![]() As such when Phelen Kell fired his in an attempt to save his friend's life from the Clans at 500+ meters in was completely ineffective. The only other significant bit of information is unlike most large lasers which can go beyond 450 meters depending on atmospheric conditions with reduced effectiveness, the Cyclops Eye cannot. It also has a physical kinetic element due to the particle stream (though this means it also has a travel time for full effectiveness). However it also doesn't gain any advantage against other armor types. Against reflective armor it is unaffected unlike every other laser. ![]() Cyclops Eye is half traditional laser, half particle projector. (The difference is significant.but not really. So for a merc to aquire them would be strange.except you have a weapons testing contract or you have stolen them from the factory.Īpparently, Wolfhound was specifically developed by the Lyrans for use by mercenaries with the mercenary version using an existing Cyclops Large Laser from the Drillson tank (Battletech - Battlepack: Fourth Succession War)Īnd the Lyran's own version developed a new Setanta Large Laser. IIRC some of the new weapons where developed right before the invasion but not destributed on a big scale. It's basically a flamer in a comparatively more expensive missile form.Įdited by Koniving, 19 October 2019 - 11:09 PM. However it deals 0 damage to mechs, instead producing "heat damage." As such, short of anti-infantry combat or as fire support it wasn't popular on the field for mainstay forces, however it was common for mercenaries. The tech is developed in the 20th century and never becomes lost tech. Inferno missiles are mentioned in Lethal Heritage before the first encounter with Clan mechs. LB-10X rushes into production 3035, but technically was already in the game just extremely rare. Ultra/5 becomes rapidly spread in Kurita territory pretty early in the 3030s as they very rapidly begin upgrading their Dragons with them. HBS Battletech's implementation will be the first time the mech mortar has been featured in an official BT/MW PC game since MW1. The Scorpion also had a machine gun installed on the left-front torso. Specifically, it is described as a double barrel mortar (Mech Mortar 2). It is mounted in place of the PPC for a Scorpion 1N and is a brief story piece. Only real reason Mech Mortars become popular again after the Clan Invasion is because it turns out Clan (and IS) AMS can't recognize mortar shells as incoming missiles/rockets since they're slower moving and don't burn a combustible fuel.Īlthough unusuable, a Mech Mortar was featured in Mechwarrior 1 for the PC, 1989. Mortars are similar as they only fired 1 to 8 projectiles in a ten second period (depending on the loading mechanism with MM/1 being the lightest but slowest and MM/8 being the fastest but heaviest) and 2 damage per shell (so 16 damage max compared to an LRM-20's 20). Trouble is Rifles shoot so slowly compared to autocannons (a projectile every 2 to 8 seconds on the Rifle compared to as 1/second up to a hundred in several seconds for the "standard" AC). ![]() (Some of these also used Mech Rifles rather than Autocannons, such as the Arbiter 35 ton mech which is made to look like an 80 ton mech with its 190mm Heavy Rifle [8 tons, 540 meter standard expected long range accuracy, 6 damage to armor or 9 damage to structure per use). Mech Mortars are already around, but were unpopular among the actual factions and more commonly used in the periphery-states in which missiles were harder to come by. all of that tech actually re-emerges gradually between 30. Short of whatever the flippity-flying-flook the Coil Beam weapon is and the Mech Mortars. Video in first link shows a screen with mention of Ultra ACs, LBX, Snub PPC, Inferno missles, TAG and NARC. 3 - DLC announcement mentioned some new weapons including Coil Beam, Mortar, possible new ACs and targeting lasers.
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