That still does not change the fact that they are horrible, horrible weapons that cry themselves to sleep at night longing for some Dev lovin'. How much does knocking out weapons in a section compare to destroying the section in it's entirety, which seems to be the crux of the debate? Lets take a look!
This data is taken from the Awesome in the training grounds, aiming at the RT. This version has a PPC in that section of torso as well as a PPC in the arm. Firing for the Awesome is estimated and it is assumed to be heat neutral (haha), so that pilot can nuke a friendly with the torso PPC and arm PPC continuously. Big threat, which is why out valiant mech is targeting it! The other PPC is not taken into consideration, since that one would be firing no matter what. We are only interested in the RT section, and associated arm for crit seeking/section destruction purposes.

As this table clearly demonstrates, MG crit like a *****. That is not in question. However destroying the section is always preferable since it takes two PPCs with it (and the mech if it has an XL). Even with the CT PPC being active for longer, it does less total damage if the section is destroyed in every case. Heck, the section doesn't last long enough in most cases to step aside and give the Spider 5K a reason to exist, and that thought makes me very sad. 2 - 17 seconds of usefulness in a match per mech is not enough to be viable.
I love Machine Guns. I want them to be a real weapon system, not the crit seeking joke they are today. The ballistic Cicada, Raven, and Spider need the small laser of ballistics. Crit seeking is interesting on paper, but in real game play it is atrocious without a significant buff.
Video of above numbers:
Edited by Esplodin, 11 March 2013 - 07:09 AM.






















