

The same rules apply though, as they seem to get more efficient, allowing you to place more lasers on your Mech and do a greater deal of damage. So you can double your laser count by using medium lasers and pack even more of a punch.įor small lasers, it's the same concept, they're smaller, they put off less heat, but they don't do as much damage. Since MLASs are much smaller than their larger brethren, they weigh less and take up less critical space, making them more efficiency as far as damage in the same amount of space. Medium lasers have less of a range, give off less heat, but do less damage. They run hotter and will warm your Mech up faster than other varieties. Large lasers have an extended range, but at the trade-off for heat. Lasers come in three sizes and two varieties (in addition to IS and Clan versions). At a disadvantage though, is they tend to create a lot of heat. You can fire freely and not have to watch the C-Bills going down the drain every time you miss. The best thing about these weapons is that they don't require any ammo. Note that almost that almost all weapons will hit at a different range than the targeting reticle will indicate.

Let's take a look at these weapons by group. When it comes down to weapons choices in Mercenaries, there are a few things to consider: damage, range, heat, reload time, and tonnage. The weapons table above comes from the New Avalon Institute of Science (now down) Home Page.Ībove is a weapon table with clan weapons on the top section, and Inner Sphere weapons along the bottom. The arms almost always go first, which means if all of your weapons are in your arms, you're toast. Ok, number one - Don't put anything in your arms unless you have to. I'm writing this for Mechwarrior 2: Mercenaries, but almost all of the concepts apply Mechwarrior 2 and Ghost Bear's Legacy, if not the rest of the Mechwarrior series. Local Ditch Gaming > Mercenaries > Mechwarrior 2: Mercenaries Strategy
