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MechCommander Gold - Darkest Hours - Short 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 XII of the MechCommander/MC Player's Guide:

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018 BannerMCG Weapons Equipment


MechCommander Gold - Darkest Hours
Short Range Weapons


bbc_standard_quote wrote: Short Range Weapons can reach targets up to 75 meters away. Energy weapons in this category are light and do not cause too much damage, while ballistics and missiles offers great firepower at cost of ammo quantity and weight. Those are the only weapons capable of firing at very close targets (25-50 meters)
bbc_standard_quote wrote: by Briareos Kerensky, 2005 - overhauled by RizZ



IS Pulse Laser
001 IS Pulse Laser

The Pulse laser fires multiple high-energy beams at over twice the fire rate of the standard IS laser, though it weighs more.
Heavier than the Laser, the Pulse Laser is more accurate, fires faster but does less damage and weights more. Exchange four standard Lasers for thwo or three Pulse Lasers when you have the chance.

  • Cost: 1.130
  • Class: Energy / Laser
  • Range: Short - 75 meters
  • Weight: 6 Tons
  • Damage: 1,0
  • Firing Rate: 1,75 seconds
  • Power: 34
  • Bang for Buck: 33,24
  • Effectiveness: 5,667
  • Ammunition: Infinite

Clan Pulse Laser
002 Clan Pulse Laser

The Clan pulse laser fires at the same rate as the IS version but weighs less.
It's equal to the I.S. Pulse Laser, but weights less, even than a standard Laser. Use them on your most powerful 'Mechs.
The Clan Pulse Laser is a Clan weapon that is relatively inexpensive and efficient. At 1700RP, it is the third least expensive Clan weapon available.

  • Cost: 1.700
  • Class: Energy / Laser
  • Range: Short - 75 meters
  • Weight: 4,0 Tons
  • Damage: 1,0
  • Firing Rate: 1,75 seconds
  • Power: 34
  • Bang for Buck: 50,00
  • Effectiveness: 8,57
  • Ammunition: Infinite

Properties and Usage of (C) Pulse Lasers


The C Pulse Laser is a staple in heavy short range mods, although the C Streak SRM Pack is usually prefered. Its fast firing rate makes it a strong complement when combined with slower, more powerful weapons, such as the C Heavy Ultra Autocannon. It can also be effective when grouped by itself in large numbers.They can also be effective when combined with medium range weapons, since a medium range attack usually results in a short range battle. Additionally, it is a good filler for heavy long range mods that use very few weapons.
The general rule for the thier usage is to use them as a complement to stronger weapons, or as a filler item when necessary.Note that the C Pulse Laser is an energy weapon, so it is useful for buring trees when no other energy weapons are available.
C Pulse Laser vs. C Streak SRM Pack

The C Pulse Laser and C Streak SRM Pack are closely related by cost and range. However, they each play very different roles. The C Streak SRM Pack is a heavier hitting weapon and plays a more primary role in short range combat. The C Pulse Laser does very little damage, and even though it fires faster, the C Streak SRM Pack does more concentrated damage, which is crucial when in such a small package. Overall, the C Streak SRM Pack is generally preferred over the C Pulse Laser in most situations.Additionally, the C Streak SRM Pack costs 250RP less. While this difference is very minimal, it accumulates quickly when considered in large quantities. However, a Mixture between the two is a strong balance. It staggers the total firing rate, and the C Pulse Laser supports the slower, stronger C Streak SRM Pack with its faster firing rate.

Nicknames

The C Pulse Laser is sometimes simply refered to as a "pulse".


IS Short Range Missile Pack
003 IS Short Range Missile Pack

The IS SRM Pack fires short-range missiles that like LRMs also fire over obstacles. It carries limited ammo. (62 missiles)
An other I.S. classical short-range weapon, the SRM pack does the same damge of a laser per missile. The SRM pack fires two missiles in a salvo, but one or both missiles may miss the target if you MechWarriors do not aim accurately. It is limited by ammo.

