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Weapon Information Detail
ID |
Main Weapons |
270-RI |
270mm Rifle |
315-SB |
315mm Smooth Bore Cannon |
355-SB |
355mm Smooth Bore Cannon |
430-SB |
430mm Smooth Bore Cannon |
200-AR |
200mm Assault Rifle |
270-AR |
270mm Assault Rifle |
315-RF |
315mm Rapid Fire Rifle |
355-RF |
355mm Rapid Fire Rifle |
315-TR |
315mm Twin Rifle |
320-SR |
320mm Sniper Rifle |
370-SR |
370mm Sniper Rifle |
4A-REC |
4A Variant Recoilless Rifle |
77-REC |
77 Variant Recoilless Rifle |
MK21-R |
MK21 Land Area Rocket System |
MK34-R |
MK34 Land Area Rocket System |
120-MG |
120mm Armour Piercing Machine Gun |
140-MG |
140mm Armour Piercing Machine Gun |
AS-MIS |
ASLAM Guided Missile |
PZ-MIS |
POZIT Guided Missile |
HVM-LA |
High Velocity Missile Launcher |
MKR-LA |
Marker Launcher |
PPNG-S |
Peeping Spear |
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ID |
Sub weapons |
67-CG |
67mm Chain Gun |
80-CG |
80mm Chain Gun |
100-CG |
100mm Chain Gun |
135-MG |
135mm PITO Heavy Machine Gun |
GND |
Grenade Launcher |
T-GND |
Triple Grenade Launcher |
DL-GM |
Dual Launch Guided Missile |
SL-GM |
Six Launch Guided Missile |
MM |
Multiple Pod Missile System |
AVTDV |
AVTDV Guided Missile |
DP-MIS |
Dual Pod Missile System |
TP-MIS |
Triple Pod Missile System |
RAIL-Ga |
Electromagnetic Launcher (Model A) |
RAIL-Gb |
Electromagnetic Launcher (Model B) |
GAUSS |
Gauss Emitter |
AVTGM |
Anti-VT Guided Mortar |
NPM |
Napalm Launcher |
FMTHR |
Flamethrower |
AVTM |
Anti-VT Mines |
8-MLR |
8 Module Multiple Launch Rocket |
12-MLR |
12 Module Multiple Launch Rocket |
305-HW |
305mm Howitzer |
370-HW |
370mm Howitzer |
550-HW |
550mm Howitzer |
660-HW |
660mm Howizter |
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Additional weapon information is available on the Weapon Summary page.
A huge thanks to Nemesis8722 for working with me to obtain all of the Weapon screenshot data.
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The smooth bore is classed as a low velocity, non-rifled discarding sabot round cannon which fires APFSDS ammunition. Its relatively slow muzzle speed make makes it easier for enemies to dodge when compared to higher velocity weapons like the assault rifle and rapid fire series. However, the heavier mass and contact profile of the projectile give it a higher damage per hit ratio than equivalent weapons of the same bore size.
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The 430-SB is the most destructive barrel fired weapon available, capable of doing tremendous damage in only a few hits. As with the 355-SB, all VTs that are capable of mounting this weapon are also F.S.S. equipped, making the 430-SB a very dangerous weapon if used correctly. As with all -SB series weapons, the round cycle time is longer than comparable assault rifle or rapid fire weapons.
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600 |
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main |
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10 |
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no |
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20 |
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0-1200 |
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3 |
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no |
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Prominence M3 | Siegeszug | Jaralaccs NS-R | Jaralaccs Macabre Regal Dress N | Juggernaut | Earthshaker |
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The 270-RI is a medium velocity, flat trajectory, armour piercing projectile weapon. Only the dual-bore version twin-rifle is can be considered useful, the single bore version being too slow, and doing too little damage, to justify over other weapon options. |
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The low damage per round, long reload time and range limitations of 270-RI severely hamper this weapon. Use is not advised unless there are no other options available. The choice to take a 270-RI is should be made based on pilot skill. The 270-RI offers more damage than the proximity damage 77-REC, but less than the 4A-REC variant. I have generally found no reason to take the 270-RI over other options that would be available on a given VT. The only exception to this might be the Decider Volcanic, which has no recoilless options. Even then, I feel the 140-MG makes for a better, damage per unit time, choice.
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300 |
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main |
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3 |
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no |
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20 |
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0-550 |
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3 |
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no |
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Blade | Rapier | Vitzh | m-Vitzh | Colt | Colt Executive | Decider Volcanic |
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The 315-TR is a "shotgun" type weapon, for each weapon discharge two rounds are fired. Generally a close to mid-range weapon, the advantages are high damage values for a single discharge and efficient mounting weight utilisation. Unfortunately, due to ammunition storage limitations this weapon can quickly exhaust its offensive capabilities. The 315-TR is essentially two standard rifles affixed to a single armament mount but without the penalty of duplicated weight. Note that the damage rating listed is "per round" thus, if both rounds hit, double the damage is achieved.
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400 |
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main |
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7 |
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no |
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20 |
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0-600 |
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3 |
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no |
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Decider | Prominence M1 | Yellow Jacket |
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The Rapid Fire series of rifles feature a unique chambering system which allows three rounds to be fired in quick succession. The damage profiles are comparable to the smooth bore series, but the range limitations for standard rifles still apply. When choosing between the smooth bore or rapid fire series, a pilot should consider both their personal combat style and the expected mission terrain. The rapid fire should be used for close combat situations where a high volume of fire is necessary, whereas the smooth bore should be chosen for longer distance engagements.
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The 315-RF is the weakest member of the rapid fire series, but its three burst capability is still useful for making enemies use up battery power attempting to dodge shots from it, all the while queueing up a more potent sub-weapon attack.
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400 |
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main |
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7 |
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no |
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30 |
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0-600 |
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2 |
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no |
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Prominence M1 | Prominence M2 | Prominence M3 | Siegeszug |
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The 355-RF ups the ante from the 315-RF in terms of damage and still retains the three round burst capability, useful for making enemies use up battery in dodges. Other improvements include an increased effective range, bringing this weapon near the effective distance of the equivalent diameter smooth bore weapon. This weapon is often used in tandem with the rail gun to ensure that enemies do not dodge its telltale attack.
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500 |
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main |
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10 |
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no |
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30 |
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0-800 |
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2 |
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no |
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Prominence M3 | Siegeszug | Earthshaker | Quasar | Juggernaut |
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The assault rifle series are high velocity but low damage weapons. They feature an advanced rapid reload process which allow them to fire up to five rounds in quick succession followed by an extended reload period. Disadvantages include a low damage per round and extremely rapid ammunition depletion. Typically mounted on fast attack VTs and highly effective when combined with hit and run tactics.
