Energy weapons typically don't use ammo, but in exchange draw more heat per shot, requiring the extra weight that would have been used on ammo to be instead used on heatsinks. In its appearance in the Mechwarrior 3 game series on computer, the Pulse Laser was a laser weapon that could fire a beam for a prolonged period of time.

Both do more damage to targets that have exceeded their heat threshold. They cost 600, 3000 and 15000 Clan Silver, respectively. Introduced in 2620 by the Terran Hegemony. Currently, Clan Silver can only be spent on Clan Chests, including the Small Clan Chest, the Medium Clan Chest, and the Large Clan Chest. Timby is a bit "meh" now imo.

The Last Squeak is a Primary weapon introduced in the 17.1.0 update as part of the Mouse king set.

SRM/AC brawling - you have to get in close (requires map knowledge) and then manage several projectile weapons while moving and twisting and turning and hoping your team follows through.

It's a jack of all trades/master of few, and the hard points can be a bit squiffy. It is a classic Clan Heavy Mech with a lot of build options. Clan Hell's Horses in the Dark Ages era including IS Clan General. some of the IIC clan mech heavies are good but the Timber wolf is a clan favorite. This allows a properly built laser mech to produce extreme quantities of damage in a single round, as long as you don't care if it all goes in the same spot and can accept the risk of shutting down next turn. Clan restriction, it was made to prevent clan hoppers by adding a timer for features like the Clan Store or Black Market.

It used to be really fun with a dual PPC + Gauss build before the nerf.

I also was thinking Orion but it's no omni and if it's the first clan heavy one might want to experiment to see which clan weapons work. So I started by building Clan UAC/10s and Clan ER Medium Lasers. Flamers draw from the fusion core of the mech (ie, they don't use ammunition), while Plasma guns require additional material to be ionised in the form of Gauss rounds. Clan Hell's Horses. Leanr how to brawl first imo, ACs and Srms to start.

Being good at laser requires a bit more knowledge. Heavy Carrier Project Metal Storm Super Heavy, Clan 200 [Redacted] [Redacted] [Redacted] [Redacted] [Redacted] [Redacted] Object-404 Super Heavy 150 2-3 2785 75 3 X UAC/10 3 X Thunderbolt-15 3 X RE Medium Laser 3 X Magshot 1 X LAMS 2 X Flare AMS I'm having a blast in my Ebon Jaguar. Defo the Hellbringer. Hellbringer.

Can do most builds decently well (except perhaps multiple heavy ballistics), and has ECM. imho Ebon jaguar, he's size not big and little harder to hit, and you can fit him really good.

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Clan pulse lasers have no damage increase and are heavier than their Clan standard laser equivalents, but boast extended range over the IS pulse lasers (as all Clan laser weapons do). Lasers typically have a baseline accuracy bonus (no need to calculate lead on a hitscan weapon). Large Lasers are mid to long range weapons with higher damage but also higher heat consumption, potentially to extreme levels (the clan heavy laser produces 70 heat a shot). Before I knew it, there was another mech planned that would require Clan tech: A Phoenix Hawk IIC. Heavier then medium lasers, but still very slot efficient. Trivia . 1 X Laser AMS 1 X Guardian ECM 1 X Active Probe 1 X Reactive Plating 300 Rated Fusion Core.

© Valve Corporation. Im gonna be contrarian and say something like the Orion IIC. Pulse lasers (along with VSPL and X-Pulse) trade single location damage and extra heat for multiple shots and additional accuracy, making them ideal for dealing with high evasion targets. IS Clan General. Small lasers trade damage and range for lower mass, making them useful tools for the lightest of mechs but quickly eclipsed on heavier mechs where hardpoints and slots are more likely to be limiting factors. It's versatile and a cameleon. As the name suggests, the Extended-Range variant of the Large Laser increases the power of the beam to project it to much farther ranges. Short to mid range, good accuracy, manageable heat, light and small, Medium lasers are the staple of any mech and can be found on the smallest of Locusts to the mightiest of Atlas' . Definitely the Hellbringer. Clan Rank, added in 17.4.0. For what it is worth I don't like the hellbringer. IS Clan General in the Dark Ages era including Blank General List. It is a Mouse King-themed shotgun that shoots spreads of poisonous bullets semi-automatically. At the moment I am considering either the Timber Wolf or Mad Dog Prime, leaning towards the former. Clan Silver can't be lost even if the player left a clan and joined another. Hellbringer is a commonly recommended clan heavy. Leanr how to brawl first imo, ACs and Srms to start.

Flamers and Plasma are primarily there to put heat into a target, trying to shut it down and leave it vulnerable, or at least make it shoot at you less until it cools down again. It has a bit less profile than the HBR, so it's a bit niftier for peek & shoot imho. If you find that your weapon is not in this list, or the values are inaccurate, please contact the wiki team on discord.

Large Lasers are mid to long range weapons with higher damage but also higher heat consumption, potentially to extreme levels (the clan heavy laser produces 70 heat a shot). Timberwolf, Just a fun/classic mech that you can do a ton with.Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. Clan weapons feel very different to is weapons. So much firepower, so much mobility, so much utility. Being good at laser requires a bit more knowledge. It also has quite a large profile for a heavy. Im gonna be contrarian and say something like the Orion IIC. Today it's time to get back to the Timberwolf. Heavier then medium lasers, but still very slot efficient. It is the successor of Medals. In exchange Plasma guns deal significantly higher damage, and when fired against an overheated target and point blank range can do damage on par with the heaviest of autocannons.