2.05 1850 14760 -977.05 900m ---
CGauss 900m 900m 12 17.75 1230 Heavy Kinetic --- --- --- 8.5 --- --- 174.25 2.51 1850 14760 -1092 900m ---
HGauss 700m 700m 6 32.03 2125.2 Heavy Kinetic --- --- --- 8.5 --- --- 301.07 4.54 2000 12751.2 -4.25 450m Slowest Gauss projectile
iHGauss 800m 800m 6 29.12 1932 Heavy Kinetic --- --- --- 8.5 --- --- 273.7 4.12 2000 11592 --- --- No damage fall-off
Long Tom (std range) 1500m 6000m 5 400 3033.33 Kinetic --- --- 35m 5 --- --- 252.78 33.33 2400 15166.67 --- --- ---
Long Tom (long range) 2500m 6000m 5 500 3033.33 Kinetic --- --- 46m 3.5 --- --- 176.94 29.17 2400 15166.67 --- --- ---
Long Tom (short range) 1250m 6000m 5 300 3033.33 Kinetic --- --- 24m 7.5 --- --- 379.17 37.5 2400 15166.67 --- --- ---
BA C8 50-100m --- 1 (max 8) --- 1500 Missile --- --- 1.5m 60 --- --- 1500 --- 2000 1500 --- --- 3s fuse after hit
BA Inferno Charge 50-100m --- 1 (max 5) --- 1000 Flame --- --- 12m 60 --- --- 100 --- 1000 1500 --- --- 1s fuse after hit
400 Heat on target
BA Throwable NARC 50-100m --- 1 (max 3) --- --- --- --- --- --- 60 --- --- --- --- 500 --- --- --- Attracts friendly missles for 60s
Weapon Listed Range Max Range Ammo per Ton Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Shots per Min Overheat Cooldown Mech Damage per Sec Heat per Sec Ammo Cost per Ton Max Damage per Ton Ammo Damage Fall-off Fall-off After Notes


Missile Weapons

Of the missile weapons, only MRMs, Firebombs 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.

If the damage/ton is listed as *** the damage can not be calculated, because the weapon does not deal damage in any predictable manner (eg extreme reliance on splash damage)

Weapon Lock Range 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
BA 2x SRM 300m 200m 10m --- --- 2x 375 Missile 2x 125 Frag 0.8m / 5m 2x 5 31.77 --- --- --- Each SRM loads independently
(C)SRM2 --- 350m 0m 96 12 2x 100 Missile 2x 100 Frag 0.95m / 2m 17 59.5 3.4 250 10080 ---
(C)SRM4 --- 350m 0m 96 24 4x 100 Missile 4x 100 Frag 0.95m / 2.0m 17 119 6.8 250 10080 ---
(C)SRM6 --- 350m 0m 96 36 6x 100 Missile 6x 100 Frag 0.95m / 2.0m 17 178.5 10.2 250 10080 ---
(C)SSRM2 450m C 450m
IS 349m
0m 72 16 2x 100 Missile 2x 100 Frag 0.8m / 3m 15 52.5 4 450 7560 Follows crosshairs when not locked
(C)SSRM4 450m C 450m
IS 349m
0m 72 32 4x 100 Missile 4x 100 Frag 0.8m / 3m 15 105 8 450 7560 Follows crosshairs when not locked
(C)SSRM6 450m C 450m
IS 349m
0m 72 48 6x 100 Missile 6x 100 Frag 0.8m / 3m 15 157.5 12 450 7560 Follows crosshairs when not locked
(C)DSRM4 --- 350m 0m 96 48 8x 100 Missile 8x 100 Frag 0.95m / 2.0m 17 238 13.6 250 10080 ---
(C)DSRM6 --- 350m 0m 96 72 12x 100 Missile 12x 100 Frag 0.95m / 2.0m 17 357 20.4 250 10080 ---
(C)DSSRM4 450m C 450m
IS 349m
0m 72 64 8x 100 Missile 8x 100 Frag 0.8m / 3m 15 210 16 450 7560 Follows crosshairs when not locked
2x slower lock?
