Though they deal a lot of damage and have a greater range, their limited ammo and reduced damage means it's hard to recommend building a Mech around them. Gauss rifles suffer from some of the same problems as Autocannons. That being said, they can be useful to finish of a Mech that is in the red and just won't seem to go down. Bringing in a Mech with Auto cannons and no backup weapons means if you run out of ammo you're screwed, so it's hard to recommend these as a main armament. As the autocannon numbers increase, so do their damage, but the ammo count goes down. While in Mechwarrior 2, they did a fair amount of damage, they seem significantly weakened in Mercs, at least compared to the lasers. They all take ammo, which can leave you subject to ammo supply shortages, ammo explosions mid battle (causing automatic ejection), and an empty barrel.Īutocannons are medium-to-short range weapons that are basically shotguns (though they don't really look it in the game). Gauss Rifles, Autocannons, Machine Guns, and anything else that isn't a missile or an energy weapon falls into this category. With the latest patches, flamers no longer do damage, and with their limited range, really aren't worth it. I'm not sure if the AI even has to deal with heat in the game, which may explain part of the problem. The bad news is that it just doesn't work that well, especially against the AI. The concept is that these gigantic overheating Mechs can shoot some exhaust at another overheating Mech and finish it off - either by causing an internal ammo explosion or possibly overheating the Mech's reactor. Can't hit your enemy? Just roast the ground in front of him. But, there is still hope, since PPCs do a good deal of splash damage. Since they travel so slowly, it's fairly easy to move out of the way. PPCs will travel for quit a while, meaning as soon as you can see an enemy, you can light them up. Now, that being said, their big advantage is range. They also have a fairly long recharge time. Grouping four or more PPCs together and firing them as a group is a good way to get ejected from your mech. Although they do a good deal of damage, they generate significant amounts of heat. PPCs shoot (contrary to Battletech lore) large balls of plasma at enemies. Just by looking at the chart above, you can see that the medium pulse laser is way overpowered compared to the other two and does more damage than the standard MLAS. They have less range, but they will inflict more harm on enemies. Pulse lasers fire lasers in machine-gun like bursts for more damage. I do like to keep a few for inside fighting though, and alternate with the medium lasers. Now, it's hard to recommend them, because their range is really limited. The same rules apply though, as they seem to get more efficient, allowing you to place more lasers on your Mech and do a greater deal of damage. So you can double your laser count by using medium lasers and pack even more of a punch.įor small lasers, it's the same concept, they're smaller, they put off less heat, but they don't do as much damage. Since MLASs are much smaller than their larger brethren, they weigh less and take up less critical space, making them more efficiency as far as damage in the same amount of space. Medium lasers have less of a range, give off less heat, but do less damage. They run hotter and will warm your Mech up faster than other varieties. Large lasers have an extended range, but at the trade-off for heat. Lasers come in three sizes and two varieties (in addition to IS and Clan versions). At a disadvantage though, is they tend to create a lot of heat. You can fire freely and not have to watch the C-Bills going down the drain every time you miss. The best thing about these weapons is that they don't require any ammo. Note that almost that almost all weapons will hit at a different range than the targeting reticle will indicate. Let's take a look at these weapons by group. When it comes down to weapons choices in Mercenaries, there are a few things to consider: damage, range, heat, reload time, and tonnage. The weapons table above comes from the New Avalon Institute of Science (now down) Home Page.Ībove is a weapon table with clan weapons on the top section, and Inner Sphere weapons along the bottom. The arms almost always go first, which means if all of your weapons are in your arms, you're toast. Ok, number one - Don't put anything in your arms unless you have to. I'm writing this for Mechwarrior 2: Mercenaries, but almost all of the concepts apply Mechwarrior 2 and Ghost Bear's Legacy, if not the rest of the Mechwarrior series. Local Ditch Gaming > Mercenaries > Mechwarrior 2: Mercenaries Strategy
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