  • Cost: 410
  • Class: Ballistic / Missile
  • Range: Short - 75 meters
  • Weight: 3,0 Tons
  • Damage: 1,0
  • Firing Rate: 4,00 seconds
  • Power: 15
  • Bang for Buck: 27,33
  • Effectiveness: 5,0
  • Ammunition: 62 (31 Salvos)

Short Range missile packs are filler weapons. They lack punch, and half of your shots will usually miss. But they are very light and inexpensive. You will quickly have a massive pile of SRMs, but the Clan SRMs are extremely rare (none of the clan mechs carry them, so you can only salvage them from component warehouses, of which there is only one place I know of). As long as your mechs don't already have a large amount of missiles already, there's no loss from filling those last 6 tons with 2 SRM packs.

by Patrick H. Kerensky, 2008, overhauled by RizZen (2017)


Clan Short Range Missile Pack004 Clan Short Range Missile Pac

The Clan SRM fires missiles at a slightly faster rate than the Inner Sphere version and weighs less. It carries limited ammo. (83 shots).
The C Short-Range Missle, or SRM, is a Clan weapon that is generally considered a very poor weapon because it is overshadowed by the superior C Streak SRM Pack. It is tied for the smallest Clan weapon available with the C Long-Range Missle (LRM) Pack, and is also the cheapest Clan weapon at 740RP.

  • Cost: 740
  • Class: Ballistic / Missile
  • Range: Short - 75 meters
  • Weight: 3,0 Tons
  • Damage: 1,0
  • Firing Rate: 4,00 seconds
  • Power: 20
  • Bang for Buck: 12,70
  • Effectiveness: 37,0
  • Ammunition: 83 (41 Salvos)

Properties and Usage


The minimal damage of the SRM makes it a very weak weapon. Even when grouped in large numbers, it does very minimal concentrated damage, and thus achieves poor results. It is best used as a support weapon, to complement larger weapons. Positive traits about this weapon include its classification as a missle, enabling it to be fired over obstacles, and its very generous ammunition supply. It is rare to see an SRM with a depleted ammo supply other than the case of an ammo explosion.

The C Streak SRM Pack overshadows the SRM in many aspects. When compared with 2 SRMs, the C Streak SRM Pack does equal but more concentrated damage, costs less, and weighs less. Therefore, a single C Streak SRM Pack should always replace two SRMs. Because of this, 'Mechs usually do not carry more than 1 SRM.

The only exception to this rule is when an element of intimidation is needed. By taking 3-6 SRMs instead of just 2 or 3 C Streak SRM Packs, an enemy viewing the 'Mech's weapons may see a large list of short range weaponry at first glance and choose to retreat or play more conservatively rather than risk engaging at short range. Additionally, By filling up a 'Mech with 8 or more short range weapons, an enemy that views the 'Mech's components will have to scroll down to view any medium range or long range weapons that the 'Mech could have. This inconvenience may buy critical time in an unexpected battle. A large number of SRMs maybe also be useful when using very inaccurate pilots, since the more weapons available, the more chances a pilot will have to score a hit.

Since SRMs are the cheapest Clan weapon available, they are sometimes used as a filler item to use any unspent RP. However, when the 'Mech is primarily long range, some players prefer not to have single SRMs, because introducing a new ammo bin increases the chance for an ammo explosion, which they feel is not worth the benefit of having 1 extra SRM. A single SRM is reasoned to not have any substantial advantage on the game, and is overshadowed by the increased risk of an ammo explosion. The remaining RP is usually spent in other ways, such as by modifying the original mod and upgrading existing weaponry.

Nicknames


A C Short-Range Missle Pack is invariably refered to as an "SRM".


IS Laser
005 IS Laser

The IS laser is a light, short-range weapon. Because it is an energy weapon, there is no chance of running out of ammo.

  • Cost: 1.060
  • Class: Energy / Laser
  • Range: Short - 75 meters
  • Weight: 4,0 Tons
  • Damage: 2,0
  • Firing Rate: 5,00 seconds
  • Power: 48
  • Bang for Buck: 44,17
  • Effectiveness: 6,00
  • Ammunition: Infinite

IS Streak SRM
006 IS Streak SRM Pack

An IS Streak SRM launcher does not fire its missiles unless guaranteed to hit. These missiles also fire over obstacles. It carries limited ammo. (62 missiles)
Advanced Short-Range Missiles. The SSRM pack fires two missiles per volley, and both missiles will automatically hit. Limited usefulness as they use ammo.

