Heeden, on 10 March 2013 - 02:20 PM, said:
Firstly laser weapons only fit in to energy hard-points, no matter how many spare tons you have your ballistic slot will not fit a laser weapon. Also the other ballistic weapons are heavy - if I wanted to take a "proper" weapon I'd have to down-size my LLas for a medium and possibly drop speed or jump-jets to load more armour.
Secondly you seem to be assuming one-on-one situations where your strategy is geared towards stripping off weapons. I'm sure no-one disagrees that his is a poor strategy, MGs are more an opportunistic tool, if you see a mech with a vulnerable section you spray some machine gun fire and take out any equipment they have stored there. If you notice a section with red armour you weigh up the advantage of stripping it and taking out the weapons against getting a quicker kill. Small weapons like MLas can take a while to hit but you can strip ACs and L/SRMs whilst waiting for your primary weapon to cool-down.
Finally I disagree with the idea I should just take a better mech on principle. Not everyone wants to drive a 3L/Splat-cat/insert-fotm-mech-here. The great thing about this game is the ability to customise and experiment, and I'm thoroughly enjoying my jumping, sniping, occasionally fang-pulling Spider which has yielded some incredibly satisfying kills. True it may not compare favourably with the current crop of cheese but that doesn't stop it from being fun, which is the main reason I play this game.
My post was really just point out the flaw of the "test" with MGs. Yes, I realize that ballistics are heavy (even the AC2) in comparison to the MG. However, take the K2 as an example, there is are 4 energy and 2 ballistic. You are better off taking harder hitting energy weapons, or an extra heat sink than you are to take two MGs and ammo.
Shot of opportunity? If the enemy has a body part with the armor stripped, it is a better opportunity to try and destroy that body part with weapons that damage rather than just try and poke at their weapons with MGs. I have done my own tests with the MG and Flamer. I even started a thread about it...
http://mwomercs.com/...55#entry2030655
When equipping your machine, you should run out of crit space, or tonnage, or both. If you have crit space and tonnage then you need to consider putting on more HS or replacing one or more weapons with a more powerful counterpart. If you can't free up the space or tonnage for an AC2, then I'd recommend not using those ballistic slots and go with bigger lasers, bigger SRMs or LRMs, more ammo for the ammo based weapons you do have, etc.
I'm not talking cheese. I hate those cheese *** builds. I think they are an example of the gross imbalance that exists. But at the same time, there is such a thing as going the other way. These are troll builds. Packing flamers on energy hard points and MGs on ballistic hard points. You are doing your team a disservice.
Think of it. If there were two lights on a team that had just MGs. MGs are useless if there is armor on the target so until that first enemy gets its armor taken off, the team is essentially 8 vs 6. We all know how important numbers can be. Your odds of winning are significantly increased if you have a two man lead on your enemy. Of course the enemy isn't just gonna stand there and let you strip some armor off before they fire back. By the time those two lights become useful (even then it's marginal compared to the fact that damaging weapons can also crit and can simply remove a boat load of weapons by destroying a side torso completely and taking an arm with it), the enemy team has a head start on your own since they started with more effective fire power.
I would love to see the MG be a useful hard point filler when slot space and tonnage is low. I stand by my suggestion that is to roll back the crit rate to pre patch but let them by pass armor and go straight to damaging the structure.