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The 200-AR puts out a very high ratio of damage to mount weight. Unfortunately, its high rate of fire and limited clips can lead to an empty weapon and a defenseless VT if the ammo counter is not watched closely. It is the weapon of choice for Falchion pilots, and is also effectively deployed by Blade and Rapier pilots seeking a few extra mount weight units in lieu of the extra destructive capabilities of the 270-AR.
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200 |
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main |
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3 |
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no |
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20 |
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0-400 |
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2 |
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no |
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Falchion | Blade | Rapier | Garpike |
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When used properly, the 270-AR can put out a swarm of damaging rounds which are very difficult to effectively dodge. It's ability to scatter fire over a large volume of space make it useful for wearing down opposing VTs in high-speed head-to-head engagements. Compared to the 200-AR, cycle time between five round bursts is slightly longer. The same ammunition limitations that plague the 200-AR model are present here.
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300 |
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main |
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5 |
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no |
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20 |
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0-500 |
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2 |
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no |
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Blade | Rapier | Garpike |
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The recoilless rifle is a flat trajectory, medium range, shaped charge projectile weapon. Although they are lightweight to mount, their slow barrel speed results in an easy to dodge weapon. Note that the recoilless rifle incorporates a minimum distance under which the rounds will not properly fuse and will impact with no damage.
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The 4A-REC model has a higher damage rating than the 77-REC variant, but does not include the proximity fused rounds. This results in weapon which has both a minimum distance, a rather anemic maximum distance, is slow and easy to dodge, AND does not do very much damage. Avoid mounting unless there are no other options (and usually the 77-REC is available anyway).
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400 |
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main |
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2 |
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no |
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20 |
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100-400 |
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2 |
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no |
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Vitzh | m-Vitzh | Scare Face | Scare Face A1 | Colt | Colt Executive Yellow Jacket | Sheepdog |
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The 77-REC variant fires projectiles which include a mass-proximity fuse. If fired within the general vicinity of a VT, it will cause splash damage even if the round does not make direct contact with the VT hull. The explosive round is also capable of igniting fires in the VT hull for supplementary damage.
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100 |
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main |
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2 |
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no |
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20 |
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100-400 |
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2 |
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no |
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Vitzh | m-Vitzh | Scare Face | Scare Face A1 | Colt | Colt Executive Yellow Jacket | Sheepdog |
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The sniper rifle is an extremely long ranged armour piercing weapon. It achieves its extraordinary range via a combination of tuned barrel rifling and aerodynamically channelled projectile casings. The sniper rifle uses a special hardened core surrounded by a timed jacket release system to achieve its long distance armour piercing effect. If the round impacts a target under the minimum range it will shatter due to the excess velocity and jacket ablation, similarly, beyond the maximum range the projectile will not have sufficient energy to pierce reinforced VT armour. Damage is augmented by timed fragmentation after penetration of the primary hull.
Due to the extreme ranges involved, this weapon does not have the ability to interface with the VT operating system lock software and must be manually targetted by the pilot in zoomed view sniper mode. Sniper mode is enabled by pressing the F1 button on the control console, aim is achieved via the view hat control on the left rotation control stick. As a safety mechanism the weapon may not be fired unless in sniper mode. Switching primary weapons will cancel sniper mode and return the VT to normal operation.
An extensive tutorial has been written regarding effective usage of the sniper rifle weapon.
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The 320-SR is astoundingly lethal in the hands of the right pilot. Unfortunately, mastering its usage takes time and patience, as well as an understanding of how to properly utilise the weapon on a given mission. Almost exclusively mounted on first generation Scare Face variants, there is no other weapon available that matches it for distance in the generation class. Use of the weapon requires the pilot to manually "lead" their shot against a moving target. Pilots going up against a sniper rifle equipped opponent are advised to keep moving, vary their speed and direction often to prevent their position from being anticipated, and close on the sniper as quickly as possible to get under the minimum effective distance. Immobile targets can be eliminated in 3 or 4 salvoes with this weapon. |
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600 |
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main |
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6 |
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no |
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20 |
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1100-2200 |
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3 |
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no |
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Scare Face | Scare Face A1 | Scare Face II | Regal Dress N |
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The 370-SR is the big brother of the 320-SR, with a greater range of effectiveness (both minimum and maximum). The real improvement is the damage profile, it does nearly TWICE as much damage as its sibling. Reload time between rounds is slightly greater which means it is more difficult to get off a sufficient number of rounds before discovery of the snipers position. The 370-SR is very effective, but only in the absence of the railgun. When railguns are present, immobile snipers attempting to manually aim become sitting targets for a weapon that has almost the same effective distance and can be manually locked on. For "no railgun" matches this weapon can be very useful to harrass distance enemies and entice them to pursue.
It is interesting to note that both sniper rifle models are of the same loadout weight, which means if given a choice between 320-SR or 370-SR, there is no real reason to take the 320-SR.
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1000 |
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main |
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6 |
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no |
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20 |
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800-2500 |
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3 |
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no |
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Scare Face II | Regal Dress N |
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The machine gun is a high rate weapon which utilises machine fed magazines to inflict respectable damage per round. Useful in melee combat or to wear down already weakened opponents. Due the high rate of fire, it is difficult to effectively dodge fire from this weapon. Note that damage ratings for this weapon are based per round.
The VT mounted armour piercing machine gun was designed to take out tracked armour units, and thus conserve the more powerful (and expensive) cannon ammunition from use on such diminuitive targets. By upgrading the armour piercing capabilities of the ammunition, this weapon was made capable of inflicting damage on VT platforms, but only at very close ranges. Certain VTs are immune to machine gun fire due to the distance modifier values of their armour, in particular for heavy class VTs. As such, this weapon should only be used as a secondary armament to complement a stronger cannon or rifle weapon.
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The 135-MG PITO heavy machine gun is somewhat out of place when compared to the 120-MG and 140-MG. For one, it is a sub-mount weapon, and as such, it is often confused with chain gun weapons that share that mount point. The difference here is in the additional range and damage potential the -MG moniker provides. On the downside, having only 200 rounds of ammunition with no additional clips means that this weapon runs out of ammunition very quickly. As with all machine gun and chain gun weapons, it should only be used as a secondary weapon to a more powerful primary ballistic weapon.
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60 |
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sub |
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3 |
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no |
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200 |
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0-300 |
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0 |
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no |
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Siegeszug | Garpike | Behemoth | Regal Dress A | Regal Dress N | Juggernaut |
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The Land Area Rocket was originally designed to be an anti-fortification weapon, a "bunker buster" as it is sometimes called. When used in an anti-VT capacity, this weapon is very effective at creating microfractures in the VT armour and igniting secondary fires in the hull of the vehicle. When triggered, multiple rockets are discharged from a compound launcher and disperse in a narrow arc . Savy pilots can strafe the weapon during the firing cycle to have all of the rockets hit in a single area.
