This document is intended to match canon/fluff with gameplay in anticipation of MWOnline.
It is divided into 3 parts. Part one lists all of the tech available as of 3048 canon-wise. Part two lists the mechs available. Part Three lists the primary versions of each of these mechs as of the Technical Readout 3025.
Part One
Weapons available 3025 (note, MW4 doesn’t differentiate between old and new IS tech)
Small, Medium, Large Lasers
PPC
LRM 5, 10, 15, 20
SRM 2, 4, 6
AC 2, 5, 10, 20
Machine Guns (.5 ton version)
Flamer
Part Two
Mechs available via Mektek. The Jenner in the mektek pack is a IIC variant, and like other IIC’s are clan tech. The mechs announced for the game as of this writing are in all caps, save the Jenner. Mechs in italics are 'unseen' mechs. (Unseen mechs look identical to robotech mechs and their art is in copyright violation.)
Light
Wasp
COMMANDO
Urban Mech
Panther
Medium
CENTURIAN
HUNDCHBACK
Trebuchet
Shadowhawk
Heavy
DRAGON
Rifleman
CATAPULT
Archer
Warhammer
Marauder
Awesome
Assault
Victor
Stalker
Cyclops
Zeus
Battlemaster
ATLAS
Below are prime Configurations of the above mechs. NOTE: The MW4 videogame has automatically assumed all mechs have been upgraded with the best engines available for each mech at the time of the post-clan invasion Fed-Com Civil War. Likewise with armor types (Ferro Fibrous), and electronics. This means that many mechs are faster and more heavily armored than their 3025 counterparts. Also, to keep with canon, there are no LAMS, BAP, IFF, ECM, Advanced Gyro, Enhanced Imaging – everything except Jump Jets. There may be some sort of enhanced imaging built into MWO for those who specialize in the scout position. (Thermal imaging for defense/assault roles.) Heat sinks are also a question mark regarding how many per ton, etc. Most MW4 ammo numbers are probably higher. I noticed low reload numbers on the hunchback's AC20 in the trailer. In classic BT, it would have had 2 tons, equalling 10 shots. In MW4, 1 ton = 20 shots! Machine Guns typically share a single ammo hopper. The screenshot below shows a fresh Atlas, probably only having fired a shot or two. Note the very low ammo totals.
Part Three
Suggestion: Keep the engines at or just below top speed if possible. Given that double heat sinks don't exist yet, but the game figures them in, consider 0 to be the default heat sink number, unless noted. Almost every mech carries only one ton of ammo per weapon, unless noted. FF armor only, just Maximize it. Jump Jets only if the primary variant has them, no other front page options. Note: you will probably have tonnage left over, to keep it fair, don't fill it up. FF armor is lighter than standard armor, and some mechs have XL engines and Endo-Steel skeletons, none of which exists yet. Oh well. Inner Sphere Technology is as inferior as the stravag barbarians who pilot it, quaff? };-)
TIP: To see if you configured your mech properly, I have added a # tons left over note. If you have more or less, you made an error.
Options on electronics: for the sake of practice, the head trainer may authorize the use of BAP's, IFFs, and ECM suites for scout mechs or command mechs. Scout specialized pilots will have magnification x 7/telescopic sight as a skill (enhanced imaging). I BELIEVE radar should be set to simple/LOS only.
Starting with confirmed MWO mechs (note, these are still just prime variants from the TR:3025).
In the case of proxy weapons and heat sinks, use the (description in parenthesis following the actual weapon/gear).
Edits/corrections in red.
Commando
Top Speed 97
SRM 6
SRM 4
Medium Laser
0 heat sinks, 3.75 tons lost/left over
Jenner (use Jenner IIC) (confirmed loadout)
Top Speed 117
Jump Jets
SRM 4
Medium Laser x 4
0 heat sinks, 6 tons lost/left over
Centurion
Speed 65
AC 10
LRM 10
Medium Laser x 2
0 heat sinks, 6 tons left over
Hunchback (confirmed loadout)
Speed 63 (70)
AC 20 (should have 10 shots only, oh well)
Medium Laser x 2
Small Laser
3 heat sinks, 5.90 tons left over.
