MechCommander is squad-based Real Time Tactical Combat game. Take command of Zulu company from the Federated Commonwealth's First Davion Guards and liberate the planet Port Arthur from the Clan Smoke Jaguar. The game's campaign progresses through 30 different missions. Each mission consists of a number of objectives. Each mech is piloted by a mechwarrior. The more missions and kills a particular pilot has, the more experienced and valuable he or she becomes. If a pilot gains enough experience, he or she will increase in rank. The four ranks from least to greatest are "green," "regular," "veteran," and "elite." MechCommander: Desperate Measures is an expansion pack that was released in 1999. Set immediately after the liberation of Port Arthur, the player once again assumes command of Zulu company in a campaign to liberate the desolate planet Cermak in the Periphery, taken by a renegade Smoke Jaguar Star Colonel for an unknown reason.

Post tutorial RSS MC - Player's Guide - Weapons & Equipment - Long Range Weapons

MechCommander Gold - Darkest Hours - Long Range Weapons Actually i'm recreating the tactical guide for mechcommander beginners and players. Since NoGutsNoGalaxy.net is lost - the only copy of information seems to be the one on my personal backup. I upload the information with some cosmetical redesign here on ModDB. This is Part XIV of the MechCommander/MC Player's Guide:

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018 BannerMCG Weapons Equipment


MechCommander Gold - Darkest Hours
Long Range Weapons


These weapons can hit targets up to 225 meters away. They represent the larger
variety of weapons, and deadliest. They suffer of the minimum range, and must
be backed up by short-range weapons.

by Briareos Kerensky, 2005


IS Long Range Missile Rack
025 IS Long Range Missile Pack

The IS LRM Pack fires missiles that can fire over walls, buildings or other terrain features at long range. It carries limited ammo. (24 missiles / rockets)
The LRM pack launches 5 missiles in a salvo and, like SRMs, not all missiles will hit the target if the MechWarrior doesn't aim accurately. It is the only weapon that can fire over walls, so be sure to have at least one 'Mech with a good ammunition load.

  • Cost: 1.760
  • Class: Ballistic / Missile / Rocket
  • Range: Long - 225 meters
  • Weight: 4,0 Tons
  • Damage: 1,0
  • Firing Rate: 10,00 seconds
  • Power: 12
  • Bang for Buck: 146,67
  • Effectiveness: 3,0
  • Ammunition: 24 Shots

Clan Long Range Missile Rack
026 Clan Long Range Missile Pack

The Clan LRM Rack fires the same number of long-range missiles at the same rate as the Inner Sphere version, but weighs less. It carries limited ammo. (24 shots)
The Long Range missles aren't as effective as their shorter range counterparts but they are deadly when grouped together and stuck on units fortified behind thick walls. Many base defenders you come across will use this tactic, so its important to learn how to counter it early. Another favorite place to use loads of LRMs are in thick forests, where it's difficult to get close to the enemy. Clan LRM versions aren’t any superior in terms of firepower, but the 3 ton load makes them as versatile fillers on mechs as regular SRM packs. A lighter version of the LRM launcher.

  • Cost: 2.340
  • Class: Ballistic / Missile / Rocket
  • Range: Long - 225 meters
  • Weight: 3,0 Tons
  • Damage: 1,0
  • Firing Rate: 10,00 seconds
  • Power: 12
  • Bang for Buck: 195,00
  • Effectiveness: 4,0
  • Ammunition: 24 Shots (8 Salvos)

IS Light Ultra Autocannon
028 IS Light Ultra Autocannon 1

The IS light ultra autocannon fires at faster rate than the standard light autocannon. It carries limited ammo. (112 shots)
The fast firing Light AC is a decent choice for salvaging mechs at long range, and you are very unlikely to run out of ammo, but the low damage output and large load value makes the Inner Sphere Light AC the least effective weapon in the game. You should probably steer clear of it entirely and sell it back to battalion ASAP. There are much better weapons out there for your mechs to use.
The Ultra AutoCannon on the other hand upgrade fixes this problem to some extent, adding an even faster firing rate and even more ammo. The result is a higher damage output overall. This weapon should be used to take care of smaller targets at long range. If you can afford the extra 1.5 tons, take the Light Ultra AC over the regular version, and if you cant, then you are usually better off with picking a different weapon entirely.
The Ultra AC is a good choice for fast-moving (light/medium) fire-support 'Mechs. Not good as an ER Large Laser (balistic weapon=ammo), however.