Note that the damage ratings are per rocket and are additive if multiple rounds hit. This weapon can be difficult to use as the effective range is rather limited and a pilot must time their firing of it very carefully. Add to this an extended reload time between salvoes and it makes for a weapon that can be very difficult to use effectively for new pilots. This weapon is primarily found on support platforms, but may also be mounted by the Jaralaccs series of VTs.
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The MK21-R launches six rockets simultaneously in an arc approximately 15° wide. Although is does less damage per round than its big brother the Mk34-R, the MK21-R is usually a better choice for pilots who can manually strafe their target because of the extra missiles discharged. If all rockets hit, the weapon does 2400 damage, which will bring almost every 1st generation VT to its knees.
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400 |
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main |
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4 |
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no |
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48 |
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200-400 |
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0 |
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no |
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Vortex | Behemoth | Maelstrom | Jaralaccs N | Jaralaccs NS-R Jaralaccs Macabre | Regal Dress A |
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The stronger variant of the MK21-R, the MK34-R fires four rockets simultaneously from its compound launcher. Each rocket does 600 points of damage, equivalent to a 430-SB cannon. This should be the weapon of choice for pilots that are not comfortable with manually strafing their shots to have more missiles hit a single target. As with the MK21-R, the pilot only gets 8 salvoes with this weapon, so it tends to run out of ammunition quickly, conversely, if piloting support and relying on this weapon against more mobile opponents, the support VT will not last long enough to actually run out of ammunition before being destroyed. |
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600 |
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main |
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4 |
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no |
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32 |
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200-400 |
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0 |
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no |
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Vortex | Behemoth | Maelstrom | Jaralaccs N | Jaralaccs NS-R Jaralaccs Macabre | Regal Dress A |
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The HVM-LA is a long range, non-guided kinetic missile system. This weapon achieves extraordinary speed-to-target via integrated jet propulsion within the projectile. The warhead uses a combination of armor piercing explosive and plasma charge to inflict extremely high damage upon impact. Note that this weapon has a minimum range under which the round will not have achieved armour piercing velocity and will impact with no damage to the target.
This weapon is often considered a "poor mans railgun" due to its similar damage profile and speed capabilities. Reported experiences with this weapon vary quite widely, with many pilots stating that the HVM-LA often misses "through" the body of a targetted VT. Personally I find the speed of the weapon to be its greatest strength as unattentive pilots will miss the limited shot warning and not dodge in time prior to the warheads arrival. Unlike the Rail Gun, the HVM-LA does not give a visual warning that it is about to be fired. Players of the original game might remember that the "enemy" version of this weapon had the rare ability of shutting down an enemy VT, sadly this behaviour did not translate to Line of Contact.
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1000 |
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main |
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10 |
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no |
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15 |
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800-2000 |
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0 |
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no |
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Behemoth | Regal Dress N | Jaralaccs N | Jaralaccs NS-R Jaralaccs Macabre | Earthshaker |
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The direct fire missile series varies widely in effectiveness and design. The sub-weapon versions of these missiles are relatively short-ranged and cause limited damage although their launch speed is unparalled and are difficult to dodge. The main weapon variants are long ranged homing designs that, although relatively slow, cause a great deal of damage per round.
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The Advanced Stand-Off Land Attack Missile was developed for VT use after initial field use reports of the POZIT design showed poor guidance performance. Unlike the POZIT design, the ASLAM missile uses VT movement programming to augment its infrared seeking capabilities and thus has superior tracking abilities. Unfortunately, the additional hardware required for its advanced guidance package required the warhead payload to be slightly reduced.
In practise, the AS-MIS and PZ-MIS are identical despite their slight statistical differences. The AS-MIS seems to be slightly faster and can turn to follow VTs better than the PZ-MIS. The PZ-MIS does do slightly more damage than the AS-MIS, and seems to have a slightly greater chance of igniting a fire on detonation. Both missiles can be easily countered by chaff modules if they are deployed in time. Additional detailed testing results are now available here.
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800 |
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main |
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5 |
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no |
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10 |
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800-1500 |
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0 |
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yes |
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Prominence M1 | Prominence M2 | Prominence M3 | Jaralaccs C | Jaralaccs N Jaralaccs NS-R | Jaralaccs Macabre | Quasar |
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The POZIT missile design was the first self-guided battlefield missile system developed for VT use. It uses an infrared sensor array to find VTs via their exhaust heat signature, but cannot predict VT movement as can the ASLAM missile system which was developed to replace it. The shaped charge warhead carried by the POZIT missile is capable of both armour penetration and igniting fires within the hull.
In practise, the AS-MIS and PZ-MIS are identical despite their slight statistical differences. The AS-MIS seems to be slightly faster and can turn to follow VTs better than the PZ-MIS. The PZ-MIS does do slightly more damage than the AS-MIS, and seems to have a slightly greater chance of igniting a fire on detonation. Both missiles can be easily countered by chaff modules if they are deployed in time.
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850 |
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main |
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5 |
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no |
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10 |
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800-1500 |
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0 |
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yes |
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Scare Face II | Regal Dress N | Siegeszug | Juggernaut |
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The DP-MIS is a dual-pod under body mounted design that fires two high velocity non-guided missiles. This weapon is intended to be used as supplemental sub-weaponry for close range combat. Although unguided, the weapon seems to demonstrate some level of "spiralling" upon launch which can lead to unpredictability in hitting the target. On the plus side, this weapon carries a large number amount of ammunition for such a low mount weight and is very difficult to dodge in close quarters.
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200 |
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sub |
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2 |
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no |
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30 |
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100-350 |
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0 |
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no |
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Falchion | Blade | Rapier | Colt | Colt Executive | Jaralaccs N | Jaralaccs NS-R Jaralaccs Macabre | Quasar | Juggernaut | Earthshaker |
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A three missile variant of the DP-MIS, it exhibits exactly the same behaviour and damage as its sibling weapon. However, for some reason the alignment or placement of the three launcher pods lends this weapon an even lower hit probability than the dual-pod version. Having the same amount of ammunition as the DP-MIS means that the weapon runs out of ammunition 1/3 faster. Not recommended in my experience, but some pilots seem to prefer it to the DP-MIS.
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200 |
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sub |
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3 |
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no |
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30 |
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100-350 |
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0 |
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no |
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Blade | Rapier | Quasar | Jaralaccs N | Jaralaccs NS-R | Juggernaut Jaralaccs Macabre | Earthshaker |
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The MKR-LA fires a magnetic radar marker which adheres to the enemy VTs hull and allows the tagged VT to be viewed on radar by all opposing force VTs for up to three minutes. Very useful for painting enemy VTs on radar so that support artillery may be accurately targetted. The marker round does negligible damage and does not give warning after it has been deployed onto the enemy VT. Pilots of opposing force VTs can view their damage meter to determine if they have been tagged. A 1% damage will show if a VT has been marked.
