hvMechWarrior-v14:
Weapons
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There are four weapon categories: Ballistic Weapons
are essentially "guns" of varying design goals. Energy weapons are weapons that draw power from
a Mech's reactor and expel that energy as an attack. Missile weapons can be fired "dumb" or guided to their target.
Mortars fire similarly to Ballistic Weapons, but the rounds drop in an arc-like
curve over time due to the projectile's weight and slow
trajectory.
Click the
thumbnail to view an action picture of the weapon firing, "Alt. Fire" refers to
a weapon's alternate mode of fire when a Mech is equipped with an FCC Pod (see
Sundries page).
Ballistic Weapons:
Heavy
Machine Gun: A small-caliber fully-automatic gun intended to be a "hold-out"
piece when a Mech is overheated.
Rate of Fire:
Very fast
Heat: none
Damage: Minimal
Range: 125 meters
Alt. Fire:
N/a
Ultra-AC5: A spinning auto-feeding cannon, the Ultra-AC5 is the smallest of
the "Ultra" series. It offers longer range than its larger counterparts.
Rate of Fire:
Very fast
Heat: Minimal
Damage: Moderate
Range: 225 meters
Alt. Fire:
x2 rate of fire
Ultra-AC10: The Ultra-AC10 offers the best mix of
firepower and heat management within the "Ultra" class weapons.
Rate of Fire:
Very fast
Heat: Moderate Damage:
Heavy
Range: 150 meters
Alt. Fire:
x2 rate of fire
Ultra-AC20: The Ultra-AC20 can inflict more damage in a
shorter amount of time than any other hvMechWarrior weapon.
Rate
of Fire: Very fast Heat: High
Damage:
Extreme
Range: 100 meters
Alt. Fire:
x2 rate of fire
LBX-AC5: The longest-ranging auto-cannon, the LBX-AC5
fires 6-round bursts and is used by smaller Mechs in standoff roles and broken
field environments.
Rate of Fire:
Very fast Heat: Minimal Damage:
Moderate
Range: 250 meters
Alt. Fire:
x2 rate of fire
LBX-AC10: The LBX-10 fires 5-round bursts and offers
strong firepower coupled with controllable aim.
Rate of Fire:
Fast Heat: Minimal
Damage: Heavy
Range: 175 meters
Alt. Fire:
x2 rate of fire
LBX-AC20: Firing 4-round bursts, the LBX-AC20 is the
most devastating auto-cannon (per volley). Used only by Assault Mechs, it is a great
turret-buster.
Rate of Fire:
Fast Heat: Moderate Damage:
Extreme
Range: 125 meters
Alt. Fire:
x2 rate of fire
HV-AC10: Most often carried by defensive players, the
HV-AC10 shoots high-velocity (HV) rounds. It has a slow rate of fire, however
this makes it very accurate and an effective anti-sniper weapon.
Rate of Fire:
Moderate
Heat: Moderate Damage:
Moderate
Range: 300 meters
Alt. Fire:
x2 rate of fire
Light Gauss Rifle: A significantly smaller version of
the Gauss Rifle (see below), it is carried exclusively by the Commando. Its bite
is worse that its bark!
Rate of Fire:
Slow
Heat:
Minimal Damage:
Heavy
Range: 2000 meters
Alt. Fire:
3-round burst
Gauss Rifle: The Gauss Rifle uses electromagnetic
energy to accelerate depleted uranium rounds to incredible velocity. While it
takes some time to recharge its capacitors, the Gauss Rifle can kill any Light
Mech with a single head shot.
Rate of Fire:
Very slow Heat: None
Damage:
Extreme
Range: 2000 meters
Alt. Fire:
Fragmentation round
Gyrojet Cannon: An infantry weapon scaled-up for Mech
use, the Gyrojet Cannon quickly fires stabilized rockets that explode on impact.
It is very useful in finishing-off wounded Mechs.
Rate of Fire:
Fast Heat: Minimal Damage:
Moderate
Range: 300 meters
Alt. Fire:
"Inferno" heat round
Thumper: First used in an anti-aircraft turret, the
Thumper has been modified for Mech use. It fires explosive rounds to great range
at a high rate of speed.
Rate of Fire:
Fast
Heat: High Damage:
Moderate
Range: 500 meters
Alt. Fire:
x2 rate of fire
Energy Weapons:
Medium ER Laser: The most common laser weapon on the battlefield. Its
fast recharge rate makes it quite deadly and its effectiveness is often
underestimated.
Rate of Fire:
Fast
Heat:
Moderate
Damage: Moderate
Range: 500 meters
Alt. Fire:
N/a
Large ER Laser: Sometimes overlooked as a sniper weapon, the Large ER
Laser offers good firepower with high accuracy and unlimited range.
Rate of Fire:
Moderate
Heat: High
Damage: Heavy
Range: 500 meters
Alt. Fire:
N/a
Medium Pulse Laser: More useful against bigger, slower Mechs, the
Medium Pulse Laser fires a constant beam to wear down an opponent.
