This Are Unacpetable!1!
#21
Posted 19 March 2013 - 11:51 AM
#23
Posted 19 March 2013 - 11:58 AM
EyeOne, on 19 March 2013 - 11:40 AM, said:
You are wrong. Machinegun boats were the single highest DPS build in MWII.
A 14 machine gun mad dog build could dish out 85 DPS, and could core an atlas in under 2 seconds.
This build can dump 17 tons of ammo, ~6500 damage, in 80 seconds.
On a mech that moves 108 kph.
Edited by xhrit, 19 March 2013 - 12:05 PM.
#24
Posted 19 March 2013 - 12:00 PM
dakkadakkadakka
#25
Posted 19 March 2013 - 12:08 PM
xhrit, on 19 March 2013 - 11:58 AM, said:
You are wrong. Machinegun boats were the single highest DPS build in MWII.
A 14 machine gun mad dog build could dish out 85 DPS, and could core an atlas in under 2 seconds.
This build can dump 17 tons of ammo, ~6500 damage, in 80 seconds.
On a mech that moves 108 kph.
Uh, yeah..... MW2. Any other opinions?
#27
Posted 19 March 2013 - 12:14 PM
Team Leader, on 19 March 2013 - 12:08 PM, said:
MW2 and its expansions were hands down the best Mechwarrior games, from a lore/story/voiceacting/script/innovation/gameplay/balance perspective...
The only thing 3 and 4 had better was graphics.
Damocles, on 19 March 2013 - 12:00 PM, said:
dakkadakkadakka
These are not opinions, they are facts.
The only reason machineguns were not OP in mw4 was the hardpoint system limited your ability to mount 14 of them..
Edited by xhrit, 19 March 2013 - 12:17 PM.
#28
Posted 19 March 2013 - 12:15 PM
#31
Posted 19 March 2013 - 12:19 PM
#32
Posted 19 March 2013 - 12:20 PM
xhrit, on 19 March 2013 - 12:14 PM, said:
MW2 and its expansions were hands down the best Mechwarrior games, from a lore/story/voiceacting/script/innovation/gameplay/balance perspective...
The only thing 3 and 4 had better was graphics.
These are not opinions, they are facts.
The only reason machineguns were not OP in mw4 was the hardpoint system limited your ability to mount 14 of them..
someone should remake it with better graphics and steal everyone away from this one XD
#33
Posted 19 March 2013 - 12:21 PM
#34
Posted 19 March 2013 - 12:23 PM
#35
Posted 19 March 2013 - 12:24 PM
In the spirit of the original post it had to be done.
#36
Posted 19 March 2013 - 12:26 PM
The Machine Gun should do 2Damage (Just like the AC/2) with 90m Range & 0.5 or 1 ton ammo lots of 100 or 200.
The Flamer (Maybe fireballs or burst of flame instead of flame thrower style) should do 2Damage with 90m Range & have burn effect on trees/buildings making lasting heat/smoke cover time.
For MWO game “balance” either give the above the same ROF as an AC/2 or have it do 1Damage and shoot 2XROF of AC/2 or any math variable thereof with ROF/Damage that equates to AC/2 overall DPS.
The Gauss Rifle projectile velocity should be much faster, @ least faster than all of the other Ballistic Weapons. This means a velocity faster than 2,000.
All this information was taken from http://www.sarna.net/wiki/Main_Page which is one of the best resources for Battletech information.
FYI TT range is 30m per 1.
http://www.sarna.net/wiki/Machine_Gun
Machine Gun is the quintessential anti-infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers. Vehicular-scale machine guns mounted on BattleMechs can lay low entire platoons in just a few passes thanks to their high rate of fire, though they are more commonly found on Combat Vehicles and ProtoMechs.[3] These weapons are much heavier than those typically carried by infantry, but can be used by them when placed on a static mount, where they are called Support Machine Guns.[4] Battle Armor can also carry machine guns, typically upgraded versions of infantry-support weapons, which can rival their larger vehicular-scale cousins.[5]
Ammo Handling BattleMechs and vehicles (massing more than 5 tons) allot Machine Gun ammunition in half-ton (100 "round") as well as full ton (200 "round") lots. Powered Armor (of all types, including BattleArmor) and vehicles massing less than 5 tons are alloted ammo in 5 kg lots that are consumed in a single "round" or turn of fire.