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1 |
 |
main |
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2 |
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no |
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50 |
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100-1000 |
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0 |
 |
no |
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Scare Face A1 | Colt | Colt Executive | Yellow Jacket | Sheepdog | Jaralaccs C Jaralaccs N | Earthshaker |
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The Peeping Spear is an electronic surveillance device that allows for the interception of enemy communications after it has been locked to target. Locking the Peeping Spear also illuminates the target on the mini-map for your team in the same manner as the MKR-LA, but only while the lock is maintained. VTs which have been locked by a Peeping Spear do not received a WARN indicator. Equipping of this weapon is exclusive to the Sheepdog.
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0 |
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main |
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0 |
 |
yes |
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n/a |
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0-2000 |
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n/a |
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no |
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Sheepdog |
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Chain guns are the smaller siblings of the machine gun and feature a high fire rate but low damage per round. These very underappreciated workhorse weapons are very useful for taking out smaller targets and providing a continuous stream of "distraction" and armour abrasion fire when in close proximity to enemy VTs. Chain guns are also useful for making enemies dodge even when they are out of range. If fired while locked on the "SHOT" indicator will still light up on the targetted enemy's HUD.
Chain guns are particularly ineffective against VTs which have higher distance modifier values to their armour. Similar protection from Chain Guns can be achieved by mounting an Advanced Armour optional part, which adds an additional 200m to the distance modifier value of the fitted VT.
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As the chaingun option of the "big boys" the 100-CG does even more damage per round than the 80-CG, but with less ammunition and an even slower rate of fire. The VTs that have this weapon as an option usually have a more interesting and effective sub weapon option to take instead.
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30 |
 |
sub |
 |
2 |
 |
no |
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300 |
 |
0-200 |
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0 |
 |
no |
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 |
|
 |
 |
Scare Face II | Garpike | Regal Dress A | Regal Dress N | Juggernaut |
|
|
|
|
 |
 |
 |
 |
 |
The air-timed anti-tank grenade is one of the more uncelebrated weapons available for VT usage. This weapon incorporates a proximity detonation fuse which is mass sensitive, allowing the weapon to achieve a safe distance from the attacking VT before exploding. Each projectile incorporates a frangible design which produces hull piercing shrapnel impregnated with a highly combustible accellerant compound. This gives the weapon a high probability of starting fires in the hull upon contact.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
The standard single launch anti-VT grenade was one of the first weapons developed for VT usage and is almost exclusively associated with the Lycoming D.S. model Vitzh. A useful but limited weapon, the single launch grenade is outclassed by nearly every other weapon.
Rarely mounted except on the aforementioned Vitzh or m-Vitzh model VTs as the T-GND tends to be available as a much more effective alternative. If only a single weight unit is available with an open sub-weapon slot it is worth taking.
|
 |
100 |
 |
sub |
 |
1 |
 |
no |
 |
20 |
 |
20-200 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Vitzh | m-Vitzh | Scare Face | Scare Face A1 | Scare Face II | Colt | Colt Executive Yellow Jacket | Sheepdog | Regal Dress A | Regal Dress N |
|
|
|
|
 |
 |
 |
 |
 |
 |
The triple launched grenade is identical to the single launch variety but dispenses three projectiles for every salvo fired. The dispersion arc for this weapon and the proximity detonation characteristic almost guarantees a hit as long as the target is within range.
T-Grenades are very useful for taking down fast moving opponents, as well as "lighting up" enemies in close quarters combat. More often than not a direct hit with T-GND will start a fire in the hull of a target VT, which causes panic and confusion for many pilots, plus an added button press on the extinguisher. Most pilots tend to take T-GND over a chaingun weapon due to the proximity detonation effect. Be aware of the minimum effective distance during engagements, grenades fired under distance will impact without detonating or causing damage.
|
 |
100 |
 |
sub |
 |
2 |
 |
no |
 |
30 |
 |
20-200 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Scare Face | Scare Face A1 | Scare Face II | Colt | Colt Executive Yellow Jacket | Sheepdog | Regal Dress A | Regal Dress N |
|
|
|
|
 |
 |
 |
 |
 |
 |
This short-range flamethrower system was originally designed for anti-personnel purposes but was futher adapted for VT melee combat. It uses a forced injection system of highly flammable adherent to set VTs on fire at close ranges. The unit is installed under the main body of the VT. Highly useful as a panic and confusion inducing weapon as it requires the enemy VT pilot to continuously hit the Extinguisher button to prevent cockpit fire damage. This weapon is particularly nasty if used on VTs that are just starting up (or have been shut down) as the cockpit extinguisher system will not work until the VT comes online.
|
|
 |
 |
 |
|
 |
 |
Garpike | Jaralaccs C | Jaralaccs N | Jaralaccs NS-R | Jaralaccs Macabre |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Napalm Launcher is a short-range, indirect fire weapon. It launches self-detonating canisters of napalm in a medium arc which are fused to explode at "head height" for VTs and set a medium sized area aflame for a brief period of time. VTs struck by the round or travelling through the affected area immediately after detonation will be set ablaze. The refire rate for this weapon is quite high, but unfortunately it does very minimal damage per round and the effective range is so limited that many other sub weapons are better choices. Its primary use is to incite confusion as a targetted VT pilot repeated must hit the Extinguisher button to prevent fire damage in the cockpit.
It is interesting to note that the combination of projectile arc and slow travel speed allow this weapon to be used "behind" a VT travelling in 5th gear wheel mode. Because the VT is travelling so fast the rounds fall behind it instead of to the front as normal. Useful in causing a moment of panic in pursuing VTs as flame rains down on their VT.
This weapon would have been much more useful (and fun) if it caused more damage, kept VTs alight for a longer period of time and had a greater range. Unfortunately, the fires ignited by it are cancelled by a single Extinguisher cycle. Not recommended for serious use, if you want a useful flame weapon, pick the Flamethrower.
|
 |
150 |
 |
sub |
 |
2 |
 |
no |
 |
100 |
 |
200-400 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Garpike | Jaralaccs C | Jaralaccs N | Jaralaccs NS-R | Jaralaccs Macabre |
|
|
|
|
 |
 |
 |
 |
 |
 |
The AVTM system was developed to allow patrolling VT units to dispense Anti-VT contact mines while fielded without the need for a sapper team. The mine launcher assembly allows mines to be deployed to either the front or rear of the VT depending on the current direction of motion, to the rear if moving forward, and to the front if in reverse. In addition to their objective securing attributes, mines may be used as a deterrent to closely pursuing VTs, or as a melee weapon. To use as a melee weapon, the equipped VT typically charges face forward at an attacking VT, and at the last possible moment switches into reverse, simultaneously deploying the mines and slidestepping backwards. This tactic will give the greatest deployment distance.
