I tested out the machine gun just now on the new testing ground. The objective was to compare it's effectiveness at destroying components vs more convensional weapons.
The results were not good.
I'd start by stripping the armor off with a small laser and even short bursts of mg so to avoid damaging the structure as much as possible. The awesome I faced was a perfect go at it since I was able to strip the armor without even touching the structure.
I then fired at one side with mg (two of them) only and was surprise to see their weapons going red while leaving the structure a nice bright yellow.
For the mg, you have to strip the armor off first for the mg to really have a go at the modules placed there. This means that I had to strip the armor off both the arm and torso in order to destroy the weapons there. In the time it would take you to do this, you can simply focus fire the side torso and destroy it. Hell, I'd even say it would take less time actually. Once a side torso is gone, the arm that is attached goes with it regardless of how much armor was left on that arm.
I was actually able to destroy the weapons using convential weapons while leaving the structure in orange or red but still there quite easily and in a time frame that is almost on par with the mg.
The conclusion to this is that the mg is still very much useless. Had I brought something that did actual damage, or more hs to fire more often, I could in fact, neutralize the enemy's weapons either by critting them or out right destroying the component that they are on.
If they want the mg to be a crit seeker, then purhaps it should do so while there is armor still on. AP rounds. Reduce the crit chance and keep the damage the same but allow it to apply its damage to structure ignoring armor. Right now the crit chance would be too high and it would become OP if it could ignore armor yet ignoring armor might be exactly what the mg needs to do to be a viable weapon on the field.
In this process I noticed something about the Cat. After taking out a side torso, the rest of the mech was untouched (minus the other arm that was gone). I shot that same rear side torso again. Despite the mech still having front armor left on that side torso, the CT started to take damage instead of that front armor.
Ok, a transfer of damage thing but here is the kicker...Despite shooting the destroyed REAR side torso, I was doing damage to the FRONT CT.
WTH?
First off, the damage should be applied to the front side torso armor that is left there. Only once that is gone should it begin to transfer to the CT.
Second, if it's gonna transfer to the CT, it should be the rear CT since it was the rear side torso I was shooting.
This new training grounds plus the new stat info has been great. We, as players, finally get to test things out in a controlled manner and see just how things are working out. The stats and streaks is another good example I read. People thought that this was OMG easy mode to hit. That there was a minimum of 90% hit rate. Yet someone posted 74% I think?
I would like to see an addition to the training ground. Being able to build the mechs we face. Purhaps supply us with 8 "training ground bays". Creating mechs in these are at no c-bill cost. They can not be piloted and will only be the 8 mechs you use as target practice in the training ground.
Gonna test out the flamer next.


Training Ground Testing
Started by Deamhan, Mar 08 2013 01:48 PM
2 replies to this topic
#1
Posted 08 March 2013 - 01:48 PM
#2
Posted 08 March 2013 - 01:53 PM
Not to belittle work you clearly spent time, all of this was known.
Damage transfers to armor from front to rear even if one side is blown off. 'They're working on it.'
MGs do almost nothing to armor, and really only get useful after armor is blown off. Precisely the same time every other weapon is....still more useful than a MG was up to that point.
Flamers add 5% heat per unit per second, which won't mean anything to the mechs in testing ground. I don't even know what it's damage is in MWO because it is another machine gun equivalent and therefore doesn't matter.
Damage transfers to armor from front to rear even if one side is blown off. 'They're working on it.'
MGs do almost nothing to armor, and really only get useful after armor is blown off. Precisely the same time every other weapon is....still more useful than a MG was up to that point.
Flamers add 5% heat per unit per second, which won't mean anything to the mechs in testing ground. I don't even know what it's damage is in MWO because it is another machine gun equivalent and therefore doesn't matter.
#3
Posted 08 March 2013 - 02:24 PM
It did more damage over time than the mg did but with the heat it produced to the user, it doesn't have the sustainability that the mg does. It's accurate...too accurate. I was able to cockpit 3 (I took out the cockpit of the last three because I ran out of ac5 ammo) and not even touch the rest of the mech. despite the visual fireball encompassing all three torso, only the head of the commando took damage. I have used it in actual combat and have been successful at overheating mechs that are running hot. Of course it was a troll build where I could simply hold the button down and never overheat. It took too long to over heat an already hot mech (heat vision is great), it won't keep them from cooling down after they shut down from overheat, and the damage is small and only applies to the body part you aim for.
I think the flamer needs just one thing. The flamer should be a "cone" hitting multiple body parts at once and delivering it's damage to each part hit. Right now I think it is .4 per cycle and a .1 sec cycle for a total of 4 dps. A decent amount but it generates 6 heat per second and has a max range of just 64m. Being able to hit two or three body parts at once for 4 dps per body part is more reasonable considering the amount of heat and short range.
I think the flamer needs just one thing. The flamer should be a "cone" hitting multiple body parts at once and delivering it's damage to each part hit. Right now I think it is .4 per cycle and a .1 sec cycle for a total of 4 dps. A decent amount but it generates 6 heat per second and has a max range of just 64m. Being able to hit two or three body parts at once for 4 dps per body part is more reasonable considering the amount of heat and short range.
Edited by Deamhan, 08 March 2013 - 02:24 PM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users