(C)DSSRM6 450m C 450m
IS 349m
0m 72 96 12x 100 Missile 12x 100 Frag 0.8m / 3m 15 315 24 450 7560 Follows crosshairs when not locked
2x slower lock?
MRM10 --- 700m 20m 240 46.14 10x 78.19 Missile 10x 78.19 Frag 1.5m / 5m 12.5 171.03 9.61 1050 19702.72 Shotgun effect
Follows Crosshairs
MRM20 --- 700m 20m 240 92.27 20x 78.19 Missile 20x 78.19 Frag 1.5m / 5m 8.33 228.04 12.81 1050 19702.72 Shotgun effect
Follows Crosshairs
MRM30 --- 700m 20m 240 138.4 30x 78.19 Missile 30x 78.19 Frag 1.5m / 5m 7.5 307.86 17.3 1050 19702.72 Shotgun effect
Follows Crosshairs
MRM40 --- 700m 20m 240 184.5 40x 78.19 Missile 40x 78.19 Frag 1.5m / 5m 6 328.38 18.45 1050 19702.72 Shotgun effect
Follows Crosshairs
ATM3 750m 750m 120m 108 43 3x 138.42 Missile 3x 138.42 Frag 1m / 3m 12 87.21 8.6 1100 15696.94 Missiles move quickly;
Have low arc
ATM6 750m 750m 120m 108 86 6x 138.42 Missile 6x 138.42 Frag 1m / 3m 9 130.81 12.9 1100 15696.94 Missiles move quickly;
Have low arc
ATM9 750m 750m 120m 108 129 9x 138.42 Missile 9x 138.42 Frag 1m / 3m 8 174.41 17.2 1100 15696.94 Missiles move quickly;
Have low arc
ATM12 750m 750m 120m 108 172 12x 138.42 Missile 12x 138.42 Frag 1m / 3m 7 203.5 20.07 1100 15696.94 Missiles move quickly;
Have low arc
ATM3 ER 1250m 1500m 150m 108 43 3x 87.17 Missile 3x 87.17 Frag 1m / 3m 12 54.92 8.6 1100 9885.4 Missiles move quickly;
Have low arc
ATM6 ER 1250m 1500m 150m 108 86 6x 87.17 Missile 6x 87.17 Frag 1m / 3m 9 82.38 12.9 1100 9885.4 Missiles move quickly;
Have low arc
ATM9 ER 1250m 1500m 150m 108 129 9x 87.17 Missile 9x 87.17 Frag 1m / 3m 8 109.84 17.2 1100 9885.4 Missiles move quickly;
Have low arc
ATM12 ER 1250m 1500m 150m 108 172 12x 87.17 Missile 12x 87.17 Frag 1m / 3m 7 128.144 20.07 1100 9885.4 Missiles move quickly;
Have low arc
ATM3 HE 300m 293m 0m 108 51 3x 184.56 Missile 3x 184.56 Frag 1m / 3m 12 116.27 10.2 1100 20929.1 Missiles are stagger-fired (one at a time)
ATM6 HE 300m 293m 0m 108 102 6x 184.56 Missile 6x 184.56 Frag 1m / 3m 9 174.41 15.3 1100 20929.1 Missiles are stagger-fired (three at a time)
ATM9 HE 300m 293m 0m 108 153 9x 184.56 Missile 9x 184.56 Frag 1m / 3m 8 232.55 20.4 1100 20929.1 Missiles are stagger-fired (three at a time)
ATM12 HE 300m 293m 0m 108 204 12x 184.56 Missile 12x 184.56 Frag 1m / 3m 7 271.3 23.8 1100 20929.1 Missiles are stagger-fired (three at a time)
(C)LRM5 1000m 1470m LRM 100m
CLRM 20m
