RedDragon, on 14 January 2013 - 02:35 PM, said:
Are you nuts? Large lasers have barely a DPS of over 2 and you want to make the MG deal that much damage?
Max range is 200m on MGs.
Large lasers have max range of nearly 800m.
If close range weapons don't have higher DPS, there is no reason to use them over longer range weapons.
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I find Paul's idea quite interesting, we have to see how it works out. MGs are not meant to be high damage dealers. They are auxiliary weapons (yes, for mech combat, but still only auxiliary). They are meant to be fired while your other weapons cool down or are destroyed. And that's where Paul's idea comes into play. You fire your main weapons at the target while continuously pelting it with your MGs. While you other weapons recharge, the MGs may crit something in the progress. Given, in some cases it's not worth waiting for any component to be destroyed, but in other cases it's well worth it. Ammo will instantaneously blow a side torso and an arm; when a main weapon (AC/20 or Gauss) is hit, you don't need to further target that area etc. Also think of the head - how many times did a lucky shot destroy the armor on the enemy's head but you couldn't hit it again with your large weapons? The burst-firing MG may very well score some crits in this case.
Long story short, the MG doesn't need to be viable as a damage dealer. It is an auxiliary weapon and Paul's way of approaching it seems promising in this regard.
No, it's not promising. It's a waste of space. Smart people will take weapons that both do damage and destroy equipment, not something that only does one... after some other weapon system removes the armor.
Bad game design.
EDIT/Caveat: If there ZERO other useful weapons that will fit on a 'Mech, the MGs will get used. Perhaps that's the idea... make them worth more than an extra HS... which is what I would usually put in their place. Correction: What I will still put in their place.
Edited by HRR Insanity, 14 January 2013 - 03:58 PM.