List of New Weapons/Tech Available in Flashpoint?

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Juramentado

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Hi Folks,

I've sorted through the post-release threads; is there a list of the new Weapons/Tech available in Flashpoint somewhere? I need to tweak my starting JSON files again - I'm going to start a new campaign.

Thanks!
 

Aries37

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I would be interested in this too. Mainly because I want to know what the difference between Lostech variants are. For instance I have an ERLL++ which seems identical to the ERLL+ except it's worth a bit more...
 

MeiSooHaityu

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Hi Folks,

I've sorted through the post-release threads; is there a list of the new Weapons/Tech available in Flashpoint somewhere? I need to tweak my starting JSON files again - I'm going to start a new campaign.

Thanks!

I think Flashpoint made already rare weapons and equipment a tiny bit more common. Basically certain weapons like the Gauss Rifle, Medium Pulse Lasers, and ER Large Lasers can now be found outside of the campaign and can be purchased in stores (although they are extremely rare) or awarded in Flashpoints. This also goes for Double Heat Sinks.

There is the Battle Computer (Cyclops) and Hatchet (Hatchetman) that are new, however I thing they might be tied specifically to their respective mechs. It might be possible to move them around, I'm not sure. Maybe other mechs with editing can have a Hatchet, it just of course won't be represented on the model.

I think this is how things were changed. Mind you I have not started any Flashpoints yet, although I have seen a few posted online (spoilers :/ ). So there may be a few things I am not aware of. I do think this is pretty much what changed though.
 

HF22

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I've seen large pulse lasers as Flashpoint rewards, as well as ER PPCs (in the SLDF Griffin you can now steal in one of the Flashpoints).

Also +& ++ variants of medium pulse lasers, though no extra bonus was visible for the ++ one.

Finally I got a 35% stability damage reduction gyro, which only uses two slots, which I had not seen before the DLC.
 

tobias.mb

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For the ++ lostech weapons:
Gaus+ is 2 tons lighter (15->13), Gaus++ is 4 instead of 5 inventory slots on top of the reduced weight
ER LL+ is 1t lighter, ER LL++ also +30% crit instead of +25% crit
Pulse LL+ is 1t lighter, Pulse LL++ has -3 instead of -2 accuracy buff.
ER ML+ / ++ 20->18 heat / 25% ->30% crit
Pulse ML+ / ++ is 16->14 heat / -2 -> -3 hit
ER SL 10->9 heat / 25% -> 30% crit
Pulse SL 10->9 heat / 10->8 heat
ER PPC is -1t / -2t weight

In short the lostech energy weapons are still terrible. Don't bother with them. Gaus+(+) is really good though.
 

Antagonist85

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Yeah, the ER PPCs are still way too hot to warrant fielding them, especially with engine SHS. Even normal PPCs are pushing it considering they're generating more heat than what they should with the x3 heat scale multiplier from TT, but there the (stability) damage bonus makes the rare versions at least viable alternatives.

Other than that, even SPL lose out against the theoretical 2SL+++ with TTS+++(E). Same weight, but 4 less points of heat even against the SPL++ with -2 heat generation. Of course, that TTS is lostech...

The fact remains that ER weapons are useless at the ranges combat usually takes place and just generate much more heat for the same or even less performance. I'm actually very sad we didn't get to play with UAC5s, LB-10X and NARC weaponry. These would've enriched gameplay or been considered an actual upgrade over the level 1 weapons we generally play with.
 

tobias.mb

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The fact remains that ER weapons are useless
I actually think, that a point can be made for the ER SL and the ER ML. For those the extra range puts them effectively into the next higher range bracket in many cases.
The ER SL is close to ML / SRM optimal range (which you normally want to close into anyway);
And the ER ML is technically right between ML and LL range. But since sight range is rather limited in this game, ER ML range is often enough already.

I still consider them bad, but I could understand if someone used them for this utility.
 

Antagonist85

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I actually think, that a point can be made for the ER SL and the ER ML. For those the extra range puts them effectively into the next higher range bracket in many cases.
The ER SL is close to ML / SRM optimal range (which you normally want to close into anyway);
And the ER ML is technically right between ML and LL range. But since sight range is rather limited in this game, ER ML range is often enough already.

I still consider them bad, but I could understand if someone used them for this utility.

Be that as it may, but all of these were either deliberately omitted or forgotten to add to the loot tables. Probably the former, since you'll ideally want something with oomph behind it as a flashpoint reward, not a glorified medium range flashlight.
 

Jamey

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Finally I got a 35% stability damage reduction gyro, which only uses two slots, which I had not seen before the DLC.
That's interesting for mechs that I'd like a gyro and more than one slot for weapons in the CT.
 

Jamey

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Be that as it may, but all of these were either deliberately omitted or forgotten to add to the loot tables. Probably the former, since you'll ideally want something with oomph behind it as a flashpoint reward, not a glorified medium range flashlight.
The ER ML and ER SL are not canonical in this time period, as they were developed in the Clans and Inner Sphere versions were developed after the Clan Invasion.

Despite that, the ER ML appears on one allied mech in a Merc Cameo Flashpoint. Details behind a spoiler tag, and there are some spoilers of the events of that Flashpoint.

The Enforcer that joins your lance during the Morgan Kell Flashpoint. I took the option to raid the base to rescue the hostages while Morgan took care of the main opponent.
 

Antagonist85

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The ER ML and ER SL are not canonical in this time period, as they were developed in the Clans and Inner Sphere versions were developed after the Clan Invasion.

Despite that, the ER ML appears on one allied mech in a Merc Cameo Flashpoint. Details behind a spoiler tag, and there are some spoilers of the events of that Flashpoint.

The Enforcer that joins your lance during the Morgan Kell Flashpoint. I took the option to raid the base to rescue the hostages while Morgan took care of the main opponent.

Right, I'd completely forgotten about that. My bad.