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

MechCommander Gold - Darkest Hours - Medium 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 XIII of the MechCommander/MC Player's Guide:

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018 BannerMCG Weapons Equipment


MechCommander Gold - Darkest Hours
Medium Range Weapons


Medium range weapons are able to hit targets up to 150 meters, but they suffer of a minimum range (25-50 meters) where they cannot fire. Medium range weapons should be substituted by their ER (Extended Range) counterparts when possible to ensure an higher damage curve.

by Briareos Kerensky, 2005 - overhauled by RizZ (2017)


IS Large Pulse Laser
014 IS Large Pulse Laser

The pulse variant fires twice as often as the standard IS large laser but weighs more.
The big brother of the Pulse Laser.

  • Cost: 4.350
  • Class: Energy / Laser
  • Range: Medium - 150 meters
  • Weight: 12,00 Tons
  • Damage: 2,0
  • Firing Rate: 2,00 seconds
  • Power: 60
  • Bang for Buck: 72,50
  • Effectiveness: 5,00
  • Ammunition: Infinite

Pulse lasers are faster firing lasers than their regular counterparts. The faster firing rate comes at only a minor loss of damage, so provided your pilots are better gunners, pulse lasers provide more power and thus (over time) more damage than regular lasers. The only downside is that like most of the other energy weapons, they have larger than usual load values.
by Patrick H. Kerensky, 2008


Clan Large Pulse Laser
015 Clan Large Pulse Laser

The Clan pulse variant fires at the same faster rate as the IS large pulse laser but weight less.
The Clan Pulse Lasers are truly valuable weapons. The regular Inner Sphere Laser and the Clan Pulse Laser have the same 4 ton load value, while the clan Pulse Laser retains the same higher power. The result makes the Clan Pulse Laser the most size/effective weapon in the game. The Large Pulse laser damage upgrade, although minor, makes this weapon VERY powerful as well. Battlemechs looking for extended combat duty *need* to make room for one of these weapons.
Consider the Clan Pulse Lasers two of the more valuable Clan weapons; every attempt to salvage them will be very worthwhile.

  • Cost: 8.010
  • Class: Energy / Laser
  • Range: Medium - 150 meters
  • Weight: 11,00 Tons
  • Damage: 2,5
  • Firing Rate: 2,00 seconds
  • Power: 60
  • Bang for Buck: 106,80
  • Effectiveness: 6,818
  • Ammunition: Infinite

Clan ER Laser
016 Clan ER Laser 1

The Clan extended-range laser is a duplicate of the standard laser, but is effective out to medium range and weight less.
This is the Clan version of the standard Laser, though it is lighter, does more damage and has a longer range.

  • Cost: 2.380
  • Class: Energy / Laser
  • Range: Medium - 150 meters
  • Weight: 3,50 Tons
  • Damage: 2,00
  • Firing Rate: 5,00 seconds
  • Power: 24
  • Bang for Buck: 99,17
  • Effectiveness: 6,857
  • Ammunition: Infinite

IS Large Laser
017 IS Large Laser

Heftier than the standard IS laser, the large laser packs a heavier medium-range punch with the same recycle time.
The Laser and Large Laser are the base for all energy weapons. Both fire slowly and deal minor damage, but the real reason you would want to use these weapons are that the laser's load value is fairly low and the weapons never run out of ammo. Lasers also have an incredible effectiveness rating. Loading up a mech exclusively with lasers (not uncommon with low budget commanders), produces a unit that can unload enormous amounts of firepower (in 5 second bursts). The Large Laser is still a good choice, but is not quite as effective as a regular Laser.

  • Cost: 4.480
  • Class: Energy / Laser
  • Range: Medium - 150 meters
  • Weight: 9,50 Tons
  • Damage: 4,0
  • Firing Rate: 5,00 seconds
  • Power: 48
  • Bang for Buck: 93,34
  • Effectiveness: 5,053
  • Ammunition: Infinite

IS Autocannon
018 IS Autocannon

The IS AutoCannon is a rapid-firing weapon that fires streams of high-explosive shells at medium range. It carries limited ammo. (40 shots)
It may be an option to the Large Laser, but it is limited by ammunition. The AutoCannon sports some decent traits. Average recycle time and strong damage make the AC a good choice for combat intensive battlemechs. The ammo constraint tends to become a problem when you're midway through a fairly long mission. As long as you make sure that units armed with the AC are using ammo conservation mode to fight and saving the AC for worthwhile treats, you'll find that the AC is a very strong anti-mech weapon. Another real drawback is the slightly larger than usual load value, which makes this weapon useable only by larger mechs.