Hunchback Swayback (Use Hunchback IIC) (confirmed variant)
Speed 63 (64)
Medium Lasers x 8 (Use 2 x hvy med lasers and 2 x medium lasers)
3 heat sinks, 19.90 tons left over.
Dragon
Speed 86
LRM10
AC/5
Medium Laser x 2
0 heat sinks, 18.50 tons left over (not kidding)
Catapult
Speed 64 (62)
Jump Jets
LRM 15 x 2
Medium Laser x 4
2 heat sinks, 14 tons left over
Atlas (confirmed loadout) this is important, as later versions of the Atlas replace the AC20 with a gauss rifle.
Speed 54 (51.01 in mw4)
AC20 (gun rack along the hip)
LRM 20
Medium Laser x 4
SRM 6
5 heat sinks, 15 tons left over
Unconfirmed Variants of Confirmed Mechs (from canon/BT TT game)
Commando 1B
Speed 97
Large Laser
Medium Laser
SRM 2
0 Heat Sinks, 3.75 tons left over.
Centurion AL
Speed 65
Large Laser
Medium Laser x 2
Small Laser (replace with Heavy Machine Gun x 1, if you want)
LRM 10
3 heat sinks (2 heat sinks), 8 tons left over
Grand Dragon (Use Dragon) - runs hot!
Speed 85
PPC
Medium Lasers x 3
LRM 10
0 Heat sinks, 18 tons left over
Katapult (Catapult K2)
Speed 64 (62)
NO JUMP JETS
PPC x 2
Medium Lasers x 2
Machine Guns x 2 (use Heavy Machine Guns x 2)
5 Heat Sinks, 10 tons left over
Atlas RS
Speed 54 (51.01 in mw4)
AC10 (gun rack along the hip)
LRM 15
Large Laser x 2
SRM 4
5 heat sinks, 15 tons left over
Note: when discussing weapon types in the Development Blog 4 on MWO website forums, they throw gauss rifles into the ballistic weapons category. Doesn't mean they exist, just that they acknowledge they do/will exist.
Prime variants of the rest of the mechs listed above:
Wasp
Speed 95
Jump Jets
Medium Laser
SRM2
Urbanmech
Speed 32
Jump Jets
AC 10
Small Laser
Panther
Speed 64
Jump Jets
PPC
SRM 4
Trebuchet
Speed 86
LRM 15 x 2
Medium Laser x 3
Shadowhawk
Speed 86
Jump Jets
AC/5
LRM 5
SRM 2
Medium Laser
Rifleman
Speed 65
Large Laser x 2
AC/5 x 2
Meedium Laser x 2
Archer
Speed 66
LRM20 x 2
Medium Laser x 4
Awesome
Speed 51
PPC x 3
Small Laser
Marauder
Speed 65
PPC x 2
Medium Laser x 2
AC/5 (top gun rack)
3 Heat Sinks
Warhammer
Speed 65
PPC x 2
SRM 6
Medium Laser x 2
Small Laser x 2
Machine Guns x 2 (1 ton total)
4 Heat Sinks
Victor
Speed 65
Jump Jets
AC/20
Medium Laser x 2
SRM 4
Stalker
Speed 54
LRM 10 x 2
Large Laser x 2
Medium Laser x 4
SRM 6 x 2
Cyclops
Speed 62
AC/20 (2 tons of ammo - 32 shots)
LRM 10
Medium Laser x 2
SRM 4
Zues
Speed 65
Large Laser
LRM 15
Medium Laser x 2
AC/5
Battlemaster
Speed
PPC
Medium Laser x 6
SRM 6
Machine Gun x 2 (1 ton total)
-Peiper
It is divided into 3 parts. Part one lists all of the tech available as of 3048 canon-wise. Part two lists the mechs available. Part Three lists the primary versions of each of these mechs as of the Technical Readout 3025.
