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MechWarrior Online (New) - Page 33

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CuLane
Profile Joined October 2010
United States160 Posts
June 06 2013 12:50 GMT
#641
Medium Laser is the most damage per ton, the problem with the missile slots on the 3L is that one of them is for a NARC launcher which shoots 1 missile at a time, so if you go for big damage with an SRM6 you'll be shooting them 1 at a time which will make awful. So 3 Medium Lasers and 2 Streak SRM2's with ECM, Max armor, Ferro, Endo, Double Heat Sinks, and an XL engine, usually 295 but if you have a 280 lying around from your Cataphracts that does ok as well, just don't go any smaller.
Yoav
Profile Joined March 2011
United States1874 Posts
June 06 2013 17:04 GMT
#642
On June 05 2013 18:30 unkkz wrote:
Is there anything sniper-esque in this game? Downloading it now since i played Mech Commander way back and that game was freaking awesome, totally underrated game and Microsoft botched the sequel tremendously so they just axed it's development afaik since it looked laughably bad

Also Mech Commander had a medium - long range laser type thing that was blue-white and had infinite ammo - any idea what it was called? That shit ruled.


That was a PPC (Particle Projector Cannon). The long range version is an ER PPC (Extended Range). Protip: in MWO, the PPC does less damage below 90m (linear dropoff to 0 at 0) but the ER PPC does full damage all the way out to 810m.

All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range].

All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy).

Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range.

#themoreyouknow

PS:
MechCommander was a beastly game. It made me so sad to play MC2 because of how dumbed down it was... and then even sadder to realize that the reviews were happy it was so much easier. MechCommander remains my personal favorite game of all time. I still play it on an emulated '98 I'm running on my mac.
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
Last Edited: 2013-06-06 22:05:30
June 06 2013 21:56 GMT
#643
On June 07 2013 02:04 Yoav wrote:
Show nested quote +
On June 05 2013 18:30 unkkz wrote:
Is there anything sniper-esque in this game? Downloading it now since i played Mech Commander way back and that game was freaking awesome, totally underrated game and Microsoft botched the sequel tremendously so they just axed it's development afaik since it looked laughably bad

Also Mech Commander had a medium - long range laser type thing that was blue-white and had infinite ammo - any idea what it was called? That shit ruled.


That was a PPC (Particle Projector Cannon). The long range version is an ER PPC (Extended Range). Protip: in MWO, the PPC does less damage below 90m (linear dropoff to 0 at 0) but the ER PPC does full damage all the way out to 810m.

All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range].

All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy).

Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range.

#themoreyouknow

PS:
MechCommander was a beastly game. It made me so sad to play MC2 because of how dumbed down it was... and then even sadder to realize that the reviews were happy it was so much easier. MechCommander remains my personal favorite game of all time. I still play it on an emulated '98 I'm running on my mac.


so many thanks , didnt know of this!

the game needs a tutorial so badly to clarify a lot of things , and the community war thing they have planned looks good but also seems to be far far away from where the game is now unfortunately.
rwrzr
Profile Joined February 2010
United States1980 Posts
June 07 2013 04:35 GMT
#644
On June 07 2013 06:56 Meatloaf wrote:
Show nested quote +
On June 07 2013 02:04 Yoav wrote:
On June 05 2013 18:30 unkkz wrote:
Is there anything sniper-esque in this game? Downloading it now since i played Mech Commander way back and that game was freaking awesome, totally underrated game and Microsoft botched the sequel tremendously so they just axed it's development afaik since it looked laughably bad

Also Mech Commander had a medium - long range laser type thing that was blue-white and had infinite ammo - any idea what it was called? That shit ruled.


That was a PPC (Particle Projector Cannon). The long range version is an ER PPC (Extended Range). Protip: in MWO, the PPC does less damage below 90m (linear dropoff to 0 at 0) but the ER PPC does full damage all the way out to 810m.

All energy weapons in the game do max damage between 0 and [listed range] meters, then drop off linearly to do 0 damage at 2x[listed range].