  • Cost: 1.300
  • Class: Ballistic / Missile
  • Range: Short - 75 meters
  • Weight: 5,0 Tons
  • Damage: 2,0
  • Firing Rate: 4,00 seconds
  • Power: 30
  • Bang for Buck: 43,33
  • Effectiveness: 6,0
  • Ammunition: 62 shots

Streak Short Range Missiles on the other hand are *excellent* weapons, even for green mechwarriors. They will only fire when a hit is guaranteed (for both missiles). Even though the missiles still do 1 damage, streak SRMs theoretically do twice as much damage since both missiles will always hit. Clan versions fire even faster and weigh less, making the Clan Streak SRM the second most efficient weapon in the game. Make every effort to keep a hold of every Clan Streak SRM pack you can.

by Patrick H. Kerensky, 2008 - overhauled by RizZen 2018


Clan Streak SRM
007 Clan Streak SRM Pack 1

A Clan Streak SRM Pack launcher does not fire its short-range missiles unless guaranteed to hit. It weighs less than the IS version and carries limited ammo. (83 missiles)

  • Cost: 1.450
  • Class: Ballistic / Missile
  • Range: Short - 75 meters
  • Weight: 4,75 Tons
  • Damage: 2,0
  • Firing Rate: 3,00 seconds
  • Power: 40
  • Bang for Buck: 36,25
  • Effectiveness: 8,421
  • Ammunition: 83 shots

It's considered the best short range weapon.


IS Heavy Flamer
008 IS Heavy Flamer

The IS heavy flamer vents a stream of super-heated plasma making it an effective short-range weapon.

  • Cost: 2.030
  • Class: Plasma
  • Range: Short - 75 meters
  • Weight: 8,0 Tons
  • Damage: 5,0
  • Firing Rate: 7,50 seconds
  • Power: 40
  • Bang for Buck: 50,75
  • Effectiveness: 5,00
  • Ammunition: Infinite

The Heavy Flamer can't fire as fast as other weapons, and the power this weapon provides is inferior to a pair of lasers, or a SRM/Streak SRM duo. So why would you want to bother with Flamers? They deal a ton of damage in one concentrated shot, which allows you to make holes instead of dents in the enemy’s armor. Even the light weight mechs can benefit from this heavy hitting weapon due to its relatively lower weight limit. Although the situation will make the final call, heavy flamers make a good addition to mechs seeking to improve their short range bite.

by Patrick H. Kerensky, 2008 - overhauled by RizZen 2018


Clan Heavy Flamer
009 Clan Heavy Flamer

The Clan Heavy flamer fires slightly more often than the Inner Sphere version, and weighs less.

  • Cost: 3.620
  • Class: Plasma
  • Range: Short - 75 meters
  • Weight: 7,0 Tons
  • Damage: 5,0
  • Firing Rate: 7,00 seconds
  • Power: 50
  • Bang for Buck: 72,40
  • Effectiveness: 7,143
  • Ammunition: Infinite

Useful in boats. Deals concentrated damage at a slow fire rate.
Improvements in both load value and recycle time make the Clan Heavy Flamer another one of the more valuable Clan weapons. It can fit on mechs of any size, and can can do serious armor piercing damage. Although you probably don't want to add them to your lightest of battlemechs (low armor), they serve a very useful and lethal short range addition to any mech payload.
by Patrick H. Kerensky, 2008 - overhauled by RizZen 2018


IS Heavy Autocannon
010 IS Heavy Autocannon 1

Also known as the AC/20, this IS autocannon is a short-range weapon capable of dealing enormous damage with one salvo. It carries very limited ammo. (13 projectiles)
Deadly at short range, the Heavy AC is the best to take out heavy 'Mechs with very few shots. Every lance has to use one 'Mech with this weapon, as it will greatly help in short-range duels. Very limited ammo supply.

