

They have no real accuracy penalties to speak of, but they are relatively heavy and heat inefficient, making them unwieldy. These weapons are effective at close ranges, while still being useful on longish range targets. However, they tend to spread damage all across an enemy's chassis, and their usefulness falls off quickly the further away a target is. These weapons are useful when fired in large numbers, being very effective for their damage to weight ratios. The Sub Machine Gun or Carbine as it were. You won't typically see mechs mounting it in open conflicts, but when you do, make sure you stay far away. This weapon is placed in its own category due to its sheer amount of damage it can inflict at close quarters, and its massive weight / bulk. You'll rarely find on opportunity to use these weapons, but they can be helpful in a pinch or with niche builds (Firestarter) Like a knife however, they have the added benefit of being the only weapons in the game that can be used in tandem with melee. These weapons are typically only used in dire situations, when you have nothing better than your mech's fist actuators.
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This short section will familiarize you with the general capabilities of weaponry, and how to position yourself to either make use of or avoid them.Įssentially the soldier's knife / side arm. When engaging enemies on the battlefield, it will be important to be mindful of their equipment. They've gone to plaid! All jokes aside, at this point you will only be seeing vehicles reach these speeds.

You will most certainly be outrunning anything you meet beyond 30 tons. Typically only Light mechs can reach these bands, but there are a few exceptions (that cost the mech dearly to reach) Often costs quite a bit in tonnage to get here, depending on how heavy the mech isĪ great speed. Mechs start getting to the point where they are moving faster than a good majority of the cast. Mechs with this speed often need to rely on medium long to long range weapons to reliably engage the enemy.Ī decent pace, mechs in this category can function in most situations without issues.Ī good clip. Typically Assault mechs fall into this range. Unbearably slow, mechs in this category might as well be crawling towards the opposition. Within this section I will describe broad movement ranges, and how they stack up against each other. Movement is an important aspect of Battletech, and is used to determine how far a mech can either Walk, Run, or Jump.