All ballistic weapons are the same, but only drop off to 0 at 3x listed range (giving them better range per listed number, though they compensate with lower acuracy).

Missile weapons just blow up at listed max range, doing no damage. LRMs have a 180m arming range.

#themoreyouknow

PS:
MechCommander was a beastly game. It made me so sad to play MC2 because of how dumbed down it was... and then even sadder to realize that the reviews were happy it was so much easier. MechCommander remains my personal favorite game of all time. I still play it on an emulated '98 I'm running on my mac.


so many thanks , didnt know of this!

the game needs a tutorial so badly to clarify a lot of things , and the community war thing they have planned looks good but also seems to be far far away from where the game is now unfortunately.


I got so wrapped up trying to get the uller in the first real mission. I think I managed to scavange it only once.
FADC
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2013-06-07 10:05:48
June 07 2013 06:14 GMT
#645
Original Mechcommander was a beast of a game, I still have discs for it.

And screw the Uller, you either capped the early MadCat with the ER-PPCs or bust! Those PPCs were more the prize than the chassis, sick weapons.


e: seems they imprioved the game alot since I played last, having a blast at it.
Yoav
Profile Joined March 2011
United States1874 Posts
June 07 2013 18:02 GMT
#646
On June 07 2013 15:14 daemir wrote:
Original Mechcommander was a beast of a game, I still have discs for it.

And screw the Uller, you either capped the early MadCat with the ER-PPCs or bust! Those PPCs were more the prize than the chassis, sick weapons.


e: seems they imprioved the game alot since I played last, having a blast at it.


And only 2 Mad Cats in the whole game. I replayed those two missions a lot, particularly when I figured out how to get at the Mad Cat early on in each (bridge rush and drone, respectively).

But given the lack of a good tutorial yet--the devs say its on the way-- I thought I might add a little information to the public knowledge here on...

Critical Hits

In MechWarrior, MechCommander, or the board game version, Battletech, critical hits are one of the most important systems to understand. It is also one of the most misunderstood. This is how the MWO version works.

See those "slots" in the 'mechlab? Every Arm and Torso segment has 12, and every Head and Leg has 6, no matter what the 'mech is (a Commando at 25 tons and an Atlas at 100 have the same number of slots).

Some of those are filled by "built-in" equipment like engines, gyros, the cockpit, various actuators (joints). As of right now, these cannot take critical damage. This may change later on. The "dynamic slots" added by Endo or Ferro (never get Ferro before Endo) cannot take critical hits, and never will. CASE ammo storage cannot take critical damage.

Everything else on your 'mech can take critical damage: heat sinks, weapons, electronics, ammunition.

Your 'mech is protected by armor plating and internal structure. On your 'mech doll in the HUD, internal structure is the filling, and the armor is the shell. Critical hits cannot currently go through armor, so a mech segment (a component) is safe from critical hits while armored.

However, when the armor is stripped off a component on your 'mech, the items inside become vulnerable. Luckily, most shots won't do any critical damage; they'll just hurt your internal structure and increase the chance of that component being destroyed. However, 42% of shots will do damage to both your internal structure and some items in the component. The amount of damage dealt is based on weapon damage, according to the below:
58% of the time, no critical damage.
25% chance 1x weapon damage, dealt to a random available critical slot in the component.
14% chance 2x weapon damage, dealt in packets like the above to 2 random available critical slots (can be the same one)
3% chance 3x weapon damage.

A few special weapons deal extra critical damage. Break these out against exposed internals. They are the Machine Gun, Flamer, and LB 10-X AC. Be aware that the MG and Flamer are underpowered due to being essentially only good at this. Debate exists on the LBX (shotgun autocannon).
Special critical values
33% 0 crits
33% 1 crit
28% 2 crits
6% 3 crits

Most items have 10 HP, and will be destroyed upon accumulating 10 damage. Gauss Rifles and ECMs are particularly fragile. AC/20s are particularly durable... but this is offset by their large slot count, meaning they are likely to take crit hits.