Part One
Weapons available 3025 (note, MW4 doesn’t differentiate between old and new IS tech)
Small, Medium, Large Lasers
PPC
LRM 5, 10, 15, 20
SRM 2, 4, 6
AC 2, 5, 10, 20
Machine Guns (.5 ton version)
Flamer
Part Two
Mechs available via Mektek. The Jenner in the mektek pack is a IIC variant, and like other IIC’s are clan tech. The mechs announced for the game as of this writing are in all caps, save the Jenner. Mechs in italics are 'unseen' mechs. (Unseen mechs look identical to robotech mechs and their art is in copyright violation.)
Light
Wasp
COMMANDO
Urban Mech
Panther
Medium
CENTURIAN
HUNDCHBACK
Trebuchet
Shadowhawk
Heavy
DRAGON
Rifleman
CATAPULT
Archer
Warhammer
Marauder
Awesome
Assault
Victor
Stalker
Cyclops
Zeus
Battlemaster
ATLAS
Below are prime Configurations of the above mechs. NOTE: The MW4 videogame has automatically assumed all mechs have been upgraded with the best engines available for each mech at the time of the post-clan invasion Fed-Com Civil War. Likewise with armor types (Ferro Fibrous), and electronics. This means that many mechs are faster and more heavily armored than their 3025 counterparts. Also, to keep with canon, there are no LAMS, BAP, IFF, ECM, Advanced Gyro, Enhanced Imaging – everything except Jump Jets. There may be some sort of enhanced imaging built into MWO for those who specialize in the scout position. (Thermal imaging for defense/assault roles.) Heat sinks are also a question mark regarding how many per ton, etc. Most MW4 ammo numbers are probably higher. I noticed low reload numbers on the hunchback's AC20 in the trailer. In classic BT, it would have had 2 tons, equalling 10 shots. In MW4, 1 ton = 20 shots! Machine Guns typically share a single ammo hopper. The screenshot below shows a fresh Atlas, probably only having fired a shot or two. Note the very low ammo totals.
Part Three
Suggestion: Keep the engines at or just below top speed if possible. Given that double heat sinks don't exist yet, but the game figures them in, consider 0 to be the default heat sink number, unless noted. Almost every mech carries only one ton of ammo per weapon, unless noted. FF armor only, just Maximize it. Jump Jets only if the primary variant has them, no other front page options. Note: you will probably have tonnage left over, to keep it fair, don't fill it up. FF armor is lighter than standard armor, and some mechs have XL engines and Endo-Steel skeletons, none of which exists yet. Oh well. Inner Sphere Technology is as inferior as the stravag barbarians who pilot it, quaff? };-)
TIP: To see if you configured your mech properly, I have added a # tons left over note. If you have more or less, you made an error.
Options on electronics: for the sake of practice, the head trainer may authorize the use of BAP's, IFFs, and ECM suites for scout mechs or command mechs. Scout specialized pilots will have magnification x 7/telescopic sight as a skill (enhanced imaging). I BELIEVE radar should be set to simple/LOS only.
Starting with confirmed MWO mechs (note, these are still just prime variants from the TR:3025).
In the case of proxy weapons and heat sinks, use the (description in parenthesis following the actual weapon/gear).
Edits/corrections in red.
Commando
Top Speed 97
SRM 6
SRM 4
Medium Laser
0 heat sinks, 3.75 tons lost/left over
Jenner (use Jenner IIC) (confirmed loadout)
Top Speed 117
Jump Jets
SRM 4
Medium Laser x 4
0 heat sinks, 6 tons lost/left over
Centurion
Speed 65
AC 10
LRM 10
Medium Laser x 2
0 heat sinks, 6 tons left over
Hunchback (confirmed loadout)
Speed 63 (70)
AC 20 (should have 10 shots only, oh well)
Medium Laser x 2
Small Laser
3 heat sinks, 5.90 tons left over.
