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Nov 30th, 2017
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  1. ==Weapons and Components==
  2. '''What is the difference between Clan Tech and InnerSphere Tech?'''
  3. Clan tech is the result of what happens when a loose conglomerate of furfags are free to larp as honourable warriors and yiff for 200 years while the rest of the galaxy bombs itself back to the stone age.
  4. Clan tech in general is far more advanced than InnerSphere tech and weighs far less. Their beam weapons tend to also do more damage as well have longer range. The downside is that their equipment is far more expensive, rarer to find, has a lower rate of fire, and generates more heat. A Clan loadout will often focus on high alpha damage rather than sustained damage.
  5. InnerSphere tech is the result of what happens when a bunch of screaming autists decide that they don't want to share their toys and begin hitting each other over the head with irreplaceable technical manuals that naturally proceed to fall to bits.
  6. InnerSphere tech is playing catchup to Clan tech although they do have some special toys up their sleaves that can level the playing field considerably. Their weapons weight more than Clan tech and their beam weapons do less damage, but their equipment is far cheaper, easier to field, generates significantly less heat and has a faster rate of fire. InnerSphere loadouts will often focus more on DPS than high alpha damage output although there are a few exceptions to this rule.
  7. '''What are Beam weapons?'''
  8. Beams are energy based weaponry that tend to have average recycle rate, firepower, low weight, and require no ammunition at the expense of generating significant heat when fired. They can be equipped in Beam Hardpoints (Orange) Direct Fire Hardpoints (Blue) Heat Generating Hardpoints (Purple) and Omni Hardpoints (Grey)
  9. There are four primary types of Beam weapons:
  10. >Lasers
  11. Lasers are a one of the most basic weapons you can field and fire a beam at a target; coming in Small, Medium and Large varieties increasing in range, firepower, recyle time and heat generation with weight. There are subtypes of this including ER and Heavy Lasers each with their own benefit and disadvantage. You will typically see Lasers “boated” or as a backup weapon for ammunition dependent loadouts.
  12. >Pulse Lasers
  13. Pulse Lasers weigh more than standard Lasers, do less damage per shot along with less heat, but fire a lot faster using quick bolts. Like Lasers they come in Small, Medium and Large varieties with ER and X-Pulse subtypes.
  14. >PPC
  15. PPC's are one of the most effective and powerful energy weapons you can field ton for ton. They fire a beam of particles at a target that do significant damage. They are long ranged and weigh relatively little although generate significant heat and have a long recycle time. Clan versions do more damage, have more range but also generate more heat and have longer recycle times. They are a popular choice for players who enjoy long range combat.
  16. >Flamers
  17. Flamers do not do a lot of damage to a target, nor do they have much range while generating a significant portion of heat. Their advantage though is that they can cause another Mech to overheat and shutdown, even overload and self destruct. The Clan version weighs less with zero drawbacks. The Plasma Cannon is the exception as it weighs a lot for an energy weapon, generates significant heat but also does tremendous damage.
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