180 28.5 5x 87.17 Missile 5x 87.17 Frag 1m / 3m 15 114.41 7.13 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
(C)LRM10 1000m 1470m LRM 100m
CLRM 20m
180 88 10x 87.17 Missile 10x 87.17 Frag 1m / 3m 10 152.55 14.67 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
(C)LRM15 1000m 1470m LRM 100m
CLRM 20m
180 129 15x 87.17 Missile 15x 87.17 Frag 1m / 3m 8.33 190.69 17.92 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
(C)LRM20 1000m 1470m LRM 100m
CLRM 20m
180 176 20x 87.17 Missile 20x 87.17 Frag 1m / 3m 7.5 228.83 22 850 16475.67 Missiles fly straight when mounted on air units
Clan LRMs have lower arc than IS LRMs
ELRM5 1500m 2100m 100m 120 43.5 5x 87.17 Missile 5x 87.17 Frag 1m / 3m 15 114.41 10.88 1100 10983.78 Missiles fly straight when mounted on air units
ELRM10 1500m 2100m 100m 120 88 10x 87.17 Missile 10x 87.17 Frag 1m / 3m 10 152.55 14.67 1100 10983.78 Missiles fly straight when mounted on air units
ELRM15 1500m 2100m 100m 120 129 15x 87.17 Missile 15x 87.17 Frag 1m / 3m 8.33 190.69 17.92 1100 10983.78 Missiles fly straight when mounted on air units
ELRM20 1500m 2100m 100m 120 176 20x 87.17 Missile 20x 87.17 Frag 1m / 3m 7.5 228.83 22 1100 10983.78 Missiles fly straight when mounted on air units
(C)Arrow IV 1000m 4500m 200m 32 300 4x 175 Missile 4x 116.67 Missile 9.5m / 50m 7 136.11 35 1000 9333.33 Fires four large missiles
Missiles will not hit anything under 500m
(C)Tbolt5 750m 750m 0m 20 50 326.89 Missile 108.96 Frag 1.5m / 1.5m 10 72.64 8.33 800 8717 Will follow TAG but will not track NARC
(C)Tbolt10 750m 750m 0m 10 80 653.78 Missile 217.93 Frag 1.5m / 1.5m 10 145.28 13.33 1000 8717 Will follow TAG but will not track NARC
(C)Tbolt15 750m 750m 0m 7 110 980.66 Missile 326.89 Frag 1.5m / 1.5m 8.33 181.6 15.27 1000 9152.85 Will follow TAG but will not track NARC
(C)Tbolt20 750m 750m 0m 4 140 1307.55 Missile 435.85 Frag 1.5m / 1.5m 7.5 217.93 17.5 1000 6973.6 Will follow TAG but will not track NARC
NARC 500m 460m --- 6 (Max 120) 20 --- --- --- --- --- 60 --- 20 1500 --- Attracts friendly missiles for 30s
CNARC 700m 632m --- 6 (Max 120) 20 --- --- --- --- --- 60 --- 20 1500 --- Attracts friendly missiles for 30s
iNARC 900m 792m --- 6 (Max 120) 20 --- --- --- --- --- 60 --- 20 2000 --- Attracts friendly missiles for 30s
Weapon Lock Range 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


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 issue.

