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Make Machine Guns Have Between 1-2 Dps?


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Poll: Make Machine Guns have 1 DPS? (417 member(s) have cast votes)

Agree with the OP suggestion?

  1. YES (314 votes [92.08%] - View)

    Percentage of vote: 92.08%

  2. no (27 votes [7.92%] - View)

    Percentage of vote: 7.92%

  3. abstain (0 votes [0.00%])

    Percentage of vote: 0.00%

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#221 BootHands

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Posted 01 June 2013 - 06:30 PM

View PostTeam Leader, on 07 March 2013 - 06:01 PM, said:

That is all. Remove crit buff, don't remove it, reduce ammo per ton, don't reduce ammo per ton, I don't care. I just want the machine gun to do damage.

Update March 25, 2013
At this point in time, I believe the best option would be the following:
-Reduce ammo per ton to 1000 rounds, from 2000
-Buff each bullet's damage to 0.15, up from 0.04
-Leave the fire rate, heat, everything else the same

The above would give the MG a DPS of 1.5, a good amount, while also giving it the damage potential per ton of 150, exactly in line with the other ACs. It would also only take 100 seconds to dump 1 ton of ammo, a great improvement over 200 seconds for only 80 points of damage. Leaving the crit buff in wouldn't make much of a difference wither way, as the increased damage from MGs would actually be able to destroy components and internals at a satisfactory rate. Thanks for following my thread everyone!

Update April 13, 2013
Some people seem to have reading comprehension problems. Allow me to bring you a quote from Sarna:




My kingdom for a macine gun mech that isn't just trolling, or a MG spider.

#222 Team Leader

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Posted 08 June 2013 - 10:18 AM

So they got buffed. They are still garbage. Still only doing about half what they should be! Step in the right direction but still not good enough.

#223 Team Leader

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Posted 22 June 2013 - 08:16 PM

Well gents, we've finally gone it. Good work 300 odd supporters! Your wants and needs will not be disregarded if we stay strong brothers. Thread dismissed until further buffing is required.

#224 Deathlike

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Posted 22 June 2013 - 10:36 PM

NOOOOOOOOOO.

DEMAND REDUCTION OR REMOVAL OF THE CONE OF FIRE.

THEN, WE WILL BE FREEEEE!!!

#225 SovietKoshka

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Posted 22 June 2013 - 11:45 PM

hmm Indeed the OP makes sense, and as a gauss/Lbx/4xMg Jag pilot, i think that this change would make my mech fare more effective!

#226 SICk Nick

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Posted 19 July 2013 - 03:11 AM

Anyone here familiar w Solaris Arena rules? In these TT rules the 10 second turn was further reduced to 2.5 second turns. Each weapon had cool down/ reload times. So, like the AC2 and medium lasers and such many weapons could be fired more than once in 10 seconds. The MG could fire every turn. For a total of 8 DMG in 10 seconds.

The MG needs to be in line w that. Since the buff, is it?

#227 Bhael Fire

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Posted 19 July 2013 - 07:39 AM

View PostSICk Nick, on 19 July 2013 - 03:11 AM, said:

Anyone here familiar w Solaris Arena rules? In these TT rules the 10 second turn was further reduced to 2.5 second turns. Each weapon had cool down/ reload times. So, like the AC2 and medium lasers and such many weapons could be fired more than once in 10 seconds. The MG could fire every turn. For a total of 8 DMG in 10 seconds.

The MG needs to be in line w that. Since the buff, is it?


The MG inflicts 0.1 damage per round, and fires 10 rounds per second for a total DPS of 1. That's 10 damage ever 10 seconds.

But here's the rub, the spread is so wide that it renders it practically useless for anything other than a harassment weapon.

#228 General Taskeen

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Posted 19 July 2013 - 08:22 AM

And guess how much an AC/2 currently does in "10" seconds when both are supposed to do the same damage in different range envelopes.

The answer is the AC/2 does 40 damage in 10 seconds, making it 20x as powerful. Even 1 Small Laser does more damage than 1 MG in MWO when technically both are very close in their damage envelope, where as an HMG actually does the same damage as SL in Battle Tech.

Its time for the MG to start making sense with tweaks to its mechanics or an overhaul to make it a weapon that actually shoots shells, not a "mg bullets graphic" for a laser.

#229 SICk Nick

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Posted 24 July 2013 - 02:11 PM

So what suggestions do we make for more MG damage?

I like the crit mechanic, how it does extra when the armor is gone, BUT it needs more

I like the visual effects and sounds too.

would 0.2 be enough damage per bullet? or more?

Edited by SICk Nick, 24 July 2013 - 02:12 PM.


#230 Team Leader

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Posted 24 July 2013 - 09:44 PM

View PostSICk Nick, on 24 July 2013 - 02:11 PM, said:

So what suggestions do we make for more MG damage?

I like the crit mechanic, how it does extra when the armor is gone, BUT it needs more

I like the visual effects and sounds too.

would 0.2 be enough damage per bullet? or more?

That might be right. If they remove the CoF then 1.6 would cut it. However its one or the other IMO. Whatever makes the MG work best. Either way, still needs more damage!

Edited by Team Leader, 24 July 2013 - 09:45 PM.






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