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MechWarrior Online Wiki
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BattleMechs
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==== Weapons ==== Weapon systems in MWO are effectively the same as in other MechWarrior or BattleTech games. Weapons fall into one of three categories: energy ([[laser]]s, [[PPC]]s, [[Flamer]]s), ballistic ([[Gauss Rifle]]s, [[Machine Gun]]s, [[Autocannon]]s), and missiles (LRMs, SRMs, artillery). All weapons except for energy weapons require ammunition to fire. Narc Beacons, Artemis IV, and TAG are also available. Ammunition for your weapons must be replenished after each match and can be purchased using C-Bills. Lasers work a little differently in MWO. Continuous beam lasers will stay on and apply damage to the target over time. Pulse lasers will blink on and off in short bursts. This is different from past MechWarrior games, but makes the functionality and appearance of lasers a bit more realistic. It is also a game balancing issue to have them work that way. Aiming could be a bit trickier in MWO than other games, as well. This is intentional and meant to represent the reality of the way a mech’s arms and torso would move in relation to one another. Although the mech’s torso will always strive to catch up to the position the arms are in (and the aiming reticule that goes with them), it will naturally lag behind a bit. This results in two separate aiming reticules: one for your arms and one for your torso. Additionally, the weapons themselves will adjust their aiming point based on the distance to the target within the reticule. The result here is that if you quickly shift your reticule from a nearby target to one that is farther away and then fire, you will likely miss because your weapons have not yet adjusted to the new range. This will almost certainly result in some comical misses during combat (and some frustrating ones for people who haven’t taken the time to understand this important aspect of the game). That said, there will be an indicator in the HUD to let players know the state of their weapon convergence. Chain firing weapons will be available at launch. There will also be no rear facing weapons in the game; all weapons will face the forward arc. Minimum and maximum ranges will not fully align with tabletop BattleTech. For example, Autocannon flechettes won’t just vanish into thin air when they reach their maximum range, but rather will keep going until they run out of kinetic energy to carry them forward. As a result, weapons will become less effective past their maximum ranges, but will not be magically useless past that range. The exception is missiles, which will automatically detonate when they reach their maximum range. Minimum range is a little different. Autocannons will still do normal damage below their minimum range, but LRMs will actually just bounce uselessly off the target below minimum range because the missiles have not yet armed. All Inner Sphere weapons that were available in 3049 will be included in the game. No, I’m not going to list them all, but there is a link to the list in the Appendix.
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