|I hope to add new MW4 info of the Meck Packs and Mercenaries pretty soon. -CSH WarhawkFire|
|ER Large Laser||4.00||2.00||800.00||8.00||8.00||5.00||2.00||4.00||1.60|
|ER Medium Laser||1.00||1.00||400.00||1.50||1.20||3.00||1.50||1.50||0.50|
|ER Small Laser||0.50||1.00||200.00||0.35||0.20||1.00||0.70||0.35||0.35|
|ER Large Pulse Laser||6.00||2.00||800.00||3.00||3.00||1.25||0.50||1.50||2.40|
|ER Medium Pulse Laser||2.00||1.00||400.00||0.75||0.60||0.75||0.38||0.75||1.00|
|ER Small Pulse Laser||1.50||1.00||200.00||0.27||0.12||0.25||0.18||0.27||1.08|
|Clan LBX AC 10||10.00||2.00||450.00||14.00||1.00||4.00||1.40||7.00||3.50|
|Clan LBX AC 20||12.00||3.00||300.00||24.00||2.00||6.00||2.00||8.00||4.00|
|Clan Ultra AC 2||6.00||1.00||900.00||2.00||0.11||1.00||0.33||2.00||2.00|
|Clan Ultra AC 5||8.00||1.00||600.00||4.00||0.15||1.50||0.50||4.00||2.67|
|Clan Gauss Rifle||13.00||3.00||800.00||17.00||1.00||8.00||1.31||5.67||2.13|
|Clan Machine Gun Array||2.00||1.00||200.00||0.30||0.00||0.30||0.15||0.30||1.00|
|Clan Narc Beacon||2.00||1.00||600.00||0.00||1.00||3.00||0.00||0.00||0.00|
Inner Sphere Weapons
|Large Pulse Laser||7.00||2.00||600.00||2.62||1.75||1.25||0.37||1.31||2.10|
|Medium Pulse Laser||2.00||1.00||300.00||0.60||0.30||0.75||0.30||0.60||0.80|
|Small Pulse Laser||1.00||1.00||150.00||0.15||0.05||0.25||0.15||0.15||0.60|
|LBX AC 10||12.00||2.00||450.00||14.00||1.00||4.00||1.17||7.00||3.50|
|LBX AC 20||15.00||3.00||300.00||24.00||2.00||6.00||1.60||8.00||4.00|
|Ultra AC 2||8.00||1.00||900.00||2.00||0.10||1.00||0.25||2.00||2.00|
|Ultra AC 5||10.00||1.00||600.00||4.00||0.15||1.50||0.40||4.00||2.67|
|Light Gauss Rifle||13.00||2.00||1200.00||12.00||0.80||6.00||0.92||6.00||2.00|
|Long Tom Artillery||20.00||3.00||700.00||25.00||25.00||7.00||1.25||8.33||3.57|
|Machine Gun Array||2.00||1.00||150.00||0.20||0.00||0.30||0.10||0.20||0.67|
|C ER Large Laser||Energy||2||4||800||8||4||5||n/a||*|
|C ER Medium Laser||Energy||1||1||400||1.5||0.6||3||n/a||*|
|C ER Small Laser||Energy||1||0.5||200||0.35||0.1||1||n/a||*|
|C ER PPC||Energy||3||6||900||14||7.5||8||n/a||*|
|C ER Pulse Pulse||Energy||2||6||800||3||1.5||1.25||n/a||*|
|C ER Medium Pulse||Energy||1||2||400||0.75||0.3||0.75||n/a||*|
|C ER Small Pulse||Energy||1||1.5||200||0.27||0.06||0.25||n/a||*|
|Large Pulse Laser||Energy||2||7||600||2.62||0.88||1.25||n/a||*|
|Medium Pulse Laser||Energy||1||2||300||0.6||0.15||0.75||n/a||*|
|Small Pulse Laser||Energy||1||1||150||0.15||0.03||0.25||n/a||*|
|LRM 5||Missile||1||3||1000||4 ?||0.6||6||240||48|
|LRM 10||Missile||1||6||1000||4 ?||1.2||6||240||24|
|LRM 15||Missile||2||8||1000||4 ?||1.5||6||240||16|
|LRM 20||Missile||2||11||1000||4 ?||1.8||6||240||12|
|C LRM 5||Missile||1||2||1000||4 ?||0.6||6||240||48|
|C LRM 10||Missile||1||3.5||1000||4 ?||1.2||6||240||24|
|C LRM 15||Missile||2||4.5||1000||4 ?||1.5||6||240||16|
|C LRM 20||Missile||2||6||1000||4 ?||1.8||6||240||12|
|MRM 10||Missile||1||5||400||8 ?||1.2||5||240||24|
|MRM 20||Missile||2||8||400||8 ?||2.4||5||240||12|
|MRM 30||Missile||2||11||400||8 ?||3||5||240||8|
|MRM 40||Missile||3||13||400||8 ?||3.6||5||240||6|
|SRM 2||Missile||1||2||250||1 ?||0.2||2||120||60|
|SRM 4||Missile||1||3||250||1 ?||0.3||2||120||30|
|SRM 6||Missile||2||4||250||1 ?||0.4||2||120||20|
|C Streak SRM 2||Missile||1||2||300||1.2 ?||0.3||3||120||60|
|C Streak SRM 4||Missile||1||3||300||1.2 ?||0.45||3||120||30|
|C Streak SRM 6||Missile||2||4||300||1.2 ?||0.6||3||120||20|
|High Explosives||Missile||2||2||1200 ?||60||0||2.5||0||1|
|LBX AC 10||Ballistic||2||12||450||14*||0.5||4||36||36|
|LBX AC 20||Ballistic||3||15||300||24*||1||6||20||20|
|C LBX AC 10||Ballistic||2||10||450||14*||0.5||4||36||36|
|C LBX AC 20||Ballistic||3||12||300||24*||1||6||20||20|
|Ultra AC 2||Ballistic||1||8||900||1||0.05||1||240||?|
|Ultra AC 5||Ballistic||1||10||600||2||0.08||1.5||120||?|
|C Ultra AC 2||Ballistic||1||6||900||1||0.05||1||240||?|
|C Ultra AC 5||Ballistic||1||8||600||2||0.08||1.5||120||?|
