Mech Mods and omnimechs - SpringMCLegacy/SpringMCLegacy GitHub Wiki
"Mods" is a catchall term for any special modules, changes or pieces of equipment that can be bought and installed onto your Mechs to greatly boost performance, add new abilities or change some aspect of a Mech. They are installed via an Upgraded Mechbay; loading a Mech into a Bay will show a menu of available mods that can be added to the Mech.
Many Mechs come with pre-installed Mods. With the exception of Integrated Equipment (see below), these Mods can be removed and replaced at will. Stripping pre-built Mods off a Mech can be a way to recycle Salvage.
Every Mech can be equipped with a maximum of 6 Mods. Integrated Equipment also take up a Mod slot and, since they can't be removed, effectively lower the maximum mods a Mech can equip (for example, a Mech with Jump jets will only be able to equip 5 Mods).
Omnimechs are a special type of Mech that are designed to be highly modular and able to reconfigure their entire arsenal in a short period of time. Whereas normal Mechs would require extensive factory refits lasting weeks or months in order to change their weapons loadouts, Omnimechs have a modular Pod system that allows them to adapt to virtually any situation with little preparation.
Each Omnimech has a number of "configurations" that players can swap between. The Avatar, for example, has its base "Prime" configuration, as well as "A", "B" and "C" configurations, all of which have very different weapon loadouts, capabilities, and battlefield roles.
The downside to this system is that Omnimechs have access to a more limited selection of Mods; they can not change their chassis, engine or armor equipment.
Omni configurations can be changed in an upgraded Mechbay - Players will see a menu showing the different configurations that their Mech can reconfigure into. Swapping configurations costs Salvage.
In the cases of both Mods and Omnimech configuration swaps, Salvage is the currency used to purchase them, instead of C-Bills. See the Economy page for more details.
These pieces of equipment are too integral to the design of a Battlemech to be added or removed in a Mechbay; they require extensive factory refits and shuffling of internal equipment. Integral Equipment, as explained above, will use up one of the 6 Mod slots that Mechs can use.
An advanced sensor suite that will show enemy units in radar range as translucent models rather than blips. The most common type is called the Beagle.
An advanced lightweight material used in the construction of Mech frames, leaving more weight for carrying weapons and equipment but slowing repair speeds. [Not implemented]
Electronic Counter-Measure that projects a sensor-disruption field, hiding anything inside from enemy sensors. The most common type of called Guardian.
Allows a Mech to "jump" from one place to a next over intervening terrain.
Lighter weight engines that allow Mechs to save weight while maintaining the same speed profile, or (more commonly) trade-in for a more powerful engine of the same weight.
Increases rotational speed of torso and arms.
Advanced Heatsinks that improves a Mech's maximum heat threshold. Though they are twice as effective as regular heatsink, they are three times the size, so the increase is 50% rather than actually double.
Increases limb health by 25%.
Jumpjet Mechs only. Damage taken by executing Death from Above attacks reduced by half.
Increases repair rate in Mechbays by 25%. [Not implemented]
Coolant Pods are a self-contained backup storage of extra exotic coolant that can be injected into the Mech to offer an immediate emergency cooldown. Gives Mechs the "Coolant Flush" ability that instantly decreases heat levels, with a 5-second cooldown.
MECHS WITH JUMP-JETS ONLY. Allows Mechs to adjust their heading mid-air after a jump, removing the need to turn and face its jump location. Incompatible with Improved Jump Jets.
MECHS WITH JUMP-JETS ONLY. Increases Jump Range by 50%, and reduces heat generated by the same amount. Incompatible with Directional Thrusters.
Gives Mechs a short burst of extreme speed. Good for making a quick escape, or pouncing on an unexpecting enemy. Incompatible with TSM. [Not implemented]
Allows Mechs to 'Run', moving at higher speed (25%?) while also generating low amounts of heat. Destruction while running has a high chance of causing a fusion meltdown.
