LASERS: Lasers, and their Clan variants, the ER (Extender Range) Lasers are the standard beam weapons in the game. They are very light in weight for the amount of damage caused. The beams will "stick" to a target until all energy is released, making them efficient and concentrating their damage to a small area. The Clan ER Lasers are generally thought to be superior to Inner Sphere types, they have greater range and cause more damage, but generate much greater heat. A look at the data table shows the Clan ER Medium Laser generates 1.5 points of damage and 1.2 points of heat per/sec. While the I.S. Medium Laser generates 1.2 points of damage and only 0.6 points of heat, making it much more heat efficient. Large Standard Lasers are far superior in overall performance to ER types, but only within 600 meters.
Plan your configuration for the specific environment, fine tuning designs makes the greatest difference at the highest skill levels, and the best pilots are usually the ones that have optimized their mechs fully. Many pilots will use a mix of Inner Sphere and Clan varieties to obtain good damage values, while managing heat effectively, though mixing "types" i.e. combining standard lasers with pulse lasers, is more rare and more difficult to manage... experiment.
The I.S. Large Laser is a far better choice in limited range environments, such as urban settings. Damage is nearly equal to the Clan ER Large Laser, but the heat generated is much less, it's extra weight is more than offset by it's efficiency. - Both IS and ER Medium lasers are excellent close range weapons, use a mix to control the heat of extended firing.
- A mix of Inner Sphere and Clan ER Lasers produces a colorful, but deadly show. -
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CLAN HEAVY LASERS: A recent Clan development, and available in the Mektek Expansion Packs, the Heavy Laser series trades higher heat levels and shorter range for significantly improved damage. The Medium variety generates the same damage per second with lower heat levels, and 25% of the weight as the Clan ER Large Laser. Range is the greatest weakness however, and they are limited to close range combat situations, where they can be devastating. In small mechs where space and weight is at a premium, such as the Urban Mechs, they are very powerful and useful weapons. The Small version, which weighs a mere 0.5 tons but generates good damage in it's limited range, is very effective in groups, with weight savings best used for additional heat sinks.
Used in groups, the Clan Heavy Lasers are efficient and deadly weapons. Configure a fast Light or Medium mech with a few of these light weapons, load up on heat sinks, and quickly core even the most powerful enemies.
PULSE LASERS: Heavier than Standard type lasers, these weapons fire their beams in a "machine gun" burst. The individual pulses are quite weak, but combine to form a dangerous chain. They recycle quickly, the heat efficiency is very good, and their output is easily controlled. They lack the "stick" of the regular lasers, scattering their damage. Aiming skill becomes more critical than with Standard types, and experienced pilots are more likely to have good results with them. Best when used in fairly large groups, with a design optimized for energy weapons, such as the Awesome or Nova Cat. Just remember to keep and eye on heat levels and fit extra heat sinks to allow extended use.
Larger types can hammer a target quickly and repeatedly, preventing effective counter fire. A good choice for use against Jump Snipers or other opponents requiring highly accurate aiming.
BEAM LASERS: A new development, Beam Lasers generate a steady beam and don't require a recycle time. Long ranged, the continuous beam seems to generate relatively low damage and heat, but when firing steadily, these values can quicky accumulate to produce significant damage and heat. Best when used in groups and with bursts against targets which appear occassionally, such as jump snipers, they can be extremely effective weapons. However, when more constant use or longer duration output is required, they will quickly overheat any configuration, even those with heavy heat sink capacity.
Even in groups, Beam Lasers will take some time to core a heavily armored opponent. Careful heat management and an excess of heat sinks is highly recommended for the pilot choosing Beam Lasers as a primary weapon. They can be very effective against jumping targets however, and it is in this mission that they are usually deployed.
X-PULSE LASERS: Inner Sphere technicians developed the X Pulse laser to counter superior Clan technology. The weapons are capable of tremendous damage, but the heat they can generate is equally impressive. Good damage values, coupled with low recycle, produces a weapon able to reduce even powerful enemies into smoking ruins quickly. The heat generated by high firing rates will easily overload any chassis' ability to dissipate it through the heat sinks. Regardless of the amount of heat sinks carried, groupings of Large X Pulse lasers leads to a remarkably rapid heat induced shutdown.
