The AEK has a high ROF so it's very effective short range, however I prefer the F2000 because it is a bullpup (look for weapons that have magazines behind the trigger) meaning it has a higher ADS strafing speed in exchange for a slightly lower ROF. Standard AMS uses ammunition and generates no heat, where Laser AMS does not use ammunition but generates heat.There aren't any best guns because they all have their own quirks, but here's my favorites:Īssault Rifles: AEK and the F2000. AMS damages missiles over time, so the longer the Mech has the missile in view the more missiles will be destroyed. Mechs can equip an Anti-Missile System (AMS) as an active defense to missiles. When locked there is no control which location of the target is hit. Normally used with a target lock, but can "dumb fire." The missiles can do some target tracking around obstacles. Damage then falls off until maximum range. Has a minimum range of 120m, then a range where it does maximum damage. Advanced Tactical Missile (ATM) - Clan only.There is no control over which location of the target is hit. Normally used with a target lock, but can "dumb fire." Supports indirect fire. Long Range Missile (LRM) - has a 180m minimum range, but the Clan versions does some damage within this range.Very light weight, but has a short 50m minimum range. Single fire, so does not require ammunition. The missiles can do some target tracking around obstacles. Guaranteed to hit the target unless the target moves behind cover (which could be another 'Mech). Streak Short Range Missile (SSRM) - does not have a minimum range, and cannot fire without a target lock.Short Range Missile (SRM) - does not have a minimum range.See Lock On Weapons for information about missile lock. They require ammunition, which may be expended before the battle is over or explode due to a critical hit. Some missiles have a minimum range, and most missiles do not have a damage reduction over range. Some missile weapons can strike beyond line of sight. They are a middle ground with weight and heat, but the missiles spread over range. Missiles are cluster weapons that travel much slower than ballistic weapons. Has a higher chance to do critical damage. Machine Gun - High rate of fire, very short range and low damage per projectile.Heavier than other ballistic weapons, but generates far less heat. Gauss Rifle - After a short charging period, fires rounds with magnetic coils rather than chemicals.Fires a volley of single-point damage projectiles, which spread over distance. Will jam if rapid-fired for too long, which disables the weapon for 10 seconds. After a short spin-up period, fires a stream of AC rounds. There is a chance of the UAC jamming if rapid-fired, which disables the weapon for 8 seconds. Must wait for the full cooldown of the second round before firing a third round. Allows the firing of a second round during the cooldown of the first. Ultra Autocannon (UAC) - Rapid-fire AC.Autocannon (AC) - Standard kinetic weapon, firing a single round.They are the heaviest weapon type, have medium projectile speed but generate the least heat relative to their damage.
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