


Only issue is rather massive refire penalty for heavier UACs. It simply fire twice, and the enhance versions usually have negative tonnage advantage, which makes them lighter than normal ACs. LBX-2 is exception and it acts like a better version of AC-2.īut the real deal is, well, UACs. With LRMs can do indirect fire and have more range, LBXs are unfortunately not really good choices for your mechs. LBX-2 suffers least from this huge drawback, but the problem of heavier LBXs is that they have to compete with LRMs for their job. LBX versions usually have far better values than standard ACs, but the catch is LBXs are shotguns, which acts more like LRMs rather than pinpoint ballistic.

They are very good weapons against vehicles, and can instantly kill some of lighter mechs and/or cripple mechs if luck is involved. With introduction of UAC, Ballistic is the best weapon as of 1.9.1. It is highly recommend to look for those enhanced Snub PPCs for your light and medium mechs. +10 stability damage alone gives total of 75 stability damage, which is just 5 damage shy from normal LRM20, with 4 tons less and no need for ammo. It means +10 damage Snub PPC actually does total of 50 additional damage to the target. While standard ones is about as sub-par as normal PPC, enhanced versions such as +10 damage or stability damage is exceptionally strong because the damage applies each shot. It's a bit different for Snub PPC, which is essentially en energy version of lbx cannons, which is better than lbx cannons themselves. Good example of mechs that can be used with PPC are Panther and Vindicator. PPC can be still somewhat usable on light mechs and lighter medium mechs which do not have enough tonnage for anything other than energy weapons, and can utilize internal heat dissipation values (-30). Try grab ER Medium lasers and pulse lasers as many as possible. However, unlike missiles which now have complicated mechanics, energy weapon can reliably focus-fire well with precision-strike, very well-sutied for a finisher job mechs which are supposed to have very high alpha damage to kill knock down mechs. They do not contribute knocking down a mech, which makes them highly undesirable when you want to knock down enemy mechs. The biggest issue for all energy weapons with exception of PPC is that they have ZERO stability damage. These three requirements mean that you need a heat efficient weapon that does a lot of damage to quickly destroy knocked down mech's center torso.
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Thus there are hard limit on customization on mechs' weaponry unlike MW3 and older games.Ĭonsider the fact that the fastest and the most reliable way to kill a mech in a game is.ġ) Knock the mech down with weapons with high stability damage.Ģ) Use free precision fire to destroy center torso.ģ) Keep doing this since a player is always outnumbered by 1:2 or even 1:3 if you got a bad roll on a mission difficulty. Here are quick summary.ġ) Normal PPCs are way too hot and limited thanks to nerfs on numbers and the nature of the game where long-range combat is rarely effective.Ģ) HBS buffed ballistic weapons, with ammo explosion far less common since all empty critical spaces are now acting as pads.ģ) HBS kind of nerfed missile weapons' raw damage but gave them immense stability damage.Ĥ) With all of visibility changes and maps themselves, range advantage is shockingly small.ĥ) This game uses hardpoint system, which was invented in MW4 era and used by MWO and now this game. It is impossible to talk about the mech's performance without weapon balance in HBS Battletech game.įorget about table top balance, since HBS pretty much changed a lot of values here and there, and they added a thing called stability damage, which is loosely related from roll when a mech is taken more than 100 damage (20 from tabletop).
