Roadbuster, on 08 March 2013 - 08:55 AM, said:
You don't roll dice everytime you press your fire button either. Right?
When you fire an Ultra, you roll the dice.
When you press Launch, you roll the dice.
Anyways, most weapons in the game, namely Autocannons and Lasers do their exact TT Damage. Missile systems even have a
progressed damage model due to inaccuracy, double armor, etc. That's 92% of weapons in the game that either are a 1:1 conversion or slightly better with damage values alone. Even an LB-X does 1 damage per pellet, although that's another story, since its still a bad design without a progression model.
And yes while the MG (or other types of MG's do lot's of damage from TT), it can be balanced within constraints, like slight cool downs, low ammunition, etc.
Just one MG in MW3 is upwards of 95% difference with raw damage than MWO's MG, and as such, does damage vs. armor, like every other weapon in that game which has a chance at damaging a Mech. While they don't have the exact "2" damage, it has a similar effectiveness. Meaning, if you stuck any of MWO's 2 MG variants in that game, it could dole out decent damage with its limited ammunition supply of 200 ammo (If you have 4 MG's and 4 tons of ammo, while you deal lots of damage, the ammo will go down to 2 tons in less than 4 seconds of constant fire)
200 Ammo Per Ton
.2 Damage (Fires in bursts of 4 equaling .8 damage)
0.625 Cool Down
Within the constraints of a cool down (rather than 0), an MG, like a Mini-AC cannon, is far easier to balance in order for it to have that equal chance of damaging armor like every other weapon.
If an MG did .8 or .6 Damage per bullet, with a 0.625 or 0.4 cool down, the DPS would either be 1.28 or 1.5 respectively. Chaining 2 would be 2.56 DPS or 3 DPS, thus a stock Mech equipped with 2 MG's now has a better chance at dealing near small laser damage, but within the constraints of low ammunition, low range,
and being able to effectively land each shot on the same area.
As another example, the MG could be .2 damage for .2 Cooldown of 1 DPS. So you retain the "super dakka" feel, but at least can do some semblance of damage over time. However, I think balancing around .8 or .6, with slightly higer cool downs, is better by taking into account the LMG, MG, HMG, and MGA's.
Edited by General Taskeen, 08 March 2013 - 10:00 AM.