A Plea From A Dakka-Spider Pilot
#1
Posted 22 March 2013 - 03:44 PM
Could we please allow this tiny mech to carry a lot more ballistic slots so we can go all machine gun? It would be a niche mech at the least if so.
12 ballistic slots. 3 in each of the arm/torso sections.
That should be enough damage to match a mech that has 2 medium lasers.
#2
Posted 22 March 2013 - 04:08 PM
boating crap weapons wont make them any better.
#3
Posted 22 March 2013 - 04:40 PM
I'm also sad I lost the dakka throne to JM6-DD. But 12 MGs are also silly.
#4
Posted 22 March 2013 - 05:01 PM
Phaesphoros, on 22 March 2013 - 04:40 PM, said:
I'm also sad I lost the dakka throne to JM6-DD. But 12 MGs are also silly.
What's wrong with 12 MGs? The Piranha does it.
#5
Posted 22 March 2013 - 05:07 PM
Phaesphoros, on 22 March 2013 - 04:40 PM, said:
I'm also sad I lost the dakka throne to JM6-DD. But 12 MGs are also silly.
you dump the MPL for a TAG and you get 1 ton more of ammo. You dump the AMS which you really dont need and get 1 more ton of ammo. You lower the engine a bit to get more ammo. I used to run the max engine size on it now and ive downgraded a couple of numbers..only lost 15kph .. but im still fast and got loads and loads of ammo.
...of course it does squat but.. its nice to see all of it
#6
Posted 22 March 2013 - 05:31 PM
Skyfaller, on 22 March 2013 - 05:07 PM, said:
...of course it does squat but.. its nice to see all of it
Compare 6.5 t (including weapons, ammo and even AMS) vs. 6 t MG alone (not even ammo included!!)
. That's what I meant.
You could downgrade the engine, right. But you wouldn't get much of it, perhaps 1-2 t. Or you leave out the JJ. Now a slow light mech w/o JJ is what? Almost dead if not being ignored.
Edit: meh, sry, not in a good mood right now. 6-8 MG, possibly. But 12 is too many IMHO, not very useful.
Edited by Phaesphoros, 22 March 2013 - 05:33 PM.
#7
Posted 22 March 2013 - 06:07 PM
Phaesphoros, on 22 March 2013 - 05:31 PM, said:
. That's what I meant.
You could downgrade the engine, right. But you wouldn't get much of it, perhaps 1-2 t. Or you leave out the JJ. Now a slow light mech w/o JJ is what? Almost dead if not being ignored.
Edit: meh, sry, not in a good mood right now. 6-8 MG, possibly. But 12 is too many IMHO, not very useful.
Or the devs could be awfully nice and reduce the mgs to 0.25 per ton AND up the ammo per ton
Edited by Skyfaller, 22 March 2013 - 06:08 PM.
#8
Posted 22 March 2013 - 06:13 PM
Either way, try more of an annoyance and support role, and you'll see your damage soar in those light mechs. JMHO, so for this post, I disagree. sorry, but again nice original request.
#9
Posted 23 March 2013 - 04:49 AM
#10
Posted 23 March 2013 - 05:03 AM
#11
Posted 23 March 2013 - 09:55 AM
Skyfaller, on 23 March 2013 - 05:03 AM, said:
0.005% of 0.04 damage wont help.
they just need a damage increase to 1 dps, and they will be fine, but devs seem to fully ignore balance problems with the mg and the flamer.
#12
Posted 23 March 2013 - 12:13 PM
Pinselborste, on 23 March 2013 - 09:55 AM, said:
they just need a damage increase to 1 dps, and they will be fine, but devs seem to fully ignore balance problems with the mg and the flamer.
0.04 damage has nothing to do with the chance of penetrating the armor. You need to remember the machine gun spits out 1000 rounds pretty darn fast and that means quite a few will punch through and hit internals. Of course the 0.005 could just as well be 0.05% ..it all really depends on the actual amount of bullets the thing fires. I'll leave that up to the devs.
#13
Posted 23 March 2013 - 03:16 PM
Skyfaller, on 23 March 2013 - 12:13 PM, said:
Actually, the number of rounds that punch through and hit internals can be calculated:
0 x 0 + 0 = 0
This is because rounds punching through armour and hitting internals isn't a thing that happens in MWO.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users















