The ToS Top 5 countdown: Fave weapons!

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whitefirefox
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Post by whitefirefox »

*gets to minimum safe distance and sets the c-4 on corrins head off* nope no respect at all ;) :D :cool:
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
Thorgrim
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Post by Thorgrim »

Originally posted by LordSteel
Chain Saws -- make light mechs kick some, especially in areas with reduced line of sight. (Sneak up, thwack, thwack, and kick 'em while they're down)
I actually prefer inverting the order. First kick him, if he fumbles the check call shots with the CSs while he is down.
Iceman
whitefirefox
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Post by whitefirefox »

i agree with thorgrim knock'em down and take a limb or two off and then play with your vict er.........opponent a little :cool:
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
CrushU
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Post by CrushU »

Did I mention missles?

SRMs are almost useless, in my opinion. The only thing they're really good for is the high probability you will hit any one part. The problem is that it takes forever before you knock anyone down, much less tear off a part. Unless you get phenomanally lucky and have them all hit the same place, that is. LRMs are decent long-range weapons, I use them mainly because they can do Indirect fire. GMs are the best missle, in my opinion. They hit multiple places, and do enough damage to be considered a threat. Their problems are that most of the defensive systems are geared to make them miss. And of course, small rack sizes, with large slot space usage.

I like BRG because its one of the few weapons that poses a significant threat to the stability of Heavy+ Titans. Any other weapon (excluding teslas/ac20s) takes a while to do enough damage that it forces a jock skill check.
whitefirefox
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Post by whitefirefox »

srms aren't useless they do pretty nice spread damage with a quicker reload than lrms and besides how often can you hit a target at close range with an lrm rack? :D
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
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tarendelcymir
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Post by tarendelcymir »

I have to go with Fox on this one. SRMs can be very helpful at the closer ranges, especially mixed with other weapons. If you've been pounding someone for a while and his armor's getting thin in a few places, A nice SRM8 spread is almost guaranteed to knock a few things out. And with their relatively low weight and fast reload, you can pack them on pretty tightly.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
whitefirefox
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Post by whitefirefox »

note to self try for 20 srm medium titan :D

that'll be hell when i gets in range :cool:
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
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tarendelcymir
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Post by tarendelcymir »

I used to have a titan that had something like 6 SRM8s and 4 SRM4s on it. It also had a LL for extra damage and called shots when I'd ground their armor to dust with missile salvos. It worked pretty well.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
whitefirefox
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Post by whitefirefox »

well in the terms of missles id rather have more racks than the fewer but more damaging for more chances to hit and slightly quicker reload times (not much albiet but still every second counts in a heated fire fight right?)
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
CrushU
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Post by CrushU »

I think all missles are crap. Well, ok, good-smelling crap. If I use them, it's cuz my jock started with a high(20+) missle skill. The only redeeming quality that makes missles at ALL useful is the Indirect Fire...

True, you can get lucky and have all the missles in a rack pound into the same place (uber-death with the GM6) but it happens rarely, they just dont do enough damage. I think this way because if I wanted spread damage, Id use alot of different guns, like small lasers or something. The largest problem with them is that they rarely, if ever, force a piloting check. The only way to knock someone down with missles is to rip off a limb, and heavy+ titans have at least 40+ armor on them (80+ if designed by korg), i.e., they aint comin off any time soon with missles. Ive had missle wars, like I got a GM titan, and so does AI, and we both fire at each other while our other bots are wrecking each other on the ground. Each time, the Missle battle lasts longer than the ground battle.

Sure I like missles! ... When the enemy uses them.
whitefirefox
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Post by whitefirefox »

no one said you had to like'em

but you must admit for range, rate of rife, damage they do some what better than other weapons of course its all prefernce
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
Sir Rechet
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Post by Sir Rechet »

Here's my favourite weapons for v1.4.

1) Black Ray Gun. Great for downing enemy titans so that my CS-equipped recons & lights have an easier time ripping those unfortunate targets into small pieces without fear of much retaliation. Besides, it's almost as good as a LL in raw statistics, except for the range & size, of course.
At higher jock levels this weapon becomes rather obsolete, though. In that case I'd give my vote for LRMs, as I hate being unable to hit anything with GMs due to the abundance of ECM equipment.

2) Flame Thrower. Have lots of 'em or none of 'em, a tiny few here and there won't make much of a difference. Interestingly enough, they seem to work better in very small or very large titans, as the medium sized titans can't really afford to wait your enemy to come at you for the warm welcome, plus they don't have the necessary slots available to install two per body part. A design that still needs to be tested is to install a lot of these plus a strong shield and just letting the enemies come at you en masse - and then making the middle one explode due to heat overload.. *g*

3) Chain Saw. A pair of these turns a 'harmless' recon or light into a meat grinder in a pinch. Alas, they're no good without some sort of support from other titans due to the severely limiting range shortcomings.

4) AC20. Surprisingly enough, this weapon works better in a supportive role than outright damaging. Its sole purpose is to puncture gaping holes into the enemy titan's armor, and letting those missile/machine gun guys blow out the systems in the exposed body part. Without assistance from missiles, the overkill damage is disturbingly high, ie. having to use 20 potential damage points to destroy a body part with only a mere few structure points remaining.

5) Neutron Blaster. Useful addition to almost any design, a few of these will single-handedly destroy the largest enemy titan by turning its jock into a jellyfish. Also, works wonders to force your enemy to keep those shield generators up taking away from their heat reduction potential. Once again, take lots of them or leave them home altogether, just one or two won't work fast enough.
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Jukka Mikkonen a.k.a Sir Rechet
LarkinVB
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Post by LarkinVB »

My current weapon of choice is the AC12. It packs some pumch, is not handicapped by minimum range and all of the best - smoke.