ASSAULT LASER: Among the most powerful of all non pulsed laser types, the Assault Laser generates exceptional damage at the cost of high heat production and extremely short range. In tactical situation, where puretech is not a concern, they do not compare favorably to the Clan Heavy Large Laser, which weighs 1 ton less, generates only marginally less damage values, identical average heat levels and 250 meters less range.
Available in Mektek's Mech Pack 2, Assault Lasers can not be recommended due to limitations and allocation weaknesses. Unless technicians can improve the efficiency of the device, the Clan Heavy Large Laser is a better overall choice.
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PPCS: Particle Projection Cannons differ from lasers in that PPC's actually transport mass, in the form of charged particles, as well as energy. The energized particles create an electrical surge when striking, temporarily disrupting a targets electronics and weapons lock. They also require time to transport mass, so their beams, while fast, still require some lead to be factored in, much like ballistic or unguided missile weapons. They cause considerable damage, but are some of the hottest weapons in the game to operate, generating as much, or more heat than damage. The Vengeance Clan ER version has a 900 meter range and does more damage than Inner Sphere types, but runs hotter and takes a full 8 seconds to recycle. Mercenaries versions are a bit longer ranged, but operate even hotter than Vengeance types, plan accordingly when configuring mechs. All PPC's are extremely large, and relatively heavy for energy based weaponry.
PPC's long recycle time and high heat make them better suited for long range sniping.
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PLASMA CANNON: The Pasma Cannon is amongst the most powerful of all energy weapons. Ejecting a focused stream of superheated plasma, it generates massive damage and heat to the target. It's main drawbacks are it's weight, long recycle time and high heat generation, but if extra heat sinks can be fitted, it becomes a powerful tool for forcing the shutdown of enemy mechs. It's massive size prevents it's use in large groups, and limits it's configuration options to mechs which have 4 contiguous energy slots. Against energy heavy configurations however, it can quickly induce heat shutdown and fatal reactor overload of opponents.
A "Super Flamer" of exceptional power and range, if it's weaknesses can be managed, it is a very effective weapon which will often be restricted by those unable to develop tactics to counter it's use. The old axiom "Fight fire with fire" is a good place to start, as the mech which gets the jump on his opponent will have a significant advantage.
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FLAMERS: Flamers tap plasma from the fusion engine, venting it in a directed spout of flame. It travels slowly, but will stick and burn a mech it contacts, creating a diversion to the pilot within. Fired in groups, they can easily cause heat shutdown of other mechs, especially those reliant on energy weapons. They generate considerable heat for the mech using them however, and uncontrolled use will result in overheating. The Clan version weighs only 0.5 tons, making it an excellent auxiliary weapon to complete a weapons load out. Flamers are very large for their weight, due to the insulated conduits required to vent the plasma.
An irritating weapon, Flamers are hated by most pilots, and their use will attract a great deal of aggressive attention. Shut your enemy down with grouped Flamers and plant an Artillery Beacon between it's legs for a devastating punch.
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COOLANT PODS: High heat weapons such as Flamer and Plasma Cannons generate dangerous levels of heat in a short time. Also, heavy energy configurations in hot environments can find themselves at risk of shutdown, or even reactor critical situations if heat levels cannot be brought down quickly. As coolant is extremely limited, Coolant Pods were developed by weapons technicians to cope with dangerous heat spikes and overall high heat levels which would otherwise affect performance. Coolant Pods act as emergency back up to the mech's designed coolant and heat sink system. They immediately reduce the heat of a mech to safe levels, but like any consumable coolant, their use is limited.
Extremely useful when configured with high heat producing weapons, it allow greatly increased firing rates for a limited time. They are not designed to replace efficient weapon and heat sink configurations however, but are designed to be used in emergency situations only.
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