It takes 58 seconds to fire about 1968 rounds from four MG's from my spider (in testing grounds). This is without the Fast Fire Elite unlock.
I've tested this repeatedly by shooting the A1 in the legs in testing grounds. It takes 58 seconds to blast a leg off with the machine guns. While this is neither a good or bad thing, I'm using it as a point of data since I was mostly looking into this to see how I could make this spider a viable mech.
58 seconds x 4 machine guns x 10 shots per second = 2,320 shots
Where are my other 352 shots that were supposed to be fired? Did I actually fire this and the Nvidia fairy refils my ammo when I put the spent cartridges under my pillow at night?
I figured this had to be some error on my part, so I started dropping in testing grounds and holding down the trigger from the start to see how fast my ammo ran dry from two tons. The guns go dry between 2:01 and 2:02.
Matches don't actually start until 00:10 due to startup sequence
4000 rounds / 4 guns / (120.5 seconds - 10 seconds for startup) = 9.04.... rounds per second.
9.04 shots per second x 0.04 damage = 0.3619 damage per second
Whether you agree with buffing MG's or not, you should at least agree that they should do the amount of damage/stats they're listed to have, not 90.4% of it. Otherwise, we might as well start loading AC18.08's into our mechs to replace AC20s.
Now for the kicker. I just tested this in a live match. I held down the trigger to my MG's from the point the match started until they went dry. It took 2 minutes and 7 seconds to run out of ammo.
4000 / 4 / 127 = 7.874015748031496 shots per second.
It is even worse in game than even I had thought. 0.314 DPS
For the guy asking me if I've submitted a trouble ticket, yes. The ticket number is 75214
While you're fixing this, could you consider showing the dakka some love and scrapping the failed critseeking thing and let them do some damage... maybe 0.6 or .8 dps?
Edited by Xelah, 29 March 2013 - 09:11 PM.