Destroyed items do not work, and ammo bins have a 10% chance of detonation on being destroyed, leading to a happy pop-pop-pop that will shell the poor 'mech unless the explosion is vented by a CASE system. CASE will not protect the side torso it is in, but will prevent the damage from going on to kill the center torso. Damage will naturally progress toward the center of a 'mech, from Arm or Leg to Side Torso to Center Torso. Passing each barrier reduces damage by 50%.

Gauss Rifles also have a 90% chance of detonation, and do 20 damage. Gauss Rifle ammo itself is inert. When a component with a Gauss Rifle or Ammo Bin are destroyed (regularly, not critical damage) they still have the same chance to go up in smoke. Crits just make it happen earlier.

Implications of Critical Hit System
Scoring Critical Hits
Your best bet to score good critical hits is just to hammer weakened body parts. Anything packing a Gauss Rifle is a juicy target. LBXs are good at this, but so are any weapon with a high enough damage value that a single crit will destroy a component. These include PPCs, AC10s, Gauss Rifles, and AC/20s.

Defending against Critical Hits
Don't get shot. Also, "crit pad."

Crit Padding is when you make use of the "damage is dealt to a random hittable location" mechanic. If you have a Gauss Rifle as the only thing in a component, when the component takes a single AC/10 hit, you have a 38% chance of having a real bad day. If, however, you throw in a Double Heat sink and 2 tons of Gauss Ammo, you have a little more than half that chance. Whenever you have something explosive in a segment, try not to leave any empty slots there. And if you use Gauss, you really should use CASE.
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
June 07 2013 22:56 GMT
#647
On June 08 2013 03:02 Yoav wrote:
Show nested quote +
On June 07 2013 15:14 daemir wrote:
Original Mechcommander was a beast of a game, I still have discs for it.

And screw the Uller, you either capped the early MadCat with the ER-PPCs or bust! Those PPCs were more the prize than the chassis, sick weapons.


e: seems they imprioved the game alot since I played last, having a blast at it.


And only 2 Mad Cats in the whole game. I replayed those two missions a lot, particularly when I figured out how to get at the Mad Cat early on in each (bridge rush and drone, respectively).

But given the lack of a good tutorial yet--the devs say its on the way-- I thought I might add a little information to the public knowledge here on...

Critical Hits

In MechWarrior, MechCommander, or the board game version, Battletech, critical hits are one of the most important systems to understand. It is also one of the most misunderstood. This is how the MWO version works.

See those "slots" in the 'mechlab? Every Arm and Torso segment has 12, and every Head and Leg has 6, no matter what the 'mech is (a Commando at 25 tons and an Atlas at 100 have the same number of slots).

Some of those are filled by "built-in" equipment like engines, gyros, the cockpit, various actuators (joints). As of right now, these cannot take critical damage. This may change later on. The "dynamic slots" added by Endo or Ferro (never get Ferro before Endo) cannot take critical hits, and never will. CASE ammo storage cannot take critical damage.

Everything else on your 'mech can take critical damage: heat sinks, weapons, electronics, ammunition.

Your 'mech is protected by armor plating and internal structure. On your 'mech doll in the HUD, internal structure is the filling, and the armor is the shell. Critical hits cannot currently go through armor, so a mech segment (a component) is safe from critical hits while armored.

However, when the armor is stripped off a component on your 'mech, the items inside become vulnerable. Luckily, most shots won't do any critical damage; they'll just hurt your internal structure and increase the chance of that component being destroyed. However, 42% of shots will do damage to both your internal structure and some items in the component. The amount of damage dealt is based on weapon damage, according to the below:
58% of the time, no critical damage.
25% chance 1x weapon damage, dealt to a random available critical slot in the component.
14% chance 2x weapon damage, dealt in packets like the above to 2 random available critical slots (can be the same one)
3% chance 3x weapon damage.

