New Light Ballistic Weapon
#21
Posted 15 March 2013 - 11:13 AM
#22
Posted 15 March 2013 - 11:30 AM
PapaKilo, on 15 March 2013 - 11:02 AM, said:
Mech sized one, and corrected the link in the submission.
PapaKilo, on 15 March 2013 - 11:02 AM, said:
In TT you could go with 1/2 ton, and it would make for a more interesting mechanic for lights tight on space. Not necessary, but more for flavor.
Timeline is a kicker, but there are instances where the timeline has not held strictly (angel ECM, pseudo streak missiles).
Or we could just make MG useful, but I have my doubts that will ever happen. The quick response from the streak splash issue, which is just projected hate from the 3L, and nary a peep about MG other then working as normal does not exactly fill me with hope.
#23
Posted 15 March 2013 - 01:35 PM
Edited by MustrumRidcully, 15 March 2013 - 01:35 PM.
#24
Posted 15 March 2013 - 01:35 PM
EDIT: Yeah, 3072 according to Sarna.
Edited by Aethon, 15 March 2013 - 01:36 PM.
#25
Posted 15 March 2013 - 02:11 PM
#26
Posted 15 March 2013 - 02:20 PM
#27
Posted 15 March 2013 - 02:28 PM
Postumus, on 15 March 2013 - 11:13 AM, said:
Except for the Angel/ECM/Null Signature/Stealth Armor system, and the one where you through money up into the ether and coolant, artillery and airstrikes come out.
But, now that they've started with this consumable stuff, here's a new idea for them: Since they're bringing out equipment that doesn't PHYSICALLY exist, yet affects the game anyway, then they can come out with some other cool stuff like a Magic Wand. It doesn't weigh anything, but it goes in the hand/nub of your mech, you can point it at stuff, and it instantly turns the opposing mech to face a random direction, and the only counter is another magic wand. (BTW, you have to throw money into the ether to charge the magic wand between matches.)
Sometimes posts are too good NOT to troll...
(This post is dedicated to STRAHL)
Edited by Peiper, 15 March 2013 - 02:31 PM.
#28
Posted 15 March 2013 - 05:15 PM
Edited by Red3, 15 March 2013 - 05:18 PM.
#29
Posted 15 March 2013 - 08:20 PM
Red3, on 15 March 2013 - 05:15 PM, said:
It is not better than an AC2 in anything other then heat. It is more like the AC2 and the Gauss had a baby - this would be the toddler version.
AC2: 4DPS, 720m range w/ 2160 max range
Mag Shot: 2.5 DPS, 270m range w/ 810m max
Edited by Esplodin, 15 March 2013 - 09:10 PM.
#30
Posted 16 March 2013 - 10:48 AM
The truth is that when you look at what different mechs do in the table top, in the books, reading sarna you can see why what is, is.
Lets look at the flea, specifically the fire ant. It's an anti personnel mech. This isn't something that is useful in the game right now. If there were people to kill, If I could torch buildings and burn people on a colony with my fire starter while an atlas took out any enemy mechs the faction currently in-charge of the planet I am conquering then the fire ant would have reason to exist.
The 50 caliber machine gun isn't something that will eat through 100 armor very quickly but a tank? a humvee? it makes sense these weapons exist in the table top but currently they offer nothing to killing 100 ton mechs. Hitting a hum vee at 100 meters from an atlas with an A/C 20? Or chasing a motorcade of enemy cars in a spider?
They need to make this game have more to do for these smaller mechs than stand and watch larger mechs fight.
#31
Posted 16 March 2013 - 01:54 PM
Oh, and MG in TT did damage to mechs with a BONUS to infantry. Same as the pulse lasers. Why don't people read the entry for small lasers an sarna, which states "reduced firepower means that Small Lasers are not usually used on heavier combat devices such as 'Mechs or tanks." YET THEY STILL DO FSKING DAMAGE TO MECHS. Maybe the sarna fluff description is full of schmit from time to time. Nah, if it's on the GD Internet it MUST be true. 2 Damage. Even sarna says so - SAME AS AN AC2.