  • Cost: 2.740
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 11,00 Tons
  • Damage: 1,0
  • Firing Rate: 1,33 seconds
  • Power: 45
  • Bang for Buck: 60,89
  • Effectiveness: 4,091
  • Ammunition: 112 shots

Clan Light Ultra Autocannon
029 Clan Light Ultra Autocannon

The Clan light ultra autocannon packs the same faster fire rate as the Inner Sphere version but weighs less. It carries limited ammo. (112 shots)

  • Cost: 3.550
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 8,50 Tons
  • Damage: 1,0
  • Firing Rate: 1,33 seconds
  • Power: 45
  • Bang for Buck: 78,89
  • Effectiveness: 5,294
  • Ammunition: 112 shots

IS Light LB-X Autocannon
030 IS LB X Autocannon

This lighter version of the LBX Autocannon fires a smaller shotgun-like round into long range. It carries extended ammo. (260 shots)

  • Cost: 3.270
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 9,50 Tons
  • Damage: 1,50
  • Firing Rate: 1,75 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 260 shots

Clan Light LB-X Autocannon
031 Clan light LB X Autocannon

The Clan version of the light LBX Autocannon fires at the same distance and does the same damage, but it weighs less. It carries limited ammi. (260 shots)

  • Cost: 3.560
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 8,50 Tons
  • Damage: 1,50
  • Firing Rate: 1,75 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 260 shots

IS Large ER Laser
032 IS Large ER Laser

The IS extended-range variant of the large laser projects its destructive power out to long range. It weighs more than the standard IS large laser.
The Large ER laser is identical stat-wise to the Large Laser except that the beam can be fired at long range. Although there are better weapons out there, this weapon is ideal for (slowly) removing pesky base defenses from a safe distance. The lack of ammo concerns means you can save your LRMs and Gauss Rifle shots for more worthwhile targets (mechs and vehicles).
A good weapon that should be mounted on any 'Mech. It keeps the same balance of its cousin, exchanging weight for range.

  • Cost: 5.210
  • Class: Energy / Laser
  • Range: Long - 225 meters
  • Weight: 11,00 Tons
  • Damage: 4,0
  • Firing Rate: 5,00 seconds
  • Power: 48
  • Bang for Buck: 108,54
  • Effectiveness: 4,364
  • Ammunition: Infinite

Clan Large ER Laser
033 Clan Large ER Laser

The Clan extended-range large laser does damage out to long range. It weighs slightly less, but hits harder than the Inner Sphere version.
The clan's basic laser upgrades result in two ER lasers that improve on load space over their Inner Sphere counterparts. The large ER laser even does more damage, which makes an already decent weapon even better. Since the computer will generally fight you at medium range, these two weapons are much more useful thanks to their better ranges. Because of thier better effectiveness ratings, you should phase out your IS Laser supplies with these two cLan replacements.
Weights less and is more powerful than the I.S. counterpart.

  • Cost: 9.690
  • Class: Energy / Laser
  • Range: Long - 225 meters
  • Weight: 10,00 Tons
  • Damage: 5,0
  • Firing Rate: 5,00 seconds
  • Power: 60
  • Bang for Buck: 161,50
  • Effectiveness: 6,00
  • Ammunition: Infinite

Large X-Pulse Laser
034 Large X Pulse Laser

This rapid firing energy weapon has the fastest recycle rate of any component available and is capable of striking targets at long range.


  • Cost: 19.570
  • Class: Energy / Laser
  • Range: Long - 225 meters
  • Weight: 13,00 Tons
  • Damage: 1,5
  • Firing Rate: 0,75 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: Infinite

IS ER Particle Projector Cannon (ER-PPC)
035 ER Particle Projector Cannon

A worthwhile upgrade to the PPC, the extended-range IS PPC fires the lethal energy bolt out to long-range.
The PPC weapons are both highly preferred weapons of mechwarriors, commanders, heck everyone. These weapons both fire very slowly but deliver near devastating punch to decent ranges. The Firestarter W, a lowly 30 tons, comes with a PPC on default, and you will see very quickly that even medium class mechs can fall to a good shot from one of these things. The ER version adds 3.5 additional tons to extend the weapon range to Long; a worthwhile addition.

  • Cost: 7.210
  • Class: Energy / Plasma
  • Range: Long - 225 meters
  • Weight: 15,50 Tons
  • Damage: 7,5
  • Firing Rate: 7,50 seconds
  • Power: 60
  • Bang for Buck: 120,17
  • Effectiveness: 3,871
  • Ammunition: Infinite

The ER version of the PPC. It is a bit bulkier than its older cousin, however.


Clan ER Particle Projector Cannon (C ER PPC)
036 Clan ER PPC 1

This Clan version of the ER PPC weighs less and does more damage than the Inner Sphere version.
Several Clan improvements are good, but this one is *so* good that many mechcommanders place the Clan ER PPC as one of the most valuable and all around powerful weapons in the game. It's Long range, 2 tons lighter than the Inner Sphere version, and deals and extra 50% damage. Most other weapons make some serious sacrifices to achieve long range distance, but this weapon *isn't* one of them! This weapon is so useful and rare that missions where you lose even one can be considered a serious loss. Cherish this weapon for it is one that mixes everything just right, and make every effort to salvage them.