Deployed mines can be indentified by their telltale red blink, which is easy to miss against certain types of terrain if moving at high speed. Mines may be destroyed by chaingun or machine gun fire, or carefully aimed rifle rounds. Only 6 mines may be deployed by a single VT at any one time (two salvos), deploying additional mines results in the earliest set self-detonating. VTs stepping on mines incur large amounts of leg damage, as well as falling onto their backs, which makes mines a useful method for capturing enemy VTs or stopping fast moving opponents.
|
 |
300 |
 |
sub |
 |
2 |
 |
no |
 |
30 |
 |
0-30 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Garpike | Jaralaccs C | Jaralaccs NS-R | Jaralaccs Macabre |
|
|
|
|
 |
 |
 |
 |
 |
The plasma torch was developed after an industrial accident at a Komatsu VT component assembly plant. During the incident, a VT being piloted to a test lab in the factory was inadvertently struck by a high current plasma welder when the robotic arm to which it was attached suffered a hydrolic failure. The VT was instantly upended as the massive electrical discharge forced all of its actuator joints to unlock and reset. After reviewing the accident report submitted by the safety inspectors, the VT armament dev team immediately realised the potential for a new weapon.
The most troubling problem during development of the weapon was ensuring sufficient isolation from the active "tip" for the rest of the VT chassis. After a number of direct mounted body variations where tried and discarded, a modified manipulator arm design was built which provided pilot safety, as well as an extended range of effectiveness.
Komatsu attempted to include the necessary power transfer waveguides in every model VT they developed to allow for the integration of a plasma torch melee option. In certain designs this was not possible due to existing power tap requirements for electromagnetic launchers, namely the Prominence M2 model. The Decider Volcanic was also exempt from the plasma torch option due to its intended role for artillery support, melee combat would not be expected in this capacity.
Use of a plasma torch must be carefully planned and timed to ensure that sufficient battery power is available for deployment. A mis-timed PT strike will leave an attacking VT open for a nasty close range counter attack by their target VT. If the plasma torch can be made to hit, it does not do a great deal of damage and a primary weapon attack is required. The plasma torch's greatest strength lies in its ability to unfoot its target, not the damage it does. Due to the wind down and recharge time required by the weapon, targets struck with the plasma torch can generally regain their footing and slidestep away provided they are not destroyed by a follow up primary weapon attack at close range.
As a final note, this weapon can be used to help equipped VTs climb hills faster or cross water hazards if repeatedly triggered. This weapon is often affectionally referred to as the "Cattle Prod". Pacific Rim Forces are the only faction that has access to this weapon, unlike the original game, the HSD Juggernaut does not mount a plasma torch option.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
The 205-PT is the first melee weapon available in the game to PRF Decider pilots. Using a melee weapon in a first generation VT is a tricky bit of piloting considering the lack of override and the more limited manueverability. The battery reserve must have at least 3/4 of its total charge available to trigger the 205-PT, and considering that a single slidestep will use up nearly 1/2 the battery reserve, getting in close enough to an enemy without taking damage can be challenge. That said, this weapon is very effective when used from the rear or jumping out from behind doorways in ambush.
|
|
 |
 |
 |
|
 |
 |
Decider | Prominence M1 | Prominence M3 | Quasar |
|
|
|
|
 |
 |
 |
 |
 |
 |
The 22b-PT does slightly more damage per contact unit that the 205-PT variant, but it also has a longer wind down time and uses up more battery reserve when discharged. For all intents and purposes the two weapons are the same for most scenarios. Most pilots take the 205-PT to save a single weight unit. The greater damage per contact unit is negligible as VTs struck with this weapon instantly go down, and out of contact with the active tip.
|
|
 |
 |
 |
|
 |
 |
Prominence M1 | Prominence M3 | Quasar |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Cutter Boom is a serrated excavation drill adapted for use as VT melee weapon by WM, manufacturers of the Jaralaccs series of VTs. This weapon administers tremendous levels of damage per contact unit and can only be deployed on Jaralaccs VTs as a permanently affixed weapon due to the tremendous torsional stresses imposed on the VT structural frame. The wind down time is greater than that of the Plasma Torch, but less than the Shield Binder.
Use of the Cutter Boom, like all melee weapons, is always a risky proposition. When triggered, the Cutter Boom uses nearly all the available battery power (and the battery reserve must be fully charged to deploy it). This results in a period of time where the attacking VT is both immobile and unable to dodge. Activating Override can help to reduce this interval, but using the Cutter Boom and missing gives an enemy VT the opportunity to inflict unavoidable damage if they are positioned properly. The opposite side of the coin is that if the Cutter Boom hits, the enemy VT is usually doomed unless it has allies nearby to help. A VT that has been hit by the Cutter Boom cannot regain its feet and slidestep away before the Cutter Boom can be deployed again. It only takes 2 or 3 hits to destroy most VTs.
|
 |
40 |
 |
sub |
 |
0 |
 |
yes |
 |
0 |
 |
0-200 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Jaralaccs C | Jaralaccs NS-R |
|
|
|
|
 |
 |
 |
 |
 |
 |
A deployable ram/shield which may be used as both supplemental directional armour and as a force applied melee weapon. While enabled the Shield Binder severely limites the pilot view. Both variations of this weapon are incorporated into their respective VTs as part of the platform design and cannot be removed. Although cosmetically dissimilar and articulated differently, both do the same damage and have the same deployment characteristics.
The Shield Binder concept was originally developed by Oktaeder for use on the Siegeszug VT and later integrated into the Jaralaccs Macabre as the result of a project collaboration between WM designers and consulting Oktaeder engineers. The hydrolic system required to articulate the Shield Binder system is massive and completely drains the reserve battery systems when triggered for melee attack.
The rules for use of a Shield Binder is very similar to those for other melee weapons, but with the added detriment of being unable to fire any main weapons while the shield is deployed. The shield does give supplemental protection for damage received from the front while deployed, but without the ability to counterattack (except with the shield itself) this advantage is a bit dubious. After successfully hitting a target VT with the Shield Binder the attacker is often positioned over the downed opponent. Due to the location of the shield, the upended target VT may be able to trigger their weapons and get hits on the inside of the shield or even against the body of the VT. As such, it is recommended that the attacker VT slidestep backwards to avoid this situation.
|
 |
30 |
 |
sub |
 |
0 |
 |
yes |
 |
0 |
 |
0-200 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Siegeszug | Jaralaccs Macabre |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Stun Rod is a high current contact point weapon which uses its massive electrical discharge to temporarily overload a VTs electrical systems resulting in VT shutdown and overturn. It was originally designed as a discipline and control tool for Pacific Rim Forces instructors and is found only on the instructor model Rapier. A VT hit with the Stun Rod must perform the ignition sequence in order to reestablish VT control and rise to a standing position.
