Joseph Mallan, on 14 March 2013 - 09:18 AM, said:
The weapon fires .5 seconds, cool fires. So In one second it fires twice. I'm not used to thinking in DpS.

So DpS would be 1.6??? I was going by damage per burst in 10 seconds.
In my defense. I have never heard of Dps till I joined up in MWO. Lasers I can see this being a factor but I shoot you with an AC20 you take 20 damage in one second(or less)!
What you're thinking of with the AC 20 is Burst Damage. While it's DPS is actually lower, because of it's cool down factor.
The AC20 does 20 damage in a single instant hit. Which is Burst.
To figure a weapon's DPS, you take the damage it deals and divide it by it's cool down period, or if it's sub 1 second. Multiply until you figure out the damage it does in one second. It's cool down is 4 seconds long, which means an AC20's DPS is 5.
Hence, the AC2's DPS is 4. (it fires 2, 2 damage shots in 1 second)
The MG presently deals a whopping .4 DPS. That's horrendously bad. Especially for a weapon that quite literally will not reach out past 100 meters under any circumstances.
There are also 2 distinct forms of DPS as well.
Burst Damage, which is also sometimes called Front Loaded damage, deals all of it's damage in a minimal amount of time (AC10, AC20, LPL, MPL, PPC, SRMs, LRMs, Gauss).
Versus: Sustained damage, which means for it's damage to be dealt it takes a longer period of time to do so. (AC2, MGs, SL, ML, LL. UAC5)
These two categories can do the -exact- same overall DPS, due to cool down balance mechanics, or individual round damages, or even the duration it takes for the weapon to deliver it's full DPS.
Burst Damage, in MWO is vastly superior if you can afford the tonnage for the simple reason it allows you to deal damage in a very short time, which enables you to resume defensive maneuvers much more quickly than a Sustained weapon.
This creates a very large difference in effective firepower. Which is why an MG even at 2 DPS, is still inferior to an AC2 (which not only deals double the DPS, but it also has 21 times the range). The MG is a Sustained weapon, compared to an AC2, (let alone a bigger AC). The MG's knife fighting range also combines with it, to make defensive postures and maneuvers even more difficult than the sustained, pure rate of fire that it throws down.
An AC5 which is generally considered a pretty sorry weapon on it's own (even when grouped) only deals 2.94 dps. (the weakest of all ACs by a comfortable margin)
TLDR even at 2 DPS there are still massively significant reasons why the AC2 is a superior weapon (let alone MLs which weigh in at less tonnage) I hope this clears things up abit
Now let's take into account the mechs using MGs vs AC2s. You might be saying " a mech with 4 mgs would do 8 dps then!" and yes that's true it would. However, a mech armed with an AC2 typically will be carrying either multiple AC2s, or multiple MLs, or even LLs and PPCs due to the tonnage involved.
The Mechs carrying MGs are using them, as a staggering percentage of their total hardpoints, while the mechs using the AC2s are only using them as supplemental firepower to the rest of the mech weapon systems.
Given the above mentioned disadvantages of the MG why not try them at 2? It's beta after all, and for one night we had Head Shotting LRMs, we had nigh indestructible gauss rifles up till fairly recently. Completely Useless PPCs, and quite a few other gaffes. Part of tweaking and finding the sweet spot, is actually tweaking and setting it loose into the wild.
Edited by Mavairo, 14 March 2013 - 09:41 AM.