  • Cost: 21.450
  • Class: Energy / Plasma
  • Range: Long - 225 meters
  • Weight: 13,50 Tons
  • Damage: 11,25
  • Firing Rate: 7,50 seconds
  • Power: 90
  • Bang for Buck: 239,33
  • Effectiveness: 6,667
  • Ammunition: Infinite

Welcome the ultimate weapon. The PPC is an energy weapon, so it doesn't need ammo to work. It has the longest range and inflicts high amounts of damage to anyone so foolish to dare to step on your path. You'll see very few Clan ER PPCs, so manage them carefully.


IS Gauss Rifle
037 IS Gauss Rifle

The IS gauss rifle fires a solid slug at supersonic speeds that does significant damage at long rate. It carries estremely limited ammo. (16 shots)
A powerful long range weapon just like the ER PPC, the Gauss Rifle fires even faster, giving it a much higher power rating. The gun is carried by quite a few foes and can also destroy a mech before you know it. The drawback of the gun is the 16 shots that is comes with; not enough unless you can keep the gun from wasting ammo on worthless units. If you have to choose between this and the ER PPC, consider whether or not 16 shots (and not all of them will hit mind you) is enough to get you through. If you can spare a couple extra seconds of reload time, then the ER PPC is better for longer missions. But the rapid fire of the Gauss is better if you can keep the ammo flowing.
With this weapon you can turn a close-range brawler in a powerful long-range fighter with no los of effectivness. Recomended for the Assault 'Mech class.

  • Cost: 15.150
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 16,50 Tons
  • Damage: 7,50
  • Firing Rate: 5,00 seconds
  • Power: 90
  • Bang for Buck: 168,33
  • Effectiveness: 5,455
  • Ammunition: 16 shots

Clan Gauss Rifle
038 Clan Gauss Rifle

The Clan gauss rifle does the same damage at long range as the Inner Sphere version, but weighs less. It carries very limited ammo. (16 shots)
Just like the Inner Sphere version, the Clan's Gauss Rifle has only 16 shots.
This model does enjoy a weight advantage, for which could be used to add extra support weapons on your mech. The Clan's ER PPC is easily a better deal thanks to the unlimited ammo it has. That’s not to say this weapon is useless, in fact its very powerful and rare just like the Clan ER PPC. Its just that you need those 13.5 tons for a weapon that won't run dry after only a quarter the way into the mission. Again if you can refit the ammo midway through, then this weapon will pay off for you in the end.
A good option to the PPC, the Gauss Rifle is impaired by its limited ammo supply.

  • Cost: 18.520
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 13,50 Tons
  • Damage: 7,50
  • Firing Rate: 5,00 seconds
  • Power: 90
  • Bang for Buck: 205,78
  • Effectiveness: 6,667
  • Ammunition: 16 shots

Long Tom Cannon
039 Long Tom Cannon 1

Long Tom shells deliver 8 points of damage to the target and an additional 8 points of damage to everything in its explosion radius. It carries limited ammo. (25 shots)
Just like the Inner Sphere version, the Clan's Gauss Rifle has only 16 shots.
This model does enjoy a weight advantage, for which could be used to add extra support weapons on your mech. The Clan's ER PPC is easily a better deal thanks to the unlimited ammo it has. That's not to say this weapon is useless, in fact its very powerful and rare just like the Clan ER PPC. Its just that you need those 13.5 tons for a weapon that won't run dry after only a quarter the way into the mission. Again if you can refit the ammo midway through, then this weapon will pay off for you in the end.
A good option to the PPC, the Gauss Rifle is impaired by its limited ammo supply.

  • Cost: 33.840
  • Class: Ballistic / Explosive Shelves
  • Range: Long - 225 meters
  • Weight: 34,00 Tons
  • Damage: 8,00 (+8,00 spread)
  • Firing Rate: 7,50 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 25 shots

IS Light Gauss Rifle
040 Light Gauss Rifle

This new Inner Sphere design fires a smaller slug out to long range. It carries limited ammo. (50 shots)

  • Cost: 7.110
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 13,50 Tons
  • Damage: 5,00
  • Firing Rate: 5,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 50 shots

Rail Gun
041 Rail Gun 1

A Star League era relic using lost technology, the Rail Gun electromagnetically hurls massive metal projectiles. It carries limited ammo. (15 shots)

  • Cost: 32.430
  • Class: Ballistic / Projectile
  • Range: Long - 225 meters
  • Weight: 30,00 Tons
  • Damage: 20,00
  • Firing Rate: 7,50 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 15 shots

(c) by RizZen 2017 with quotes from webarchives - overhauled (2020)

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