Rate of Fire:
Constant
Heat: Moderate
Damage: Moderate
Range: 500 meters
Alt. Fire:
N/a
Large Pulse Laser: The Large Pulse Laser is very
damaging to Mechs, but cannot be fired for long as it generates a great deal of
heat.
Rate
of Fire: Constant
Heat: High
Damage:
Heavy
Range: 500 meters
Alt. Fire:
N/a
PPC: The PPC (Particle Projection Cannon) fires a blue
ball of plasma (the same speed as a Disc from Tribes' Disclauncher) that both
damages the opponent and heats us his Mech.
Rate of Fire:
Slow
Heat: High
Damage: Heavy
Range: 450 meters
Alt. Fire:
3-round burst
Heavy Flamer: Used primarily to overheat an enemy Mech,
the Flamer does little damage but can make life hell for the opposition.
Rate of Fire:
Constant
Heat: Moderate Damage:
Minimal
Range: 40 meters
Alt. Fire:
Napalm ball
Missile Weapons:
Streak SRM-2: The Streak SRM-2 fires a burst of 2
short-ranged but highly agile missiles. If a target is caught in one's
crosshairs when fired, the missiles will track - otherwise they are fired dumb.
Rate of Fire:
Very fast
Heat: Minimal
Damage: Moderate
Range: 175 meters
Alt. Fire:
"Inferno" heat round
Streak SRM-4: Same as the Streak SRM-2, but firing a
burst of 4 missiles.
Rate
of Fire: Fast Heat: Moderate
Damage: Moderate
Range: 175 meters
Alt. Fire:
"Inferno" heat round
Streak SRM-6: Same as the Streak SRM-2, but firing a
burst of 6 missiles.
Rate
of Fire: Moderate
Heat: High
Damage: Moderate
Range: 175 meters
Alt. Fire:
"Inferno" heat round
LRM-5 Missile Pack: LRMs do less damage than Streaks,
but offer much greater range. They also lock on any target caught in one's
crosshairs at the moment of launch. The LRM-5 fires 1 burst of 5 missiles.
Rate of Fire:
Very fast Heat: Minimal
Damage: Minimal
Range: 425 meters
Alt. Fire:
Better tracking
LRM-10 Missile Pack: Same as the LRM-5 Missile Pack,
but firing 2 bursts of 5 missiles each.
Rate of Fire:
Fast Heat: Moderate
Damage: Minimal
Range: 425 meters
Alt. Fire:
Better tracking
LRM-15 Missile Pack: Same as the LRM-5 Missile Pack, but firing 3
bursts of 5 missiles each..
Rate of Fire:
Moderate
Heat: High
Damage: Minimal
Range: 425 meters
Alt. Fire:
Better tracking
Light Thunderbolt: With the success of the Thunderbolt
(see below), pilots of Light and Medium Mechs demanded a reduced-size missile
for their Mechs' smaller chassis. The result was the Light Thunderbolt. The
Light Thunderbolt will lock on a target just like the missile systems described
above.
Rate of Fire:
Slow
Heat: Low
Damage: Minimal
Range: 1000 meters
Alt. Fire:
"Inferno" heat round
Thunderbolt: Essentially a mini-Arrow IV (see below),
the Thunderbolt offers Heavy Mechs an alternative style of missile armament to
Streaks and LRMs. The Thunderbolt will lock on a target just like the missile
systems described above.
Rate
of Fire: Slow
Heat: Low
Damage: Moderate
Range: 1000 meters
Alt. Fire:
"Inferno" heat round
Arrow IV: The largest missile, carried only by the
Atlas, the Arrow IV packs a mighty wallop. Only its slow reload rate keeps it
from ruling the battlefield. The Arrow IV will lock on a target just like the
missile systems described above.
Rate of Fire:
Very slow
Heat: Moderate
Damage: Extreme
Range: 2000 meters
Alt. Fire:
"Inferno" heat round
Thunder LRM: A very large single missile, the Thunder LRM is a
mine-layer. At a pre-determined range it explodes, dropping a payload of 5
mines.
Rate of Fire:
Slow
Heat:
Minimal Damage: Moderate
Range: 250 meters
Alt. Fire:
Mine-clearing charges
Mortar Weapons:
Smoke Launcher: Essentially a Light Mech Mortar (see below) outfitted
with smoke cannister rounds. The Smoke Launcher is useful in obscuring an
enemy's view or disrupting formations.
Rate of Fire:
Moderate
Heat: Minimal
Damage: Minimal
Range: 80 meters
Alt. Fire:
Flash-bang round
Light Mech Mortar: An infantry weapon scaled up to Mech-size,
the Light Mech Mortar gives a pilot the ability to engage targets around corners
or over hills.
Rate of Fire:
Moderate Heat: Minimal
Damage: Moderate
Range: 150 meters
Alt. Fire:
"Inferno" heat round
Heavy Mech Mortar: Most often used to destroy fixed emplacements, the
Heavy Mech Mortar is can also be a powerful tool against Mechs caught in open
field.
Rate of Fire:
Slow Heat: Moderate
Damage: Heavy
Range: 250 meters
Alt. Fire:
"Inferno" heat round
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