|Light Gauss Rifle||Ballistic||2||13||1200||12||0.4||6||30||30|
|Machine Gun Array||Ballistic||1||2||150||0.2||0||0.3||450||450|
|C Machine Gun Array||Ballistic||1||2||200||0.3||0||0.3||600||600|
Clan and Inner-Sphere Weapons & Equipment
Energy Weapons use stored up energy that is channeled towards your enemy. Energy Weapons build up heat and take time to recharge before they can be fired again.
Beam Lasers: Beam lasers fire a single beam of energy towards an opponent. The larger the size of the laser the more heat and damage they cause. Unlike the Mechwarrior 3 environment where large groups of smaller lasers were very effective, the larger variety lasers tend to be much more effective than grouped smaller lasers are in the Mechwarrior 4 environment.
Pulse Lasers: Pulse lasers fire multiple bursts much like a laser-machine gun. While pulse lasers generally do less damage than their beam counterparts, and their range is shorter--they recycle very quickly. If you can keep your target under your targeting reticle the pulse laser can inflict a great amount of damage. The larger pulse lasers tend to build up more heat, do more damage, and have greater range.
Bombast Laser: The bombast laser is a charging weapon. The first pull of the trigger begins the charge. Hitting the trigger again releases the amount of charge the laser has built up. A reddish-pink glow will show on a mech charging bombast lasers before he fires them. Only the inner-sphere makes use of this weapon. If you can hit with it, it is a very effective weapon for the tonnage it requires and the heat it develops.
Particle Projection Cannon (PPC): The PPC fires a shimmering blue bolt of energy that travels slower than lasers. This "man-made lightning" fires out to long range and inflicts considerable damage to your target. An added bonus is that this weapon adds heat to your opponent and it can temporarily "fry" your enemies targeting systems so that their heads up display shows static for several seconds.
Flamer: The flamer is a short range flamethrower. This weapon inflicts little damage, but slightly increases the temperature of your enemy. This weapon is best used when your mech has an efficient cooling system against opponents in hot environments or who "run hot" because they use energy weapons or lack enough heat sinks. Flamers also set your opponent on fire for several seconds effectively marking them for your wing mates.
Ballistic Weapons consist of all those weapons involving the use of a barrel for aiming and the use of a projectile.
Autocannons: Autocannons are automatic loading cannons. Auto cannon 5 and 10's are available. The larger the number, the larger the caliber of the weapon. The smaller the number, the smaller the caliber, but the greater the range of the projectile. Autocannons are generally considered low-heat weapons, but are limited by the ammunition they can carry.
LBX Autocannons: An LBX autocannon works like a giant shotgun, with the projectile doing greater damage at shorter ranges due to the projectile splitting up into smaller pieces. These autocannons are shorter of range, but generally easier to hit with and causing more damage when at close quarters.
Ultra Autocannons: Ultra Autocannons tend to weigh less than their generic counterparts and fire twice the normal number of projectiles.
Gauss Rifles: Gauss Rifles use a series of magnets to propel a very heavy projectile at great speed to very long distances. This weapon has great distance, generates little heat, does amazing damage, but suffers from a long recharge time. The Clan version weighs less than the inner-sphere version, and the inner-sphere makes use of a lighter version that uses a smaller projectile making recharge time less and increasing the amount of ammo it can carry.
Machine Gun Arrays: Machine Gun Arrays mount groups of machine guns together aiming as a single unit in order to make them effective versus armored targets.
