Difference between revisions of "Weapons"

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(Added general weapon information and properties explainations)
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==Introduction==
'''Weapons''' (less commonly refered to as [[:Category:Inner Sphere Weapons|Inner Sphere Weapons]]) are subdivided into:
 
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Weapons are pieces of equipment that can inflict damage on a target. Weapons can be attached to weapon hardpoints found on mechs. A mech with no weapons is considered to have an invalid loadout, and will not be available for use.
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Weapons exist as one of three types:
 
* [[:Category:Ballistic Weapons|Ballistic Weapons]]
 
* [[:Category:Ballistic Weapons|Ballistic Weapons]]
 
* [[:Category:Energy Weapons|Energy Weapons]]
 
* [[:Category:Energy Weapons|Energy Weapons]]
 
* [[:Category:Missile Weapons|Missile Weapons]]
 
* [[:Category:Missile Weapons|Missile Weapons]]
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A weapon can only be mounted to a hardpoint of the same type.
See below for a comprehensive overview of these three main classes.
 
 
 
 
'''Weapons''' can also mean:
 
* [[:Category:Lostech Weapons|Lostech Weapons]]
 
* [[:Category:Recovered Lostech Weapons|Recovered Lostech Weapons]]
 
* [[:Category:Experimental Weapons|Experimental Weapons]]
 
   
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==Weapon Categories==
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===Laser===
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Laser weapons are light and take up few slots but can generate large amounts of heat. Lasers deal damage evenly over their duration and so must be held on target to deal full damage. Lasers come in 2 varieties: pulse and beam. Pulse lasers offer improved damage and duration over beam lasers at the cost of increased weight and heat.
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===Ballistic===
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Ballistic weapons are heavy and bulky but generate little heat. With the exception of the [[PPC]], ballistic weapons consume ammo when fired and have a small amount of drop over distance. Ballistic weapons deal their full damage instantly on impact. Inner sphere ballistics fire a single shot that deals the weapon damage. Clan ballistics fire a burst of projectiles, the entire burst adding up the the weapon damage.
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===Missile===
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Missile weapons have medium weight and generate a moderate amount of heat. Missile weapons fire a number of slow moving projectiles in a cone that deal instant damage upon impact.
   
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Each missile does damage depending on its type:
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* IS [[:Category:SRM|SRMs]] deal 2.15 damage per missile
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* Clan SRMs deal 2 damage per missile
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* All [[:Category:LRM|LRMs]] deal 1 damage per missile
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* All [[ssrm|Streak-SRMs]] deal 2 damage per missile
   
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Long Range missiles have a 180m minimum range. Inner Sphere LRMs deal 0 damage within the minimum range while Clan LRMs deal decreasing damage from the minimum range to 0. The [[Artemis IV FCS]] upgrade can improve the performance of most missile weapons.
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==Weapon Properties==
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===Recycle Time===
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Recycle time also known as "cooldown" is the time a weapon takes to become ready to use again after firing.
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===Damage===
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Damage is the maximum amount of damage dealt by the weapon. In practice, damage can be diminished by range and partial hits.
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===Heat===
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[[heat|heat]] points are added to your heat level when a weapon is fired.
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===Slots & Tonnage===
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Slots represent the amount of internal space a weapon takes up in a mech. Tonnage is the unloaded weight of the weapon. A mech must have sufficient free slots and tonnage to mount a weapon.
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===Optimum Range===
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Optimum range, also known as "short range" is the maximum range at which a weapon can deal full damage. Unless otherwise noted, a weapon deals full damage at any range up to the optimum range
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===Maximum Range===
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Maximum range, also known as "fall off" or "long range" is the range at which a weapons damage drops to 0. Weapon damage decreases linearly to 0 from the optimum range to the maximum range. Maximum range is generally double the optimum range.
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===Weapon Speed===
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Weapon speed, also known as "projectile speed" is the speed at which a projectile or missile will travel. Faster projectiles require less leading against moving targets.
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===Duration===
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Duration is the time a laser weapon takes to deal its full damage. Recycle time does not begin until after the duration is finished.
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===Health===
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Health is amount of critical hit damage a piece of equipment can take before it is destroyed.
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==Useful Statistics==
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* Heat Per Second: The amount of heat generated by the weapon over time when fired constantly
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* Damage Per Second: The amount of damage dealt by the weapon over time when fired constantly
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* Damage Per Second Per Ton: The damage over time dealt by the weapon relative to its weight.
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==Weapon Table==
 