A few special weapons deal extra critical damage. Break these out against exposed internals. They are the Machine Gun, Flamer, and LB 10-X AC. Be aware that the MG and Flamer are underpowered due to being essentially only good at this. Debate exists on the LBX (shotgun autocannon).
Special critical values
33% 0 crits
33% 1 crit
28% 2 crits
6% 3 crits

Most items have 10 HP, and will be destroyed upon accumulating 10 damage. Gauss Rifles and ECMs are particularly fragile. AC/20s are particularly durable... but this is offset by their large slot count, meaning they are likely to take crit hits.

Destroyed items do not work, and ammo bins have a 10% chance of detonation on being destroyed, leading to a happy pop-pop-pop that will shell the poor 'mech unless the explosion is vented by a CASE system. CASE will not protect the side torso it is in, but will prevent the damage from going on to kill the center torso. Damage will naturally progress toward the center of a 'mech, from Arm or Leg to Side Torso to Center Torso. Passing each barrier reduces damage by 50%.

Gauss Rifles also have a 90% chance of detonation, and do 20 damage. Gauss Rifle ammo itself is inert. When a component with a Gauss Rifle or Ammo Bin are destroyed (regularly, not critical damage) they still have the same chance to go up in smoke. Crits just make it happen earlier.

Implications of Critical Hit System
Scoring Critical Hits
Your best bet to score good critical hits is just to hammer weakened body parts. Anything packing a Gauss Rifle is a juicy target. LBXs are good at this, but so are any weapon with a high enough damage value that a single crit will destroy a component. These include PPCs, AC10s, Gauss Rifles, and AC/20s.

Defending against Critical Hits
Don't get shot. Also, "crit pad."

Crit Padding is when you make use of the "damage is dealt to a random hittable location" mechanic. If you have a Gauss Rifle as the only thing in a component, when the component takes a single AC/10 hit, you have a 38% chance of having a real bad day. If, however, you throw in a Double Heat sink and 2 tons of Gauss Ammo, you have a little more than half that chance. Whenever you have something explosive in a segment, try not to leave any empty slots there. And if you use Gauss, you really should use CASE.


Nice post, how is dmg calculated? Say medium laser shooting at an atlas back that has 20 armor? How much dmg does it actually do? How much to get ridd of the armor to get to the parts inside?
SamsungStar
Profile Blog Joined January 2013
United States912 Posts
June 07 2013 23:25 GMT
#648
20 armor can take 20 points of damage. After that the component is exposed and can be destroyed. If I remember correctly a med laser does 5 pts of dmg if the beam paints the same area the entire time.
Redox
Profile Joined October 2010
Germany24794 Posts
June 08 2013 00:05 GMT
#649
On June 08 2013 08:25 SamsungStar wrote:
20 armor can take 20 points of damage. After that the component is exposed and can be destroyed. If I remember correctly a med laser does 5 pts of dmg if the beam paints the same area the entire time.

Also important to note, the hitpoints of a component are always 50% of the maximum armor of this component. For example the head (cockpit) has a maximum armor of 18, so the structure beneath the armor has 9 hitpoints. So altogether you need to do 27 damage to a head to destroy it.
Off-season = best season
Yoav
Profile Joined March 2011
United States1874 Posts
June 08 2013 05:16 GMT
#650
If the question is specifically about the Atlas, the answer is 28 armor stock, 62 internal structure for the CT.

For good information on all things Mechwarrior, check out the following fan website, data datamined every patch.

http://mwo.smurfy-net.de/mechlab
http://mwo.smurfy-net.de/

The mechlab is particularly helpful for anyone interested. I use it to plan out all my builds. I have an earlier post in this thread where I outline the best procedure for doing this. The official MWO forums (mwomercs.com) has a nice new players section too. Koniving, one of the guys there, is particularly excellent at answering all kinds of questions about the game, though he is simply the most knowledgeable of a horde of friendly people trying to share MechWarrior. It really is amazing to see the passion everybody has for the game and franchise, even if it means a high level of worrying about every little change.

