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01-31-2012, 06:04 PM | #28 |
SOM3WH3R3
Join Date: Jun 2009
Posts: 4,606
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Okay, quick rundown of the weapons. Just something to help with the battles. I've tried to balance between realism and fairness, and I think it came out allright. Lemme know if you have questions.
SMG: twin-linked 30 mm cannons, accurate to about 250 metres. Fires explosive rounds that wreak havoc against infantry and light vehicles, as well as lightly armored mechs (1-2 armor). Shrapnel also has a good chance of disabling sensors, and, at close range (50 metres), rounds from this weapon threaten medium mechs (3 armor, 4 at point-blank range) as well. High volume of fire, very mobile (doesn't impair agility as much, and can be traversed and fired quickly). Shotgun: Pump-action 90 mm cannon, normally shoots a spray of cluster bomblets. These are effective against light mechs (1-2 armor) at up to 150 metres, effective against medium mechs (3-4 armor) at 75 metres, and effective against heavy mechs (5-6 armor) at point-blank range. The high volume of shrapnel can generally also disrupt sensors, even when the enemy's outside of effective range, and it's a popular 'mortar', showering enemy positions with bomblets at ranges up to 800 metres. Devastating against infantry. Low volume of fire. Variety of ammo types exist, but you'll need extra cash to get anything beyond the scattershot. Battle rifle: 75 mm cannon. Fires hypersonic sabot rounds that're accurate at up to 600 metres. Round has great armor penetration and explodes inside the enemy mech. Very effective against medium-heavy mechs (4-5 armor), somewhat less effective against mechs with 3 or 6 armor. Anything outside that range will either let the round pass through without exploding or has a pretty good chance of not letting the round penetrate in the first place. Weapon has low mobility and a low-medium volume of fire. Sniper rifle: Battle rifle with improved optics and rocket-boosted ammunition. Extra range, higher armor penetration (Two or three shots can threaten even 6-armor mechs), but even less effective against light mechs. Lower rate of fire, lower mobility. Also pretty obvious when you do fire it, so prepare for return fire. Assault rifle: 65 mm cannon, fires pure kinetic ammunition. Accurate in single-shot mode at up to 400 metres, accurate in burst fire at 500 metres (In burst fire, individual rounds generally have lower accuracy, but your volume of fire is greater, making a hit more likely). Sabot rounds deal significant damage against anything with less than 4 armor, enough to disable a mech with a few good hits. 4-armor mechs are a borderline case, taking about twice as many hits to finish off. Mechs with 5 armor can shrug these rounds off pretty well. 6 and above don't really fear these unless they're at point-blank range and aiming at something sensitive. Medium rate of fire, medium mobility. Some reliability problems. Bayonet mounts available, in case you feel like stabbing the enemy with your gun. Machine gun: Oh Boy. 50mm 4-barrel gatling cannon that fires HEAT rounds. Once emplaced, accurate at up to 500 metres. Rounds absolutely tear up anything up to the 4-armor threshhold, as well as anything they might have been hiding behind. Heavier mechs are less vulnerable, but still want to avoid this gun's line of fire. Requires some time (generally 10-12 seconds) to emplace and set up. Can be fired on the go, but drastically loses accuracy. Has a slow traverse and subsonic ammunition, which means that it can be hard to hit moving targets. Insanely volume of fire, but ammo is in short supply. It's also very obvious, so prepare to be a target. Heavy machine gun: ... A... 120 mm chaingun that shoots... burning katanas? Sorry, I put everything I had into the light machine gun. A heavy machine gun would probably fall under "heavy weapons" in any case, since it's gonna weigh more than 7 units. Last edited by Geminex; 02-04-2012 at 10:34 AM. |
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