Hunchback Swayback (Use Hunchback IIC) (confirmed variant)
Speed 63 (64)
Medium Lasers x 8 (Use 2 x hvy med lasers and 2 x medium lasers)
3 heat sinks, 19.90 tons left over.
Dragon
Speed 86
LRM10
AC/5
Medium Laser x 2
0 heat sinks, 18.50 tons left over (not kidding)
Catapult
Speed 64 (62)
Jump Jets
LRM 15 x 2
Medium Laser x 4
2 heat sinks, 14 tons left over
Atlas (confirmed loadout) this is important, as later versions of the Atlas replace the AC20 with a gauss rifle.
Speed 54 (51.01 in mw4)
AC20 (gun rack along the hip)
LRM 20
Medium Laser x 4
SRM 6
5 heat sinks, 15 tons left over
Unconfirmed Variants of Confirmed Mechs (from canon/BT TT game)
Commando 1B
Speed 97
Large Laser
Medium Laser
SRM 2
0 Heat Sinks, 3.75 tons left over.
Centurion AL
Speed 65
Large Laser
Medium Laser x 2
Small Laser (replace with Heavy Machine Gun x 1, if you want)
LRM 10
3 heat sinks (2 heat sinks), 8 tons left over
Grand Dragon (Use Dragon) - runs hot!
Speed 85
PPC
Medium Lasers x 3
LRM 10
0 Heat sinks, 18 tons left over
Katapult (Catapult K2)
Speed 64 (62)
NO JUMP JETS
PPC x 2
Medium Lasers x 2
Machine Guns x 2 (use Heavy Machine Guns x 2)
5 Heat Sinks, 10 tons left over
Atlas RS
Speed 54 (51.01 in mw4)
AC10 (gun rack along the hip)
LRM 15
Large Laser x 2
SRM 4
5 heat sinks, 15 tons left over
Note: when discussing weapon types in the Development Blog 4 on MWO website forums, they throw gauss rifles into the ballistic weapons category. Doesn't mean they exist, just that they acknowledge they do/will exist.
Prime variants of the rest of the mechs listed above:
Wasp
Speed 95
Jump Jets
Medium Laser
SRM2
Urbanmech
Speed 32
Jump Jets
AC 10
Small Laser
Panther
Speed 64
Jump Jets
PPC
SRM 4
Trebuchet
Speed 86
LRM 15 x 2
Medium Laser x 3
Shadowhawk
Speed 86
Jump Jets
AC/5
LRM 5
SRM 2
Medium Laser
Rifleman
Speed 65
Large Laser x 2
AC/5 x 2
Meedium Laser x 2
Archer
Speed 66
LRM20 x 2
Medium Laser x 4
Awesome
Speed 51
PPC x 3
Small Laser
Marauder
Speed 65
PPC x 2
Medium Laser x 2
AC/5 (top gun rack)
3 Heat Sinks
Warhammer
Speed 65
PPC x 2
SRM 6
Medium Laser x 2
Small Laser x 2
Machine Guns x 2 (1 ton total)
4 Heat Sinks
Victor
Speed 65
Jump Jets
AC/20
Medium Laser x 2
SRM 4
Stalker
Speed 54
LRM 10 x 2
Large Laser x 2
Medium Laser x 4
SRM 6 x 2
Cyclops
Speed 62
AC/20 (2 tons of ammo - 32 shots)
LRM 10
Medium Laser x 2
SRM 4
Zues
Speed 65
Large Laser
LRM 15
Medium Laser x 2
AC/5
Battlemaster
Speed
PPC
Medium Laser x 6
SRM 6
Machine Gun x 2 (1 ton total)
-Peiper