Also, if anybody wants to try a game or two, I'm no pro (don't have the time for it), but I'm a dedicated fan who'd be happy to play with any TLers out there when I'm not otherwise grouped up. Pilot name: Khanahar.
Psyonic_Reaver
Profile Blog Joined June 2007
United States4342 Posts
June 08 2013 06:20 GMT
#651
I love that website.
So wait? I'm bad? =(
daemir
Profile Joined September 2010
Finland8662 Posts
June 08 2013 09:31 GMT
#652
Yea I wanna play with someone when I'm online, this solo play gets really tiring when team just goes derp out of no reason. I'm Erish ingame.
Meatloaf
Profile Blog Joined May 2010
Spain664 Posts
Last Edited: 2013-06-08 09:56:39
June 08 2013 09:49 GMT
#653
On June 08 2013 18:31 daemir wrote:
Yea I wanna play with someone when I'm online, this solo play gets really tiring when team just goes derp out of no reason. I'm Erish ingame.


I'll add you m8 , playing solo gets boring sometimes but the Cbills rising make up a little for it lol.

Edit: is there ppl playing on TL teamspeak?

daemir
Profile Joined September 2010
Finland8662 Posts
June 08 2013 09:58 GMT
#654
I've been trying to raise 3 mill to get an XL for my 2nd Raven, but my god it's so slow.
CuLane
Profile Joined October 2010
United States160 Posts
June 08 2013 16:09 GMT
#655
On June 08 2013 09:05 Redox wrote:
Show nested quote +
On June 08 2013 08:25 SamsungStar wrote:
20 armor can take 20 points of damage. After that the component is exposed and can be destroyed. If I remember correctly a med laser does 5 pts of dmg if the beam paints the same area the entire time.

Also important to note, the hitpoints of a component are always 50% of the maximum armor of this component. For example the head (cockpit) has a maximum armor of 18, so the structure beneath the armor has 9 hitpoints. So altogether you need to do 27 damage to a head to destroy it.

Your rule is spot on, except the Cockpit is an exception and has 15 pts of internals, for 33 total max hp. This is an important break-point on direct damage, for instance a dual-gauss build cannot head shot something in 1 shot, but a dual ac/20 can.
Yoav
Profile Joined March 2011
United States1874 Posts
June 08 2013 19:23 GMT
#656
On June 08 2013 18:49 Meatloaf wrote:
Show nested quote +
On June 08 2013 18:31 daemir wrote:
Yea I wanna play with someone when I'm online, this solo play gets really tiring when team just goes derp out of no reason. I'm Erish ingame.


I'll add you m8 , playing solo gets boring sometimes but the Cbills rising make up a little for it lol.

Edit: is there ppl playing on TL teamspeak?



It would be really cool if there ended up being a TL merc unit. I'm a Davion all the way, but I'd be tempted to join a TL unit.
rwrzr
Profile Joined February 2010
United States1980 Posts
Last Edited: 2013-06-11 03:39:24
June 08 2013 21:58 GMT
#657
On June 09 2013 04:23 Yoav wrote:
Show nested quote +
On June 08 2013 18:49 Meatloaf wrote:
On June 08 2013 18:31 daemir wrote:
Yea I wanna play with someone when I'm online, this solo play gets really tiring when team just goes derp out of no reason. I'm Erish ingame.


I'll add you m8 , playing solo gets boring sometimes but the Cbills rising make up a little for it lol.

Edit: is there ppl playing on TL teamspeak?



It would be really cool if there ended up being a TL merc unit. I'm a Davion all the way, but I'd be tempted to join a TL unit.


I'd be interested in joining in Rwrzr in game
FADC
daemir
Profile Joined September 2010
Finland8662 Posts
June 10 2013 20:23 GMT
#658
Is there any form of balancing or matchmaking in the game? Like, tonnage wise or something...feels really dumb to be dropped into a random map in a random game mode and have it be assault where my team has like 3 lights and enemy team is all 65 tons and up. In a "kill all" game type. W T F.
Yoav
Profile Joined March 2011
United States1874 Posts
Last Edited: 2013-06-13 22:31:03
June 11 2013 04:18 GMT
#659
On June 11 2013 05:23 daemir wrote:
Is there any form of balancing or matchmaking in the game? Like, tonnage wise or something...feels really dumb to be dropped into a random map in a random game mode and have it be assault where my team has like 3 lights and enemy team is all 65 tons and up. In a "kill all" game type. W T F.