No weapon has a more disconcerting effect on a pilot than the Stun Rod. To go from normal VT operation to a silent dark cockpit is shocking and completely unexpected. Combine this with the fact that most Rapier pilots will sneak up on a target VT to perform their attack and there is absolutely no warning of the impending strike. The battery reserves must be fully charged to deploy this weapon, which can make for some tricky maneuvering to get within range to use the weapon and not get hit by incoming fire. VTs hit with a Stun Rod are usually lost unless they have ally VTs nearby to help chase off the Rapier. A Rapier may continually cycle the Stun Rod to keep a shut off VT from restarting while ally VTs are called in to finish off the shut down target VT.
|
|
 |
 |
 |
|
 |
 |
Rapier |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Bang Needle is a dual spear melee weapon incorporating hardened contact spikes driven by a massive hydrolic ram system which is permanently integrated into the VT chassis. Each contact spike incorporates explosive charges which are triggered after the enemy VT hull is pierced. After deployment, the spears retract and are reloaded with explosive. This weapon was exclusively developed for the Garpike as a counter weapon to the Jaralacc series Cutter Boom.
The same limitations and cautions that apply to the Cutter Boom also apply to the Bang Needle. This weapon benefits from having a greater contact potential due to its dual nature. When the Bang Needle is deployed, a Garpike will swing its shoulder mounted weapons away to avoid impeding the melee attack.
|
 |
30 |
 |
sub |
 |
0 |
 |
yes |
 |
0 |
 |
0-200 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Garpike |
|
|
|
|
 |
 |
 |
 |
 |
 |
Developed during research for the Earthshaker VT from materials salvaged out of the wreckage of the D3Eye weapons platform, the Gauss emitter is an electromagnetic pulse weapon used to enemy disable VTs across battlefield distances. When deployed, the emitter fires in a 30 degree arc from the centerline of the source VT. The effected distance is increased in proportion to the charge time (how long the sub-weapon button is held). While the gauss emitter is deployed the VT may not be knocked over but can sustain damage or be shut down by other EM weapons. VTs affected by the EM pulse must initiate startup procedures to enable VT functions and movement but are not knocked over as with the Stun Rod. No damage is given by the Gauss emitter.
Due to extended deployment, charge up and retraction time, use of the Gauss emitter is only recommended when allied VTs are available to assist in the attack, or ALL enemy VTs will be shudown in the discharge field. Although a very unique weapon, its practicality is limited unless team strategies are built around its expected use.
|
 |
0 |
 |
sub |
 |
0 |
 |
yes |
 |
0 |
 |
0-2000 (variable) |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Earthshaker |
|
|
|
|
 |
 |
 |
 |
 |
The guided missile series is very similar to the direct fire missile series of weapons. The -GM series missiles all carry self-guidance packages in their warheads, with the SL-GM being much more advanced than the DL-GM type. Both missiles are relatively slow moving and can be countered with standard countermeasures modules. They are classed differently from guided direct fire missiles due to their launcher requirements and sub-weapon mount interface programming.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
The Dual Launcher Guided Missile system is an upgraded version of the Dual Pod direct fire Missile launcher system. Although the warheads include guidance systems, they are low yield weapons with a very limited effective range and should not be relied upon as primary attack armaments.
Not usually seen in the game unless a player knows how to use it effectively. The missiles discharged by this weapon are very slow moving and can almost always be chaffed before impact. Even if the missiles hit, they do such minimal damage that taking down an enemy VT would require several salvos.
|
 |
200 |
 |
sub |
 |
3 |
 |
no |
 |
30 |
 |
100-350 |
 |
0 |
 |
yes |
|
 |
 |
 |
|
 |
 |
Blade | Rapier | Quasar | Jaralaccs N | Jaralaccs NS-R | Juggernaut Jaralaccs Macabre | Earthshaker |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Six Launcher Guided Missile system is a significant upgrade to the DL-GM. Weapon yield has been greatly upgraded and the guidance package for each missile is derived from the MM system, allowing each missile to self-acquire active targets within range of the attacking VT. Due to its slow velocity this missile may be countered with chaff if deployed early enough to deviate the course of the missiles. The SL-GM does suffer from limited ammunition storage, pilots should be aware of this when fielding this weapon.
This missile system is second only to the MM for effectiveness on the battlefield. Often seen in place of the Rail Gun when battle is anticipated at close quarters. A common tactic is to use AS-MIS or PZ-MIS at range to force an enemy into using up all chaff modules, then closing the distance to kill with this weapon. The self-acquiring attribute of this weapon makes it very lethal against shut down targets or VTs which have just spawned into a mission.
|
 |
500 |
 |
sub |
 |
5 |
 |
no |
 |
18 |
 |
200-800 |
 |
0 |
 |
yes |
|
 |
 |
 |
|
 |
 |
Prominence M3 | Siegeszug | Jaralaccs NS-R | Jaralaccs Macabre | Regal Dress A Regal Dress N | Earthshaker |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Multiple Missile is a system of launchers that are integrated into the optional armour modules of the Prominence M2 and Prominence M3 VTs. When triggered, the MM system simultaneously launches 8 self-guided warheads from various points on the VT chassis in a very impressive display, often termed a "death blossom" The warheads used by the MM system are self-acquiring and do not require a manual lock to find their targets. This attribute makes them very effective for taking out VTs that are offline, especially those that have just spawned into the mission. The Prominence M2 allows its optional armour to be ejected, which will result in the MM weapon being unavailable from that point forward.
The MM is a devastating weapon. Each missile does 500 damage, thus if all missiles hit, a targeted VT will not survive regardless of VT type. Thankfully, the missiles are relatively slow moving and most pilots will be able to chaff before they hit. As with all missile weapons, chaffing too late may result in missiles that have lost their "lock" still veering into their target and detonating. This weapon is often used in combination with the SL-GM (which has a slightly more limited maximum range) to unleash a swarm of self-guided missile death upon unsuspecting targets. Be warned, if you are up against a Prominence M3 that does not have a heavy rifle weapon mounted, it is likely they have both the MM and SL-GM on board.
|
 |
500 |
 |
sub |
 |
0 |
 |
yes |
 |
40 |
 |
300-800 |
 |
0 |
 |
yes |
|
 |
 |
 |
|
 |
 |
Prominence M2 | Prominence M3 |
|
|
|
|
 |
 |
 |
 |
 |
 |
The AVTDV guided missile was originally designed for use as an anti-transport weapon suitable for taking out mobile VT command centers, near-shore battleships and missile frigates. The AVTDV mounts one of the single most destructive non-nuclear field deployable warheads in the history of combat, thus earning its nickname, the "VT Killer". Due to the oversized launcher assembly necessary to equip this weapon it may only be mounted on VTs of sufficient size and weight capacity.
