Quote
Heeden, on 08 March 2013 - 09:58 AM, said:
I think what people are really after is some combination of
Heavy Machine Guns and the
Machine Gun Array. I mentioned earlier that the damage-per-ton was in line with other ballistic weapons, the real problem is inability to get sufficient tons of MGs for people who want to use them as a primary weapon. Ammo weight is a problem, but if they remain at zero heat and constant damage the extra tonnage needed can count as a balance against weapons that need heat-sinks.
Both of which, still do damage against Mechs.
Light Machine Gun - 1 Damage
Regular Machine Gun - 2 Damage
Heavy Machine Gun - 3 Damage
Machine Gun Array = 2 or 4 MG's (of any type) = Let's Break it Down
MGA LMG = 2 or 4 LMG = 2 to 4 Damage (Within the damage envelope of a Small Laser, similar to just 1 MG balanced by slightly increased short range, ammo)
MGA MG = 2 or 4 MG = 4 to 8 Damage (within Medium or Large laser damage, balanced by short range, ammo)
MGA HMG = 2 or 4 HMG = 6 to 12 Damage (within MPL or LPL damage, balanced by even
shorter range
60M, ammo)
AC/2 - 2 Damage (long range -> heat, ammo)
Small Laser - 3 Damage (short range -> heat,
no ammo)
They have the unfortunate name of "Machine Gun," so people simply equate them to an MG42. They still do damage to Mechs, its just how it was from the original game that had them balanced within their range envelope and ammunition. It was OK for them to do so and balanced due to the risk of getting in short range and low ammunition.
What happens if AP Gauss Rifles are ever added? Since it they are called "Anti-Personnel," they will be equated as being useful only for Infantry, even though they still do damage to a Mech at short range and do the same damage as a Small Laser.
The "problem" is that weapons added in MWO need an
equal chance of damaging Mech Armor reliably with in certain constraints (92% of weapons can damage Mech Armor in MWO - Houston, we have a problem). An MG, in MW3, was balanced by short range, low ammo,
a cool down, with fairly decent damage output.
If there was a 20 Ton Mech added that only boats energy weapons, it could reliably do so with Small Lasers (if speed/armor were a concern), since a Small Laser still has an equal chance of doing damage against armor even though it weighs half a ton. In some Record Sheet descriptions, a Small Laser is described as for "fending off infantry," so how about we make the Small Laser do 0.03 Damage, while ignoring that a Small Laser still can do 3 full damage to a Mech within its effective range. Sounds Legit.
Edited by General Taskeen, 09 March 2013 - 06:47 AM.