General Weapons topic

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AmaroqStarwind
04/19/18 04:37 PM
174.235.17.105

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Sounds good in theory (and also seems relatively balanced), but give me enough time and I can probably find ways it could go catastrophically wrong (from a scientific/technical standpoint).

But this is BattleTech, so the science isn't always 100% accurate.
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ghostrider
05/02/18 04:01 AM
66.74.61.223

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While not a weapon, the question has been brought up about the clans.
They have the better, lighters, less crit having items except gyros, seems to have never been upgraded by them.
Any one know why the gyro was never updated before the clan invasion?

Normal weapons were lightened, and less crits. Less crits for ferrous fiber. Even the engines were lighter with less crits for the xl, though the didn't have any other engines at that time.
AmaroqStarwind
05/02/18 04:48 AM
108.255.82.176

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The Clans never had any variants of the Gyro to experiment with. Alternate Gyro types were a post-Star League invention.

If they weren't, then the Clans would have improved upon them by now.
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Retry
05/02/18 09:33 AM
64.189.130.11

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The Angel ECM Suite was a post-SL invention as well, yet Goliath Scorpion copied the invention pretty quick and it spread to the rest of the Clans. They could easily the gyros by 3145 if they wanted, but clearly they're not interested in alternate gyros.
ghostrider
05/02/18 07:08 PM
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The clans never had any variants to experiment with?
Why does that sound weird?
The heavy laser was not from star league era, but they have them.
They built omni mechs, and didn't have much besides the fluff for the mongoose to go with.
The lack of having something tends to promote trying to make something.
Having a lighter, less bulky gyro, or maybe one that has more crits before affecting the pilot would be a good thing. Even just having it armored at the same weight and crits would have been something.

Oh yeah. One more thing about not having something in league time, but the clans have. Regeneration of body parts.
ghostrider
05/24/18 02:16 PM
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Another thought came to mind about general weapons tech.

In the books, the shoulder mounted infantry srms had a rare version of it that could be used to alter the missiles in flight. Isn't this the basic tech for streaks?
AmaroqStarwind
05/24/18 09:54 PM
13.84.155.127

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I wasn't saying that the Clans couldn't invent new things. I was saying that after the Inner Sphere invented alternate gyro types, the Clans just didn't see any need to copy them. However, using mixed-tech rules, it is possible to use alternate gyro types on Clan mechs, and I'm sure an improved gyro exists somewhere in fanon.

Also, Retro Streak SRMs are a thing too. However, they were nowhere near as effective as AMS, were only useful against Streak Missiles, weighed twice as much as normal missiles, etc.
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ghostrider
05/24/18 11:18 PM
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Not retro. In the original mechwarrior book, they had the controlled srm launchers for infantry. It was rare, but that would be the basis for the streaks. I find it odd, they did not research that into streaks before the helm core.
The weights of the missiles make is sound like you could use standard mech srms in the infantry launcher.
And that in itself would suggest they had the ability still in the missiles as there was no need for specialized ammunition.
ghostrider
06/05/18 11:12 PM
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This may have been asked before, but I am going to ask it anyways.

Why did the lrms have a minimum range?
Not arming the missiles is actually very stupid, as srms seem to be armed when leaving the tubes.

Well other then the developers said so?
Requiem
06/06/18 12:25 AM
58.175.193.140

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Hot-Loading Rules ….

The actual rules are contained within the Battletech Technical Handbook Pg. 48 and The Battletech Compendium Pg. 36, and they are as follows…

“The minimum range of LRMs under standard rules reflects the time required for the missiles’ internal guidance systems to lock on their targets and for their explosive payloads to arm. Hot-loading rules enable a player to arm the warheads of the LRMs before the missiles are fired, and so hot-loaded LRMs have no minimum range modifier.

However, hot-loaded LRMs are usually not as accurate as standard LRMs. When resolving damage from a flight of hot-loaded LRMs, the attacking player rolls 3D6. Use the two lowest results to determine hits on the standard Missile Hits Table.
Hot-loaded LRMs are fully armed in their launcher, and so any hit on the launcher triggers a missile explosion and destroys all of the launcher’s critical slots. Also, the body location of the launcher takes damage equal to the maximum potential damage of the missile flight.

Example, an exploding hot-loaded LRM-10 launcher would cause 10 Damage points. Any time a hot-loaded missile launcher explodes, the player must roll 2D6. On a result of 1-5, the explosion triggers ammunition explosions in the ‘Mech ammo bays”.
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