coolnames, on 10 March 2013 - 12:51 PM, said:
I do not agree. It is rational to understand they do no damage to armor, and ignore the MGs being shot at your mech. But, MGs pester just like a fly buzzing around your ear...Here is a good example from my experiences:
Every single LRM missileboat I find out on his own that is raining down missiles on my team will freak out when I start laying into him...so much so that he stops shooting LRMs at my team and focuses on how to get away from me. Sure, the same response is likely when being shot with any weapon, but the same thing happens when in my 3C or 5K pelting them with MGs and a single laser.
So, there is one example.
It's a terrible example. The same result would happen no matter what you were equipped with, with one exception.
If you were in a mech with real weapons, you could actually kill that LRM boat instead of just startling him. By running that MG Spider instead of... well, anything else... you've done less than what you would have. It wasn't the machine guns scaring him, it was the knowledge that someone had crept up on him. If you were in, say, a Commando or Jenner, he'd have been doomed.
This is a clear example of where machine guns are terrible and need to actually do damage.
AC, on 10 March 2013 - 01:50 PM, said:
The purpose of MG is that they are a short range weapon that HAS NO HEAT. You swap heat for ammo dependance. 4MG should be about the same as 4ML, except you can fire them constantly without any heat issues.
At the very least, comparable to a small laser.
In tabletop, machine guns do the same damage as AC/2's. Which is reasonable, as both are one-slot weapons. The AC/2 is much heavier and generates a lot of heat, but it's one of the longest ranged (IS) weapons in the game, so that's a reasonable compromise.