At least one titan in a team should be capable of doing smoke screens. It saved my life more than once.

Smoke is better in WS as it can't be penetrated by good scanner like in v1.4.
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tarendelcymir
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Post by tarendelcymir »

I second the AC12 nomination. The Fog Giant was always one of my favorite titans, and many of the designs I made incorporated a couple of them. They've got pretty good range, nice hitting power, and decent accuracy. Not to mention the smoke Larkin loves.
We sometimes catch a window
A glimpse of what's beyond
Was it just imagination
Stringing us along?
More things than are dreamed about
Unseen and unexplained
We suspend our disbelief
And we are entertained
GROND
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Post by GROND »

Hey Jukka, it's great to see from you :)
Hetzer
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Post by TitanFodder »

My fav weap. list?

Any weapon that doesn't let you down. Screw the BRG when they stay standing. Screw the Tesla when it misses. Oh i dont like those weapons to move about so i do try to take them out asap,but i'd rather not use them myself(sorry BRG,in the next life) The less things can go wrong with any weapon the better your luck shall be. Or in other words: true might of a weapon is determined by its greates weakness!


1. Gauss Cannon. - (Just ignore Hetz's clever attempt at distraction. Nevermind the Mugger, it's the Legbreaker you have to worry aboot! Belive me.)

The more the merrier! Just watch 'em cry! The downside is they are really big guns that take up a lot of space,BUT they break stuff real good and risk NO ammo explosions. Something you just don't appreciate until your heat reg. gets damaged. Yes keep on firing right until you shutdown. The added "to hit" bonus will help you get a shot or two while firing on heat level critical :D hopefully...

2. Autocannon 7 - (Megrez you rule!)

AC7s have it all. Range,damage,reload,heat,no "to hit" penalties. Would be No.1 if it werent for the Gauss's ferocious accuracy. Um,oh has someone mentioned Large Lasers? Hmm? ...shields anyone?! Heating up the opposition with the LL is not my idea of a good time. That's what the Tesla is for :)

3. Tesla

If i'm gonna risk missing with weapons that produce a lot of heat, and reload forever, i may as well take the biggest one and che sera, sera.... Supposedly these weapons can give ghastly nightmares to unfortunate jocks who catch a headshot of this puppy. And at least if you hit the **** shield it'll collapse and heat up the target titan. As well as yours ha ha...

4. Guided Missiles 6

4 racks of these missiles may not be my prefference in a duel, but in regular play they are worth they weight in gold. That should be a lot of gold cos they're pretty heavy. Whats to say against this weapon? Find high ground and proceed to peel off bits of armor from (relative) safety of your huge range advantage. By the time the rest of your team encounters the opposition, it ahould be a lot easier to wipe out. Long reload buys you time to scan the enemies. Remember that 4 x 24 is 96. Though you'll rarely get all your missiles to hit it's still a lot of punishment to be dealing out. And besides if they hit all the time we wouldn't call them MISSiles now would we? (that sucked btw)

5. Plasma Gun

Huge range. Also gives you good to hit % when firing at half range :) Before you can use this gun effectively you need to master heat. That's the downside. Heat and reload AND it doesn't work very well at close range. But if you like to throw puches across whole maps and the Autocannon 4 doesn't quite satisfy your "appetite for destruction"(sorry) then this gun is made for you. Watch that heat tho'


The Cold Light Gun and Black Ray Gun don't quite make it. Both take too long to reload,and have short range(meaning you have to get very close to get a good shot). And heat produced by the Black Ray seriously pisses me off. Nasty opposition though. And so is the "napalm" family of weapons.

I listed these weapons based on my own experience and preferences in single player games, and some lessons i learned getting my arse kicked in netgames. Feel free to reflect upon your disgust with my ideas.
cheers
georg
GROND
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Post by GROND »

1) AC 20 short range is balanced by the chance of a knockdown.

2) Gauss Cannons, if I'm ever going to call my shots this is the weapon I'll use to do it.

3) AC12, great all around weapon good weight, damage, ammo, heat. What's not to like?

PS: (cannons?.......moi?)
Hetzer
jzpops
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Post by jzpops »

1) Chain saw. No range... but the damage, low heat, low recharge and cool sound make it tops.

2) AC20. One hit=one limb.

3) LRM12. Look at the pretty explosions. Oooh! Aaah! Perfect for softening up targets.

4) Ac12. ALMOST tied with Gauss cannon... but the higher damage, lower recharge, weight, and heat production make up for the "to hit" bonus difference.

5) Mg. Good for shredding at close range, not to mention all that ammo and the miniscule heat and reload time. And once again, cool sound effect. Rat-at-at-tat-tat!


Close runner-up: SRM6. If only the reload time wasn't so long, it'd be the replacement for mg's. As it is, even if you hit, only half the missles are likely to cause damage.
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Thorgrim
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Post by Thorgrim »

Originally posted by TitanFodder
The Cold Light Gun and Black Ray Gun don't quite make it. Both take too long to reload,and have short range(meaning you have to get very close to get a good shot).


Hmm, they're the fastest reloaders among big energy weapons (which are the fastest reloading weapon type not counting CC), along with the NB...
Iceman
whitefirefox
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Post by whitefirefox »

coulda sworn that the power axe makes less heat than the chain saw
"Jumpjets out of fuel? ........Oh crap...." (last words of my whitefirefox jock :p)
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