When launched, this missile will gradually gain height and speed until it reaches its optimum cruising altitude. The primary guidance package of this weapon is one of the most advanced ever created, incorporating infrared sensors, GPS course verification and may be augmented by pre-mission target specific supplemental programming. Despite all of these technological advances the weapon can still be diverted if countermeasures are deployed in time. The mass of the weapon precludes it from making drastic course corrections on its terminal approach.
This weapon is not often seen in the game as its missiles are so slow moving and its ammunition supply is very limited. That said, a team fielding a VT with this weapon equipped can inflict extraordinary amounts of damage if they manage to make one of these hit. In-game tests have verified that it does take only one chaff module to interfere with the AVTDVs targetting lock, but the missile will not veer off course as drastically as other missile weapons like the AS-MIS and PZ-MIS. This means that chaff must be deployed early to ensure that the weapon doesn't incidentally continue on to its target even after being chaffed.
|
 |
1500 |
 |
sub |
 |
8 |
 |
no |
 |
6 |
 |
1000-2000 |
 |
0 |
 |
yes |
|
 |
 |
 |
|
 |
 |
Behemoth | Regal Dress A | Juggernaut | Earthshaker |
|
|
|
|
 |
 |
 |
 |
 |
The Rail Gun fires high velocity, electromagnetically accelerated, non-explosive rounds. Tremendous damage is achieved without the need for explosives due to extemely high kinetic energy of the projectile at the time of impact with the target. The energy expenditure required to discharge a rail gun slug is immense, so much so that only VTs with properly configured power transfer systems are capable of mounting the weapon. During the firing cycle a distinct blue glow can be seen around the weapon from the charging propulsion coils inducing localised atmosphere ionization.
Several different manufacturers market electromagnetic launchers with their Vertical Tank offerings, but there are essentially two distinct designs upon which they are all based. The Komatsu design implemented on the Prominence series was designed with a more limited power budget in mind, and as such is less destructive and shorter ranged than the later Lycoming design. The Lycoming design was developed concurrently with third generation capable VT technology. The power available in third generation designs allowed this variant of the rail gun to use much more energy. This additional power allotment was used to extend the range of the weapon and allow it to handle projectiles of greater mass.
Without a doubt, the Rail Gun is the single most decisive and deadly weapon in the Line of Contact game. No other weapon has the combination of ease of use and raw destructive power. Not surprisingly, many players find the weapon unbalancing and institute gentlemens rules to not use them in certain mission scenarios. Despite its capabilities, the Rail Gun is not without weakness. It has a very limited amount of ammunition available for its weight and mounting requirements, for one. Secondly, skilled pilots can visually anticipate the discharge of the Rail Gun by its distinctive blue charge up glow. If carefully timed, a targetted VT can slidestep the incoming VT round by exploiting the Forecast Shooting System. By default, most 2nd and 3rd generation pilots will turn F.S.S. on and leave it on for the duration of a match. If a VT slidesteps at the last possible moment of a rail guns charge sequence F.S.S. will cast the firing VTs aim wide.
Pilots intending to use Rail Guns are advised to do everything they can to make their limited shots count. The Rapid Fire Rifle can be used to incite an enemy VT to dodge and use up their battery power, at which time the coup de gras may be delivered, courtesy of the Rail Gun. Similar tactics using a main weapon machine gun can also be used. If the target is large enough, a Rail Gun may be manually fired without a lock, giving neither a WARN indication or incoming SHOT visual warning or tone.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
This electromagnetic launcher design variant is used solely by the M2 and M3 models of the Prominence VT series. The Rail Gun is a fixed mount weapon for both platforms, which combined with the fixed mount nature of the optional armour modules severely limits the sub weapon selection available to each VT. The introduction of this weapon was the first real counter weapon to the distance capabilities of the Scare Face series sniper rifles.
|
 |
1500 |
 |
sub |
 |
0 |
 |
yes |
 |
10 |
 |
0-1500 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Prominence M2 | Prominence M3 |
|
|
|
|
 |
 |
 |
 |
 |
 |
The Lycoming derived electromagnetic launcher design ended up being implemented on three different manufacturer VTs due to the Lao Tsu facility "incident" in which the original technology was stolen and dispersed. This variant is much more powerful than the Komatsu version, but carries fewer rounds. This weapon was not designed for permanent integration into a VT platform, and as such much of the power transfer and storage equipment is built into the launcher itself. This results in a weapon which is extraordinarily heavy to mount, often precluding multiple alternate weapon choices.
|
 |
2000 |
 |
sub |
 |
14 |
 |
no |
 |
8 |
 |
0-2000 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Jaralaccs Macabre | Quasar | Juggernaut | Earthshaker |
|
|
|
|
 |
 |
 |
 |
 |
The Howitzer is an indirect fire, timed dispersion artillery grenade system. When fired, the primary projectile travels in a tight parabola to its target. Approximately 50m above the target zone the projectile case fragments to disperse the individual warheads which detonate upon impact with any surface. Damage is greatest at the center of the target zone, with proportionate splash damage incurred outward from that point. All howitzer systems currently in deployment utilise a frangible warhead design which is capable of hull penetration and igniting fires inside a target vehicle, very similar to standard issue anti-VT grenades.
All Howitzer systems have extraordinarily long ranges, unsurpassed by any other weapon except the most advanced sniper rifle model. The howitzer does have a limited minimum range under which it cannot deliver rounds. This is due to a combination of the high angle of fire and possible atmospheric interference which could result in erratic and unpredictable warhead delivery, a safety concern for allied forces deployed near a howitzer equipped unit. Due to the extreme ranges involved, howitzers derive little benefit from the Forecast Shooting System, which was designed to predict lateral enemy VT movement over much shorter ranges. Artillery may be manually locked or fired free hand using an area of effect "puck" to position the intended destination of the round. Strangely, the maximum range of deployment for artillery seems to be about 40° to each side of front-center even though the targetting puck can be positioned 90° to either side. Rounds fired while the puck is in this position fall at approximately the 40° mark instead.
Howitzers are very effective in mountainous or swampy terrain in which VTs are not able to reach safe velocities to escape the blast radius of the weapon. On flat terrain shots must be manually "lead" in order to have the warhead arrive in the same area as a fast moving target in fifth gear. Artillery pilots are best served by having other players on their team mount Marker Launchers to paint enemy VTs on the radar mini map. This makes positioning of the artillery puck and manual leading of shots much easier.
A common nickname for the Howitzer among pilots is "cheddar" due to a bit of bad translation from one of the original Line of Contact promotional trailers from the 2003 E3 show. In it, an artillery pilot codenamed "Fox 4" seems to gleefully announce "Cheddar Coming Boys!" as he triggers off a high-arc artillery round. Fox 4, giving us lines to take out of context since 05/14/03. Comic brilliance. Personally, I tend to think of howitzers as "Fiery Death From Above" and are one of my favourite weapons.