FFS, also stop with the real world comparisons, since BT armor is milimeter thick and very brittle abalative armor designed to tear off the mech. It is NOT hardened steel armor like modern day tanks, and a 20mm round would definately shatter a plate causing armor to be lost on a flipping mech. 2 points of armor in fact.
They either need to take the mechs out of the fracking game, or make them have a use against other mechs. It is idiotic, makes no sense, and only serves to make the grind to unlock efficiencies a horrible exercise having light mechs with 0 functional combat role agaiinst other mechs. This will only be made more of an issue when the release the flea, and it needs fixing NOW. Please stop theory crafting to justify the bad design we are currently living with.
Edited by Esplodin, 16 March 2013 - 02:03 PM.
#32
Posted 16 March 2013 - 03:46 PM
#33
Posted 16 March 2013 - 05:08 PM
HammerSwarm, on 16 March 2013 - 10:48 AM, said:
Good thing then that
1. The BT MG isn't a .50 - ffs man, we're talking about 'mech scale weaponry here. Use your head.
2. 'Mech armour isn't tank armour, it's ablative (read: sci-fi space fantasy stuff that has nothing to do with real life).
MGs in BT do as much damage to 'mechs as an AC/2. In MWO they do 1/10th of the damage of an AC/2. That's a bad design decision, and a horrible balance decision. It needs to be changed.
#34
Posted 18 March 2013 - 12:45 AM
Suggested Stats from me:
0.8 DPS
1 ton
2 Crit
Fires 10 shots per second (0.08 dmg/ per shot)
Ammo: 1,000 shots per ton
Special: Deals Quadruple Damage against Ghosts and Spirits
It's a canon* weapon even!
*) canon for Ghostbusters
Edited by MustrumRidcully, 18 March 2013 - 12:47 AM.
#35
Posted 18 March 2013 - 07:31 AM
Base capturing rate is also related to the number of hits the base take.
So let's assume a conquest base need 500 points to capture, a mech, by default, capture at the rate of 10 pts per second. A single hit from any weapon will be equal to 1 point of capture (regardless of HP dealt). This means rapid fire weapons can capture points very fast. With MG, which fires at 10 shots per second, this means a light mech with 4 MG can cap at a rate identical to 5 mechs.
#38
Posted 19 March 2013 - 12:23 PM
2 Catapults...(cored the head)
1 Hunchback
and a Jenner...last one was curious...i didn't even saw him nor did i have fired at him...all i did was to press and hold the trigger of my tripple machine guns.
There are two ways to bolster the Machine Gun AND avoid above behaviour:
Burst Fire...a machine gun fires a stream of bullets in a burst....after that the loading mechanism needs to coold down or similar. so they will work like small laser.
Machine Gun array...keep damage as it is...but allow to mount up to 3 or 4 machine guns as 1 single ballistic weapon.
#39
Posted 19 March 2013 - 12:35 PM
Karl Streiger, on 19 March 2013 - 12:23 PM, said:
I'd be interested to know the differences from the CB MG and now. I wasn't in CB, so I don't know the difference in mechanics. I also know I don't want the streaks of ballistics. I'd hate to get good machine guns only to have to garage the 5K again because it turned into the cheese squad. I think the spray fire is a great limiting mechanic though, and part of what balances the weapon. I'd hate to see that go away because a short cooldown would make my hit and run that much more effective since the damage is front loaded.
#40
Posted 19 March 2013 - 12:45 PM
JagerMech JM6-DD
- Tonnage: 65
- Hardpoints:
- Left Arm: 3 Ballistic
- Left Torso: 1 Energy, 1 AMS
- Right Torso: 1 Energy
- Right Arm: 3 Ballistic
- Heat Sinks: 10 Single
- Module Slots: 2-
This is why, my DD would have a 3 ton Gauss rifle with nearly infinite ammo and superior range and reload rate, and to add to that I would slap two PPC's on there because literaly my gauss now weighs next to NOTHING. You are asking for a superlight AC2 with insane range and slightly more damage with no heat...
Edited by Skadi, 19 March 2013 - 12:46 PM.
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