Matchmaker exists, based on both Elo rating and weight class of 'mechs. But it's still beta and not perfect. Being underweight kills you in Forest, and being overweight kills you in Alpine. Still, most matches are pretty competitive, I find. You just gotta understand that it's all about who gets the first 3 kills. If it's your team, you roll. If it's them, you get rolled. If those first 3 are divided up somehow, it'll be a long fight. How the match begins is really important to victory.

Informative Message of the Day:

Understanding Autocannons
All ACs have about 150 damage per ton of ammo. This means a single AC type for the 'mech will need 3-5 tons. If you have 2 types of AC, each needs 1-3 tons.

The below listed by increasing weight


AC/2:
+Long range,
+Excellent DPS per tonnage
+Rocks the enemy like a wagonwheel
+High projectile speed
-Terrible heat/damage ratio (for a ballistic... similar to missiles but still better than lasers)
-Damage scattered all over target
-Need lots of ammo due to damage inefficency

AC/5:
+Can be useful due to lowish weight and ability to aim shots
+Most heat efficient AC, so good if tight on heat and spare on tons
~Only useful if extremely skilled and using as direct fire support (high RoF sniper)
-Low DPS
-Sucks


UAC/5:
+Absurd DPS
+Best noise in game
~Generally similar pros and cons to AC/2. Pairs well with it.
-Biggest ammo-hog in game
-Jams make firepower unreliable. Best used if cover available to hid during jams. But boated, can just stand ground and press trigger.

LB10-X AC:
+Scattershot
+Good if you can't hit things
++Bonus to crit damage
+Lightish for job
-Scattershot
-Limited range
-Low striking power, DPS

AC/10:
+Biggest AC that can fit on arms with lower actuators (elbows, which allow horizontal arm articulation)
+Most versitile weapon in game except ML, with which it pairs nicely
+Style points
~Basically a bigger AC/5. Shorter range, more concentrated damage
-Generally better to trade up to AC/20, though you lose range
-Lowish DPS

AC20:
+20 f*ckin' points of m*therf*ckin' damage per hit
+2 head hits drops any 'mech in game (pairing these on a Jagermech or Cat K2 is often a good idea). Means auto-kill on Catapults that let you get to close range if you can nail your shots.
+High damage and low RoF great for popping in and out of cover
+Efficient kills mean you KS a lot, and use relatively little ammo. (Flipside: can't use damage score for E-Peening)
-Really easy to lose to critical hits
-Low projectile velocity and RoF means you have to be on top of your shots
-Really heavy
-Can't mount in a torso if have XL engine
-Can't mount in the arm of a 'mech with lower arm actuators (see note for AC/10).

Mechs that can mount an AC/20 in their arms:
Highlander 733C
Jagermech (all can mount 1 in each arm... result of using both is the dreaded "Jagerbomb")
Centurion YLW (Hero variant)
Raven 4X

Any 'mech with a ballistic hardpoint in the torso can mount an AC/20, but many are ill advised to use XL engines.

All of this said, try different weapons out and see what works for you. I love AC/10s, despite them being the 2nd weakest AC. My lancemate is even crazier: he uses a 4 AC/5 Cataphract 4X. Does amazing with it. Really nails his shots, because the AC/5 cooldown gives him a moment to line each up and fire with clicks rather than mashing. Each volley hits like an AC/20, and can reach out really far. But it's a very difficult build to pull off unless you really have a lot of faith in your ability to keep hitting the legs of jumping 'mechs at 1000m.

Oh, and remember that each ballistic still does damage out to almost 3x its max listed range! (Linearly less from it though.)
hp.Shell
Profile Blog Joined April 2010
United States2527 Posts
June 11 2013 05:31 GMT
#660
I'm confused with XL engines. They require 12 slots right? Do they have to be mounted in the Center Torso? Because all my mechs have only 8 slots of space there.
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