Weapon Listed Range Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Beam Duration Shots/min Overheat Cooldown Mech Damage/sec Mech Damage/Heat Heat/sec Notes
BA SBL 400m --- 349.9 Energy --- --- --- 0.5s 23.9 --- --- 139.4 --- --- ---
SBL 300m 9.32 145.53 Energy --- --- --- 0.5s 19.05 --- --- 46.2 15.61 2.96 ---
ERSBL 400m 18.65 145.53 Energy --- --- --- 0.5s 19.05 --- --- 46.2 7.8 5.92 ---
CERSBL 450m 27.97 181.91 Energy --- --- --- 0.5s 19.05 --- --- 57.75 6.5 8.88 ---
MBL 500m 39.34 260.4 Energy --- --- --- 0.5s 13.3 --- --- 57.74 6.62 8.72 ---
ERMBL 600m 46.62 260.4 Energy --- --- --- 0.5s 13.3 --- --- 57.74 5.59 10.33 ---
CERMBL 700m 75.3 363.31 Energy --- --- --- 0.5s 13.3 --- --- 80.56 4.83 16.69 ---
LBL 700m 102.08 555.09 Energy --- --- --- 0.5s 9.98 --- --- 92.36 5.44 16.98 ---
ERLBL 800m 114.68 555.09 Energy --- --- --- 0.5s 9.98 --- --- 92.36 4.84 19.08 ---
CERLBL 900m 176.88 692.31 Energy --- --- --- 0.5s 9.98 --- --- 115.19 3.92 29.42 ---
BA MHL 175m --- 1348.75 Energy --- --- --- 1.5s 8.56 --- --- 192.4 --- --- ---
CHSL 200m 48.7 453.69 Energy --- --- --- 1.5s 11.11 --- --- 84.02 9.31 9.02 ---
CHML 400m 112.61 747.75 Energy --- --- --- 1.5s 9.22 --- --- 114.86 6.64 17.3 ---
CHLL 600m 376.62 1569.23 Energy --- --- --- 1.5s 7.05 --- --- 184.4 4.17 44.25 ---
SPL 250m 23.88 147.17 Energy --- --- --- 6x 0.06s 26.32 --- --- 64.55 6.16 10.48 Fires six pulses
CSPL 350m 23.88 147.17 Energy --- --- --- 6x 0.06s 26.32 --- --- 64.55 6.16 10.48 Fires six pulses
MPL 400m 23.93 178.11 Energy --- --- --- 2x 0.06s 34.09 --- --- 101.2 7.44 13.6 Fires two pulses
CMPL 500m 27.9 207.5 Energy --- --- --- 2x 0.06s 34.1 --- --- 117.9 7.43 15.86 Fires two pulses
LPL 650m 47.83 267.17 Energy --- --- --- 2x 0.06s 34.09 --- --- 151.8 5.58 27.18 Fires two pulses
CLPL 850m 59.81 296.86 Energy --- --- --- 2x 0.06s 34.09 --- --- 168.67 4.96 33.98 Fires two pulses
SXPL 300m 1.94 14.23 Energy --- --- --- 0.06s 279.07 --- --- 66.16 7.33 9.02 ---
MXPL 500m 3.88 28.45 Energy --- --- --- 0.06s 279.07 --- --- 132.34 7.33 18.05 ---
LXPL 700m 8.42 47.42 Energy --- --- --- 0.06s 279.07 --- --- 220.56 5.63 39.16 ---
BA PPC 450m --- 425.26 Energy 100 EMP 1.2m / 2.4m --- 10 --- --- 87.54 --- --- 40 Heat on target
Concussive
Kicks
Removes NARC
PPC 700m 160.5 478 Energy 230 EMP 0.8m / 3m --- 7.5 --- --- 88.5 4.4 20.1 125 Heat on target
Concussive
Removes NARC
ERPPC 900m 176.07 240 Energy 230 EMP 0.8m / 3m --- 7.5 --- --- 58.75 2.67 22.01 125 Heat on target
Concussive
Removes NARC
CERPPC 900m 276.84 300 Energy 357 EMP 0.8m / 3m --- 7.5 --- --- 82.13 2.37 34.61 150 Heat on target
Concussive
Removes NARC
BA Flamer 75m --- 34.2 Flame --- --- 6m --- 300 8s 4s 1.14 --- --- 15 Heat on target
Flamer 100m 5 10 Flame 30 Flame 6m / 8m --- 150 9s 6s 0.15 0.012 12.5 6.5 Heat on target
BA TAG 700m --- --- --- --- --- --- --- --- --- --- --- --- --- Attracts friendly missiles
Infrared
TAG 1300m --- --- --- --- --- --- --- --- --- --- --- --- --- Attracts friendly missiles
Infrared
Weapon Listed Range Heat Damage Damage Type Secondary Damage Secondary Damage Type Splash Radius Beam Duration Shots/min Overheat Cooldown Mech Damage/sec Mech Damage/Heat Heat/sec Notes