Weapons
Ammo based weapons
Weapons are standard BattleTech fare. You have projectile and energy-based weapons. For the most part, projectiles are more powerful and/or have longer ranges, but you can run out of ammunition. These include long and short range missiles (LRMs/SRMs), Gauss guns, and the 3 kinds of autocannons (regular, ultra and LB - the last is a kind of shotgun-autocannon.)
![Mechwarrior 3 Review [ A vulture does its job @ 640 x 480 ] > View Full-Size in another window.](images/17-s.jpg) A vulture does its job
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![Mechwarrior 3 Review [ Dual PPCs again @ 640 x 480 ] > View Full-Size in another window.](images/18-s.jpg) Dual PPCs again
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Energy weapons
Energy weapons are lasers and PPCs. You cannot run out of ammo, but the drawback is that you produce a lot of heat. Too much heat, and you shut down automatically. Way too much heat, and you go boom. Lasers come in two groups of three flavors, all mix-and-matcheable. There are small, medium and large lasers. Small are the most efficient but have short ranges, with large deal big damage immediately at high range, but build up heat very quickly. Mediums are in-between. Then the lasers are further divided into regular, extended range (ER) and pulse lasers. ER lasers produce more heat than regular ones, but, obviously, have longer range (a big deal.) Pulse lasers deal much more damage than regular lasers, and also produce more heat, though fortunately they do it over time since a pulse laser fires for about 2 seconds (hold the fire button down.) The weakness of a pulse laser is that its range is pretty pathetic, even in the large variety.
![Mechwarrior 3 Review [ Flamer Fire @ 640 x 480 ] > View Full-Size in another window.](images/19-s.jpg) Flamer Fire
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![Mechwarrior 3 Review [ Zoomed Pulse Laser hit @ 640 x 480 ] > View Full-Size in another window.](images/20-s.jpg) Zoomed Pulse Laser hit
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