Machine Gun
Production information
Type Ballistic (Anti-Infantry)
Tech Base Clan / Inner Sphere(IS)
Year Availability Pre-spaceflight
Technical specifications
Heat 0
Damage 2
Min Range 0
Short Range 1
Medium Range 2
Long Range 3
Tons
Clan = .25
IS = .5
Critical Slots 1
Ammo Per Ton 200
http://www.sarna.net/wiki/Flamer
Flamer taps into a BattleMech's reactor to produce heat in the form of a plasma release.[3] An extremely short-ranged weapon, the Flamer is devastating against infantry, however damage done against other 'Mechs and vehicles is negligible, though it can raise the enemy unit's heat levels. The Flamer is also often used to set ambient objects such as trees aflame, making it useful for burning forests or cities in order to slow the enemy down or cover friendly movements. A clear example of such is the Firestarter BattleMech.
Flamer
Production information
Type Energy (Heat-Inducing, Anti-Infantry)
Tech Base Clan / Inner Sphere
Year Availability 2025
Technical specifications
Heat 3
Damage 2
Min Range n/a
Short Range 1
Medium Range 2
Long Range 3
Tons
Clan = 0.5
Inner Sphere = 1
Critical Slots 1
Ammo Per Ton n/a
http://www.sarna.net/wiki/AC-2
Autocannon 2 is a direct-fire ballistic weapon, firing HEAP (High-Explosive Armor-Piercing) rounds at targets either singly or in bursts.
Different manufacturers and models of autocannons have different calibers (25mm-203mm) and rates of fire. Due to this, autocannons are grouped into generic "classes" of autocannons with common damage ratings, with Autocannon/2s having an extremely long range at the cost of having a very small damage output.
Autocannon/2
Production information
Type Ballistic (Direct Fire)
Tech Base Inner Sphere
Year Availability 2300 (TH)
Technical specifications
Heat 1
Damage 2
Min Range 4
Short Range 1-8
Medium Range 9-16
Long Range 17-24
Tons 6
Critical Slots 1
Ammo Per Ton 45
http://www.sarna.net/wiki/Gauss_rifle
Gauss Rifle utilizes a series of electromagnets to propel slugs of ferrous nickel-iron alloy at extremely high velocities[5], making it a devastating and lethal long-range weapon. Unlike most traditional ballistic weapons, the Gauss Rifle does not use combustible propellant, so its firing generates very little heat. However, the sheer mass and bulk of the weapon limits its applications.
Since the Gauss Rifle fires solid metal slugs, with neither propellant nor explosive, Gauss Rifle magazines are not susceptible to ammunition explosions. However, if the weapon itself is struck by enemy fire, the capacitors that power the electromagnets will release their stored energy, with an effect similar to an ammo explosion. (In game terms, a critical hit on a Gauss Rifle is equivalent to a 20-point ammo explosion.) Some 'Mechs employ CASE in the section containing the Gauss Rifle to protect internal components in the event the weapon explodes.
Gauss Rifle
Heat 1
Damage 15
Minimum Range 2
Short Range 1-7
Medium Range 8-15
Long Range 16-22
Tons Clan = 12
IS = 15
Critical Slots Clan = 6
IS = 7 Proto = 8[2]
Ammo Per Ton 8
#37
Posted 19 March 2013 - 12:28 PM
GumbyC2C, on 19 March 2013 - 12:19 PM, said:
They didn't suck in TT and while they kill infantry better than most weapons they were still fine for hurting mechs.
#39
Posted 19 March 2013 - 12:32 PM
That title is completely beyond the realm of acceptability.
#40
Posted 19 March 2013 - 12:32 PM
or is it sandy?
TEAM Y U POST QQ?!
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