  • Cost: 10.890
  • Class: Ballistic / Projectile
  • Range: Short - 75 meters
  • Weight: 19,5 Tons
  • Damage: 15,0
  • Firing Rate: 7,50 seconds
  • Power: 120
  • Bang for Buck: 90,75
  • Effectiveness: 6,154
  • Ammunition: 13 shots

The Heavy AutoCannon is a truly terrifying weapon. When you see any units that carry it (Bulldogs, Hunchbacks) you *NEED* to snap to attention and immediately take them down (or run away). If left alone (or worse ignored) you will find one of your pilots ejecting before you know what happened. There are plenty of reasons to steer clear of the Hvy AC: massive load weight, long reload, expensive, and short range. To top everything off: 13 shots. That’s just over a minute and a half of firing. But the bonuses of bringing it along? It can blow arms and legs off in a single shot. A torso hit is *very* likely to penetrate armor and damage internal structure. Since most mechs also store ammo in their torsos, you're looking at a likely instant ammo explosion too. A headshot would be an instant kill. The benefits and drawbacks are severe, but with a little bit of tactical to-do, one can make the most of this very powerful weapon.

by Patrick H. Kerensky, 2008, overhauled by RizZen


Clan Heavy Ultra Autocannon
011 Clan Heavy Autocannon

The Clan Heavy Ultra Autocannon is a Clan weapon that deals a great deal of concentrated damage, but note that it only gets 10 shots. Might be useful for quick rushes, otherwise bring a fit to resupply your ammo. (10 projectiles)

  • Cost: 27.400
  • Class: Ballistic / Projectile
  • Range: Short - 75 meters
  • Weight: 17,5 Tons
  • Damage: 15,0
  • Firing Rate: 5,00 seconds
  • Power: 180 (150)
  • Bang for Buck: 182,67 (152,22)
  • Effectiveness: 8,571 (7,143)
  • Ammunition: 10 shots

Improvements in the rate of fire change the already deadly Heavy AutoCannon into the single most damaging weapon you can carry. You'll notice the Power rating has two numbers there. The one outside parenthesis is the true value, but one very important fact should be known, the Hvy Ultra AC can't sustain fire for a full minute. With only a crappy **10** shots, the cannon will shoot for only 50 seconds. Provided that the cannon could fire those last two shots, the power (and thus effectiveness) ratings would be what they are in the parenthesis. It goes without saying that you *must* conserve ammo with this gun. It will tear holes through your enemies fast, but if you let those precious 10 shots go to waste on armored cars (or even light mechs in the later game), then the point of bringing the weapon in the first place is gone. Unless you can guarantee a mission will be short, ONLY bring this weapon if you have a way to reload it.

by Patrick H. Kerensky, 2008, overhauled by RizZen (2017)


IS Heavy LB-X Autocannon
012 IS Heavy LB X Autocannon

This cannon fires a massive, short range, shotgun-like round capable of striking multiple armor sections simultaneously. It carries limited ammo. (35 shots)

  • Cost: 11.530
  • Class: Ballistic / Projectile
  • Range: Short - 75 meters
  • Weight: 19,5 Tons
  • Damage: 15,0
  • Firing Rate: 6,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 35 shots

Clan Heavy LB-X Autocannon
013 Clan Heavy LB X Autocannon

The Clan Heavy LBX Autocannon fires at the same shotgun-like, short range, slug as the IS version, but weighs less. It carries limited ammo. (35 shots)

  • Cost: 12.850
  • Class: Ballistic / Projectile
  • Range: Short - 75 meters
  • Weight: 17,5 Tons
  • Damage: 15,0
  • Firing Rate: 6,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 35 shots

Pros
Half the cost of the Clan Ultra AC. Does the same damage as three flamers.

Cons
Damage is spread out. Limited ammo.

The Clan Heavy LB-X Autocannon compares poorly to the Clan Ultra AC if you're looking to pack the most firepower into a certain amount of space. In regular Battletech rules, an LBX Autocannon would give the pilot a greater chance to hit because it fires fragmenting cluster munitions. However in MCG, it seems to fire only one shot which distributes five points of damage to separate hit locations, so in essence, all three shots hit or miss at the same time, making it a poor choice for pilots with low gunnery skills.

The LB-X AC probably compares most closely to the Clan Heavy Flamer however it does the damage three flamers would in a smaller amount of space, however the LB-X AC gets limited shots, only 35, while the flamer gets unlimited shots. Note that as far as ammunition weapons go, the Streak SRM gets 86 shots.

At extremely close range, if the firing mech is almost touching the target mech, the LBX AC's cluster damage will also damage the firing mech. You can test this by setting up a solo mission where one mech has an LB-X AC and the other mech is unarmed and firing on the unarmed mech.


(c) by RizZen (2020)

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