An extensive tutorial section has been written regarding the effective use of support artillery.
|
|
|
|
|
 |
 |
 |
 |
 |
 |
 |
 |
 |
The 305-HW is the smallest howitzer weapon available. It is the only howitzer available for use on non-support role VTs. The target zone for this weapon is relatively small which makes it somewhat difficult to get consistent hits with if manually targetted. Although the effected target zone is small, this weapon can still be very effective at wearing down opponents over time.
|
 |
400 |
 |
sub |
 |
5 |
 |
no |
 |
60 |
 |
900-2000 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Decider Volcanic | Prominence M3 | Jaralaccs N |
|
|
|
|
 |
 |
 |
 |
 |
 |
The 370-HW achieves a nice balance of damage to mount weight and has a respectable area of effect, allowing it to be used in either a locked on or manually targetted fashion. A single instance of this weapon has enough ammunition in it to last the duration of most missions, but if necessary, the minimal weight allows two may be taken should the pilot feel the need to so. The cycle time between rounds on very slightly longer than that of the 305-HW model.
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500 |
 |
sub |
 |
6 |
 |
no |
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50 |
 |
900-2000 |
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0 |
 |
no |
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Vortex | Maelstrom |
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The 550-HW is a very heavy hitting weapon which can only be mounted on true support role VTs. Compared to the 370-HW, the effective target area is nearly twice as large. The cycle time between rounds is slightly longer than with the 370-HW.
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700 |
 |
sub |
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8 |
 |
no |
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40 |
 |
900-2000 |
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0 |
 |
no |
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Maelstrom | Behemoth | Regal Dress A |
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Only available on the Behemoth, the 660-HW is the pinnacle of the howitzer weapon series. The effective target area is massive, nearly doubling that of the 550-HW version. Of real importance here is the damage per salvo. At 1000 damage (dead center) this weapon can take down almost any VT with only a few rounds. If positioned properly this weapon can saturate an entire base and the surrounding area with intense artillery, severely discouring respawns or base captures. Negatives include a very long cycle time between rounds and a somewhat diminished amount of ammunition, which can limit the number of "probing" salvos a pilot might fire.
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1000 |
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sub |
 |
10 |
 |
no |
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25 |
 |
900-2000 |
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0 |
 |
no |
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Behemoth |
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 |
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The Anti-VT Guided Mortar, "Squall" is a high-arc, guided mortar system. If manual lock is acquired, this mortar weapon will self-guide to target unless countered by chaff. The AVTGM uses a very focused bomblet spread pattern which is suitable for surgical strikes within civilian population centers. Due to the minimal dispersion characteristic proximity damage is minimised, as such, this weapon is very difficult to manually target effectively. This is the only guided mortar weapon available for VT use.
Because it is guided and carries 20 rounds of ammunition, the AVTGM is extremely useful for wearing down enemy chaff supplies. Add to this that it does not need a direct line of sight to be effective and it can be considered a very imposing weapon. This weapon can be manually targetted, but its extremely tight detonation area makes it difficult to get hits with if used in this fashion. If fired with lock, the mortar rounds will alter direction through the first 3/4 of their flight path, after which the extreme downward angle of trajectory makes it difficult for the round to self correct. Tracking seems on par with that of the PZ-MIS. Chaffed mortar rounds will impact without detonating. The AVTGM should always be taken by Rapier pilots as it gives them a very effective distance combat weapon and allows them to avoid damaging close combat for which they are not armoured properly.
|
 |
400 |
 |
sub |
 |
5 |
 |
no |
 |
20 |
 |
500-1500 |
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0 |
 |
yes |
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 |
 |
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Rapier | Jaralaccs Macabre |
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 |
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 |
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The Multiple Launch Rocket system is an rocket propelled artillery area effect weapon developed to clear enemy armour from large terrain expanses in a single salvo. When fired, the MLR system rockets cruise outward from the launchpoint in a broad arc until over their target, at which point the warheads open to disperse multiple high-explosive bomblets. Each salvo has tremendous destructive potential, unfortunately it is spread over a large area unless manually concentrated by pilot strafing. The MLR has a much greater speed to target than the standard howitzer system due to its self-propelled projectiles. Damage from the dispersed bomblets is more concentrated than with a howitzer, with little splash damage potential. Exclusively found on support role VTs.
The MLR can be a highly effective weapon if used properly. It suffers from a very long reload time which precludes it from being fired more than once or twice before an enemy VT is too close or far away to be effective. Despite this, the weapon can be very decisive if fired using a "strafe" technique to have all of the rockets concentrated over a locked target VT.
MLR strafing is achieved by acquiring a manual lock on a target and then turning the VT slightly "left" as it faces the target. While pulling the sub-weapon trigger, slowly turn the VT to the "right" using the left stick rotation lever, pushed about half way over. This should align the launched rockets directly on the target VT (assuming it isn't moving laterally too much). This strafing cancels the in-built 30° arc normally used by the weapon discharge cycle.
A timing "exploit" for the MLR weapons has been found which involves firing the MLR weapon, quickly cycling to another sub-weapon (usually a Chain Gun) firing a single shot, and then cycling back to the MLR weapon. This "resets" the reload timer of the MLR allowing for much quicker shots. Dual MLR pods may be mounted with a Chain Gun sub-weapon to achieve a very effective saturation type weapon. One caveat to this tactic is that any MLR rounds that are "in transit" will automatically explode when the next salvo is fired, even if from another MLR unit.
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The 8-MLR is found only on the Maelstrom VT. Each salvo fires 8 rockets in an arc approximately 30° from the centerline of the VT. Coupled with the howitzer it makes for a very effective interim weapon when enemies are too close and under the minimum distance of the howitzer. Unforuntately, the long reload time usually means that a pilot will only get one salvo off before an enemy is too close.
Damage ratings are "per rocket" so having all 8 hit gives a potential for 2400 damage, lethal to most 1st and 2nd generation VTs.
|
 |
300 |
 |
sub |
 |
6 |
 |
no |
 |
24 |
 |
500-1500 |
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0 |
 |
no |
|
 |
 |
 |
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 |
 |
Maelstrom |
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|
 |
 |
 |
 |
 |
 |
The 12-MLR is the big brother to the 8-MLR, essentially the same weapon but with 4 more rockets per salvo. If all 12 rockets can be made to hit a potential for 3600 damage is possible, but it takes very precise strafe timing to make this happen. The 12-MLR suffers from the same reload time issues as the 8 rocket variant but it is still a valuable middle ranged weapon for support VTs that cannot use their howitzer due to minimum distance limitations. The 12-MLR seems to have a dispersion radius of about 45°, but the rockets are still closer together, giving a higher probability of multiple rocket strikes on a single target.
|
 |
400 |
 |
sub |
 |
8 |
 |
no |
 |
24 |
 |
500-1500 |
 |
0 |
 |
no |
|
 |
 |
 |
|
 |
 |
Regal Dress A | Behemoth |
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