Koniving, on 12 May 2013 - 06:39 PM, said:
Welp. With the 21st patch, the 6 MG build will be a zero heat, 4.8 damage per second weapon with a 4.8 minimum, 14.4 maximum crit damage per second setup (engines have 15 health).
Let's say MGs do 2 damage per second, per MG.
That's 12 damage per second in a 6 MG rig for 3 tons + ammo, not to mention it's non-stop.
....Why would you want this? It'd just be an ultra light AC/2, defeating the purpose of AC/2s other than having some range.
Personally I'd like to use them to shoot down missiles.
With 6 MG on a jagger mech, and double the damage, you would do .517 damage as opposed to the .2586 it does now..
the average damage from a poll was .0431 which was what the Devs said it was supposed to be..
And that is still with the "magic bullet" scenario.. where they magically know what is armor and what is the soft insides of a mech..
So maybe that will turn the tides of war.. but i would still hide behind a close rock and wait for a core before blazing your MG tickle fest on them.. unless you have something else to strip the armor off with.. I still would say just use the MG to find the head, and push the alpha strike, if your going to use them.
Its sad when it takes 6 MG to do .5 points of damage, and "everyone" still says it works.. Mean while for the slots you could go AC and do some damage..
The
Machine Gun is the quintessential anti-
infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging
BattleMechs.
if you guys are going to use the MG = Anti infantry quote, use the whole quote where it says they are still effective at damaging BattleMechs.. As these MG do are not effective at Damaging battle mechs..
Maybe with the Clan Heavy MG which does 3x the damage of the light we might get 1.5 damage
Edited by Aurrous, 13 May 2013 - 05:11 AM.