Allows Mech to move slightly faster when heat levels are above 50%, and increases melee damage by 50% (if ever implemented). Incompatible with MASC. [Not implemented]
MECHS WITH BEAGLE ACTIVE PROBE ONLY. Sensor upgrade that can penetrate Guardian ECM and detect units with Stealth armour. [Not implemented]
MECHS WITH GUARDIAN ECM ONLY. Protected against Bloodhound, including when used in conjunction with Stealth Armour, and will no longer "ping" when in proximity to enemy ECM. [Not implemented]
Mech can triangulate targeting telemetry with other nearby C3 units, improving accuracy slightly (5%) for every nearby C3 unit. [Not implemented]
MECHS WITH C3 UNIT ONLY. Increases range of C3 effect and accuracy buff (7.5%) per unit. [Not implemented]
MECHS WITH ECM ONLY. 20% increase to disruption field range.
Increases sensor range by 20%.
Reduces the amount of time electronics are affected by "PPC effect" from PPC hits.
MRMs only. Increases accuracy in a similar manner to Artemis and Targeting Computers.
APPLIES TO LRMS ONLY. Increases accuracy of missiles, but only if fired at target in the Mech's own LOS, as it effectively acts like the unit's own personal TAG. Is incompatible with Extended Range LRMs but can still use special ammunition. Base cost multiplied by the number of LRM launchers.
APPLIES TO SRMS ONLY. Increases accuracy of missiles. Base cost multiplied by the number of SRM launchers.
AKA Cellular Ammunition Storage Equipment. Prevents extra damage to Mech from losing a weapon arm. Mech will take no damage when it loses an arm with a weapon.
MECHS WITH STANDARD GAUSS RIFLES ONLY. Rate of fire increased by 25%, but generates heat similar to a PPC.
MECHS WITH BEAM LASERS ONLY. 10% power (damage) boost for all Beam Lasers (excluding Heavy lasers).
MECHS WITH PPCs ONLY. Increases damage of PPCs by 25% but increases heat generated by 50%.
MECHS WITH STANDARD GAUSS RIFLES ONLY. Transforms the Gauss into an LBX-like weapon that fires 15 flechette rounds. Incompatible with Quickcharging Capacitors.
Increases the accuracy of all ballistic and energy direct-fire weapons by 25%.
Only one armour type can be taken at a time.
A general 12% increase in damage resistance against all forms of damage.
25% increased defense against all damage and nullifies the double-damage done by Autocannon Armour Piercing ammo and SRM Tandem-Charge warheads, but speed, acceleration and leg turn rate reduced by 20%.
Makes the unit immune to heat damage from weapons like Flamers and PPCs.
25% increased defense against all missiles.
25% increased defense against damage from energy weapons - Lasers, PPCs and Plasma weapons.
Requires an ECM suite (Guardian or Angel) to function. When Stealth Armor is activated, the Mech is invisible to enemy sensors, including Beagle Active Probes (but not Bloodhounds), can not be targeted by lock-on weapons, and any unit that shoots at it will suffer 25% accuracy reduction. However, the Mech will generate a moderate amount of heat, and will have its own sensors disabled (and thus be unable to use lock-on weapons itself). Deactivating the armour will return the Mech to "normal".
Either too complicated, not worth it, stupid, etc, but kept for posterity.
MECHS <40 TONS AND NO JUMP-JETS ONLY. Advanced hydraulic system allowing lighter Mechs to perform very limited, short-range jumps. [Removed: Stupid]
Upgrade for AMS, replacing it with a more efficient laser. [Removed: LAMS will be a static Turret]
Increases accuracy of all ballistic and energy direct-fire weapons by 50% when targeting flying units, except weapons that fire in bursts (such as Pulse lasers, Ultra and Rotary autocannons and LBX shrapnel shot). Incompatible with standard Targeting Computer. [Removed: AA buff provided by Flak ammunition for AC/2 & AC/5s]
MECHS WITH HEAVY GAUSS RIFLES ONLY. Shots do increased damage at short range, but decreased damage at long range.