  • Cost: 7.000
  • Class: Ballistic / Projectile
  • Range: Medium - 150 meters
  • Weight: 15,50 Tons
  • Damage: 6,0
  • Firing Rate: 5,00 seconds
  • Power: 90
  • Bang for Buck: 97,22
  • Effectiveness: 6,667
  • Ammunition: 40 shots

Clan Ultra Autocannon
019 Clan Ultra Autocannon

The clan ultra autocannon fires at a faster rate than the Inner Sphere autocannon and weighs less.
It carries limited ammo. (30 shots)
Like the Hvy Ultra AutoCannon, the Clan's Ultra AutoCannon has a slightly lower amount of ammo. Coupled with the faster firing time, the weapon will run dry in two minutes! The gun however *does* improve on load value. This is one case where the Inner Sphere has a slight advantage. If you have access to refit bays or ammo trucks, then the Clan counterpart is better, but longer missions (or more targets) may force you to stick with the regular AutoCannon.

  • Cost: 12.590
  • Class: Ballistic / Projectile
  • Range: Medium - 150 meters
  • Weight: 13,50 Tons
  • Damage: 6,0
  • Firing Rate: 5,00 seconds
  • Power: 90
  • Bang for Buck: 139,89
  • Effectiveness: 6,667
  • Ammunition: 30

Lighter and more powerful than the I.S. counterpart. If you used the standard AC, replacing it with an Ultra AC will make your 'Mech deadlier.


IS LB-X Autocannon
020 IS LB X Autocannon

The shotgun-like LBX Autocannon fires a fragmenting round capable of striking multiple armor sections simultaneously. It carries limited ammo. (90 shots)

  • Cost: 7.890
  • Class: Ballistic / Projectile
  • Range: Medium - 150 meters
  • Weight: 14,50 Tons
  • Damage: 6,0
  • Firing Rate: 4,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 90 shots

Clan LB-X Autocannon
021 Clan LB X Autocannon 1

The shotgun-like Clan LBX Autocannon fires a round capable of striking multiple armor sections but weighs less than the IS version. It carries limited ammo. (90 shots)
Lighter and more powerful than the I.S. counterpart. If you used the standard AC, replacing it with an Ultra AC will make your 'Mech deadlier.

  • Cost: 8.480
  • Class: Ballistic / Projectile
  • Range: Medium - 150 meters
  • Weight: 13,50 Tons
  • Damage: 6,0
  • Firing Rate: 4,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 90 shots

IS Particle Projector Cannon
022 IS Particle Projector Canon

Firing high-energy particle bolts, these medium-range IS particle projector cannons are among the most effective weapons available for BattleMechs.
More powerful than the Large Laser but with higher recycle value, balanced by a moderate damage value. It is considered as the best IS Medium weapon.

  • Cost: 6.900
  • Class: Energy / Plasma
  • Range: Medium - 150 meters
  • Weight: 12,00 Tons
  • Damage: 7,50
  • Firing Rate: 7,50 seconds
  • Power: 60
  • Bang for Buck: 115,00
  • Effectiveness: 5,00
  • Ammunition: Infinite

Snipercannon
023 Sniper Cannon

This snub-nosed, medium-range 'Mech mounted artillery piece fires an explosive, area-effect warhead and carries limited ammo. (64 shots)

  • Cost: 14.740
  • Class: Ballistic / Projectile
  • Range: Medium - 150 meters
  • Weight: 17,00 Tons
  • Damage: 4,0
  • Firing Rate: 5,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 64 shots

Heavy Thunderbolt
024 Heavy Thunderbolt

This launcher fires one medium-range, 'Mech crippling missile over obstacles. It cannot arm itself at targets within 50m. It carries limited ammo. (32 shots)

  • Cost: 18.230
  • Class: Ballistic / Missile
  • Range: Medium - 150 meters
  • Weight: 21,00 Tons
  • Damage: 12,0
  • Firing Rate: 6,00 seconds
  • Power: ---
  • Bang for Buck: ---
  • Effectiveness: ---
  • Ammunition: 32 shots

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

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