{{Weapons Table
 
{{Weapons Table
 
|state=plain
 
|state=plain

Revision as of 04:15, 8 March 2015

Introduction

Weapons are pieces of equipment that can inflict damage on a target. Weapons can be attached to weapon hardpoints found on mechs. A mech with no weapons is considered to have an invalid loadout, and will not be available for use.

Weapons exist as one of three types:

A weapon can only be mounted to a hardpoint of the same type.

Weapon Categories

Laser

Laser weapons are light and take up few slots but can generate large amounts of heat. Lasers deal damage evenly over their duration and so must be held on target to deal full damage. Lasers come in 2 varieties: pulse and beam. Pulse lasers offer improved damage and duration over beam lasers at the cost of increased weight and heat.

Ballistic

Ballistic weapons are heavy and bulky but generate little heat. With the exception of the PPC, ballistic weapons consume ammo when fired and have a small amount of drop over distance. Ballistic weapons deal their full damage instantly on impact. Inner sphere ballistics fire a single shot that deals the weapon damage. Clan ballistics fire a burst of projectiles, the entire burst adding up the the weapon damage.

Missile

Missile weapons have medium weight and generate a moderate amount of heat. Missile weapons fire a number of slow moving projectiles in a cone that deal instant damage upon impact.

Each missile does damage depending on its type:

  • IS SRMs deal 2.15 damage per missile
  • Clan SRMs deal 2 damage per missile
  • All LRMs deal 1 damage per missile
  • All Streak-SRMs deal 2 damage per missile

Long Range missiles have a 180m minimum range. Inner Sphere LRMs deal 0 damage within the minimum range while Clan LRMs deal decreasing damage from the minimum range to 0. The Artemis IV FCS upgrade can improve the performance of most missile weapons.

Weapon Properties

Recycle Time

Recycle time also known as "cooldown" is the time a weapon takes to become ready to use again after firing.

Damage

Damage is the maximum amount of damage dealt by the weapon. In practice, damage can be diminished by range and partial hits.

Heat

heat points are added to your heat level when a weapon is fired.

Slots & Tonnage

Slots represent the amount of internal space a weapon takes up in a mech. Tonnage is the unloaded weight of the weapon. A mech must have sufficient free slots and tonnage to mount a weapon.

Optimum Range

Optimum range, also known as "short range" is the maximum range at which a weapon can deal full damage. Unless otherwise noted, a weapon deals full damage at any range up to the optimum range

Maximum Range

Maximum range, also known as "fall off" or "long range" is the range at which a weapons damage drops to 0. Weapon damage decreases linearly to 0 from the optimum range to the maximum range. Maximum range is generally double the optimum range.

Weapon Speed

Weapon speed, also known as "projectile speed" is the speed at which a projectile or missile will travel. Faster projectiles require less leading against moving targets.

Duration

Duration is the time a laser weapon takes to deal its full damage. Recycle time does not begin until after the duration is finished.

Health

Health is amount of critical hit damage a piece of equipment can take before it is destroyed.

Useful Statistics

  • Heat Per Second: The amount of heat generated by the weapon over time when fired constantly
  • Damage Per Second: The amount of damage dealt by the weapon over time when fired constantly
  • Damage Per Second Per Ton: The damage over time dealt by the weapon relative to its weight.

Weapon Table