

A Detailed Argument For Higher Mg Damage
#21
Posted 26 March 2013 - 08:43 AM
#22
Posted 26 March 2013 - 12:29 PM
Flamers on the other hand...
#23
Posted 26 March 2013 - 01:45 PM
#24
Posted 26 March 2013 - 09:26 PM
General Taskeen, on 26 March 2013 - 07:34 AM, said:
HMG - 1 Damage - 0.4 CD - 2.5 DPS
MG - .8 Damage - 0.4 CD - 2 DPS
LMG - .6 Damage - 0.4 CD - 1.5 DPS
The DPS of the Machine Guns would then be in line with Autocannons, or rather as Mini-Autocannons.
MGA Example - 4 Pack Regular Machine Guns - .8 Damage Each x 4 Totaling 3.2 Damage every 0.4 Seconds.
Sorry I didn't quote the whole page. I like the idea of MGs having sustainable fire. I think this alone makes them a unique weapon and requires you play with them differently that other weapons. I do not support the idea of machine guns with cooldowns.
#25
Posted 27 March 2013 - 08:17 AM
Also, there are a couple questions about machine gun balance in the "Ask The Devs - 35!" thread from the Ask the Devs forums. Would be nice to see if and how they are answered. Pass it along to anyone interested in the subject!
RealityCheck
#26
Posted 27 March 2013 - 08:28 AM
Burst damage: 0.25
Recycle: 0.25 [DPS 1]
Damage per tonne:150
Crit bonus vs Internals: Yes
Thats 150 seconds of fire as compared to the 80 damage in 200 seconds we have now. The more mgs we have the more ammo hungry it gets.
#27
Posted 27 March 2013 - 10:18 AM
flamer needs a damage buff too, compared to the medium laser, wich weights the same its useless, its even useless compared to a small laser.
#28
Posted 27 March 2013 - 10:53 AM
* This is AFTER accounting for the effective reduction making it fire non-stop gives it. It's inherently harder to do the full damage when you are forced to keep it on target the entire time. So the actual damage when you shoot a stupid, non-moving enemy should be somewhere around the FULL DPS of a small laser, or even as much as 4/3 the DPS of a small laser.
Edited by CloaknDagger, 27 March 2013 - 10:53 AM.
#29
Posted 27 March 2013 - 11:34 AM
RealityCheck
#30
Posted 27 March 2013 - 07:16 PM
Falconic, on 26 March 2013 - 09:26 PM, said:
Sorry I didn't quote the whole page. I like the idea of MGs having sustainable fire. I think this alone makes them a unique weapon and requires you play with them differently that other weapons. I do not support the idea of machine guns with cooldowns.
I think people just like the constant stream cuz "Dakka" and the sound actually isn't that amazing. Every Mech game ever has given MG's a cool down. Its the only effective way to make it deal closer to single digit damage up front, very fast in a Mech Warrior game. No cool down, means incredibly low damage and huge damage spread, as it is now. Its too difficult to balance that way, especially with double armor. A constant firing MG even at .1 or .2 would actually swing it in the other direction. An MG did .2 damage, for instance in MW3, with a 0.625 CD and it could still chew through armor with ease.
#31
Posted 27 March 2013 - 10:07 PM
General Taskeen, on 27 March 2013 - 07:16 PM, said:
An MG did .2 damage, for instance in MW3, with a 0.625 CD and it could still chew through armor with ease.
I didn't play MW3 so I will have to take your word for it. I do know from other comments that the game allowed a mech to mount 12-24 Machine guns at once. This game still has yet to give use the option of mounting over six. I think your argument for keeping the machine gun nerfed is based on a different game allowing the exploit. If this game were ever to change the way it does hardpoints maybe then it would be unbalanced.
This is Mech Warrior Online! Not Mech Warrior 3.
#32
Posted 28 March 2013 - 07:41 AM
General Taskeen, on 27 March 2013 - 07:16 PM, said:
I think people just like the constant stream cuz "Dakka" and the sound actually isn't that amazing. Every Mech game ever has given MG's a cool down. Its the only effective way to make it deal closer to single digit damage up front, very fast in a Mech Warrior game. No cool down, means incredibly low damage and huge damage spread, as it is now. Its too difficult to balance that way, especially with double armor. A constant firing MG even at .1 or .2 would actually swing it in the other direction. An MG did .2 damage, for instance in MW3, with a 0.625 CD and it could still chew through armor with ease.
how would a weapon that spreads damage and has the same dps as a small laser be overpowered?
#33
Posted 28 March 2013 - 03:41 PM
#34
Posted 28 March 2013 - 04:18 PM
#36
Posted 28 March 2013 - 05:50 PM
#38
Posted 30 March 2013 - 08:23 AM
Pinselborste, on 28 March 2013 - 07:41 AM, said:
If you can't figure it out yourself, why are you asking? If you have a constant stream of bullets, that is already like a laser with no cool down, that's .1 or .2 damage building up extremely fast. The MG is likely 0.04 DMG in the first place, because the Devs wanted a constant stream (copied MW:LL) and had to lower the damage drastically. The only way for the MG to be effective is to give it a cool down, and make it do closer to single digit damage, as a projectile, between .2 or .8 with a fire rate to match, like every other Mech game.
#39
Posted 30 March 2013 - 12:40 PM
As much as I love the constant stream of bullets, the idea of mgs having cooldowns is beginning to grow on me. The question then is should they be a burst of bullets with a cooldown or a single round fired with a cooldown?
I like the idea of single shot cooldowns. Then it would be the AC2's mini cousin!
RealityCheck
#40
Posted 30 March 2013 - 03:08 PM
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