Missile weapons include a launcher mechanism that propels from 1-40 (depending on the launcher) missiles (guided or unguided rockets) towards targets with explosive or varying effects.
Long Range Missiles (LRMs): LRM's require a lock-on to be effective (can take several seconds of keeping your crosshairs on your target) and usually fly in a relatively flat trajectory towards your target. Getting a lock takes practice and skill (zooming often helps). You must be in active radar mode to get a lock. You need not have your target "targeted" but you can get a lock simply by keeping the target under your crosshairs for several seconds. You can arc missiles over nearby terrain as well. While they will hit closer targets, LRMs are most effective at long range-hitting your enemy while he is still unable to hit you. LRMs will track your target and will sometimes veer around and hit a dodging mech. The amount of missiles that hit varies and damage is not always consistent. LRMs come in groupd of 5, LRM 5, 10, 15, and 20. The higher the number, the more missiles fired at a time and the greater damage potential.
Medium Range Missiles (I.S. only): MRMs are in use only by the inner-sphere. They are unguided missiles flying in a straight trajectory towards your aiming point. The lack of guidance means they are packed with more explosives however so while they lack the range and tracking of LRMs they do more damage per missile. MRMs come in 10,20,30, and 40 racks.
Short Range Missiles (SRMs) (I.S. only): SRMs are short range, unguided missiles. These missiles head towards your aiming point and explode on contact. Like MRMs the lack of guidance means these missiles can pack more explosives than LRMs. SRMs come in 2,4,and 6 racks.
Streak Short Range Missiles (Clan only): The clans have refined missile technology and thus their short range missiles are dubbed streaks. These missiles, if fired when your crosshairs are RED, meaning on target, the streaks will track a moving opponent and greatly increase the likelihood of a hit. Like their inner-sphere cousins, streaks come in 2,4,and 6 racks but do slightly more damage.
Thunderbolt Missile (I.S. only): The inner-sphere makes use of the T-Bolt. Instead of launching multiple long range missiles the T-Bolt is a single missile that will inflict massive damage on a single location of your enemy. While the effect can be great, the lock-on time for this weapon makes it unpopular on a fluid battlefield.
Long Tom (I.S. only): The Long Tom is a direct fire (sort of), short muzzle, artillery piece. This weapon can be mounted by heavier mechs and the projectile can produce devastating results (on your friend or foe-so be careful!) Hitting opponents with this weapon takes a lot of practice-as does avoiding your allies with the effects of this weapon.
Artillery Strikes: Mounting artillery strikes on a mech does not mount a weapon, but a target designator. If you have a designator, you can target an enemy with this single weapon group and fire the designator. Your HUD will designate a marker and several seconds later the artillery should arrive.
Special Use Weapons and Equipment:
AMS: The anti missile system is the inner-sphere point defense system against enemy missiles. The AMS fires shrapnel into the air in order to knock out enemy missiles. Most effective against LRMs the AMS will not take out a thunderbolt missile and is often ineffectual against SRMs at close range. The AMS has ammunition which can run out.
LAMS: The Laser Anti Missile System is used by the clans for missile defense. This system works about as effectually as the AMS but does not require ammo. This system can and does cause heat when used.
NARC Beacon: The NARC launcher fires a single pod towards your target. Whatever the NARC pod hits will now draw any LRMS or Streak missiles to it that are not fired with a previous lock (even if it hits the ground). LRMs or streaks fired with a lock will ignore the beacon. These same missiles fired in any direction that are not locked will head for the last NARC beacon launched by a friendly unit.
Beagle Active Probe (BAP): The BAP is an advanced sensor array that increases a mech's sensor range and decreases the lock-on time for missiles (both for the mech mounting the probe and for enemy units attacking the mech using BAP).
Guardian ECM: The Guardian Electronic Counter Measures is a defensive array that decreases the range that your mech is detectable at and reduces the effect of being hit with a NARC. Due to the strong signal it emits however it is rumored that enemy missile lock-on time may still be decreased.
Standard Ferro-Fibrous armor is your basic battlemech armor. It utilizes advanced technology to protect your mech.
Laser Reflective Armor: This armor weighs a great deal more than standard armor but is much more effective against beam weapons that hit you.
Reactive Armor: This armor also weighs a great deal more than standard armor but is much more effective against ammunition-based weaponry.
Once you drop in game. You decide you want to regroup your weapons for more efficiency. Do the following...
Get into Single Fire mode ( \ key).
A blue box will appear around one of your weapons.
Move the blue box by pressing your “P” key.
Let us say for example you want to move a Gauss weapon (group 3) to the same group your PPCs are (group 2). Move the blue box down to the Gauss weapon.
Press “Shift - 2”, you will notice in your weapons group 2 get highlighted, meaning your Gauss is now in the same group as your PPCs.
This works as well for removing weapons from groups. In this case, you want to remove your Gauss from group 3, just press “Shift - 3” and you are done.
Try it sometime in campaign mode by your self. This little command comes in handy all the time.