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so the machine gun...


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#61 MasterDX

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Posted 26 November 2012 - 10:24 PM

View PostKreisel, on 02 June 2012 - 03:52 AM, said:


Have you seen the crazy flight paths the missiles take in video? You'd be lucky to hit a few of them. Plus who is going to be aiming up at the air on incoming missiles when their are other mechs shooting at them to worry about and shoot back at.

i dont know if you have played any games yet or just dont know but a M.gun shoots 10 rounds /sec that do .04 damage a hit yes 0.04 damage not 1 damage that would do 0.4 a sec thats 4 damage for 10 secs now a small laser does 3 damage over .75 secs that adds up to 13 damage every 10 secs so unless you got no laser slots or dont want heat a m.gun is only for taking out internals (weapons, heatsinks and just plain anoy the person your shooting),
not dont get me wrong i love m.guns and want 6 on a mech but thats not going to happen

#62 Vassago Rain

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Posted 26 November 2012 - 10:26 PM

RISE FROM YOUR GRAVE!!!



#63 Turboferret

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Posted 26 November 2012 - 10:46 PM

Just FYI, 3 machine guns do less damage than one medium laser.

#64 Armorpiercer M82

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Posted 26 November 2012 - 11:02 PM

MGs need bufs, huge.

#65 CobraFive

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Posted 26 November 2012 - 11:05 PM

Listening to be people try to defend machineguns as a legitimate weapon is actually the most fun I've gotten out of MWO so far.

I remember this one thread from beta where a guy claimed to get three kills every game and dominate with his machinegun hunchback... we pester him till he posts a video of him taking a "full health hunchback one-on-one"... then in the video, the target hunchback is a goober that overheats and suicides, and the machinegun player ended the match with a whopping 27 damage.

Ah, good times.

Edited by CobraFive, 26 November 2012 - 11:05 PM.


#66 Fate 6

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Posted 26 November 2012 - 11:10 PM

I wish MG's did anything =/

#67 SkyCake

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Posted 27 November 2012 - 12:17 AM

they just need to remove machine gun and flamer... no point to them... at all!!!

unless you make flamer and machine gun do damage equivelent of small laser that is

Edited by SkyCake, 27 November 2012 - 12:18 AM.


#68 Digital Ninja

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Posted 27 November 2012 - 01:26 AM

View PostVassago Rain, on 26 November 2012 - 10:26 PM, said:

RISE FROM YOUR GRAVE!!!



Altered Beast was awesome. I almost want to go dig my Genesis out of storage now.

#69 xxx WreckinBallRaj xxx

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Posted 27 November 2012 - 01:29 AM

The gun is worthless until they allow you to stack more of them together. The problem is that it is just too weak to work with the hardpoint system currently in place. It needs to be changed so that it doesn't entirely eat 1 Ballistic. If they made this only eat half a point, then you could stack 4 in 2 Ballistic hardpoints and it might actually be worth something.

#70 Digital Ninja

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Posted 27 November 2012 - 01:34 AM

View PostBluten, on 27 November 2012 - 01:29 AM, said:

The gun is worthless until they allow you to stack more of them together. The problem is that it is just too weak to work with the hardpoint system currently in place. It needs to be changed so that it doesn't entirely eat 1 Ballistic. If they made this only eat half a point, then you could stack 4 in 2 Ballistic hardpoints and it might actually be worth something.

Still wouldn't be worth anything. It only does a fraction of a point of damage. It would take like 20 of them per hardpoint to be decent at their current stats.

#71 Shiney

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Posted 27 November 2012 - 01:34 AM

MG's as they are a waste of tonnage, pure and simple. AC2's work like MG's but have a pretty high DPS, use them.

#72 xxx WreckinBallRaj xxx

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Posted 27 November 2012 - 01:47 AM

View PostDigital Ninja, on 27 November 2012 - 01:34 AM, said:

Still wouldn't be worth anything. It only does a fraction of a point of damage. It would take like 20 of them per hardpoint to be decent at their current stats.


You're probably right but at least it would be slightly less useless. I'd like to be able to stack up 5-10 of them for filler weight in 1 spare Ballistic slot, but Piranha isn't giving us the ability to do so. Their logic is that a tiny pellet gun should take up as much Hardpoint space as a tank huge cannon. You'd think that huge Hunchback shoulder, which can slot a huge AC 20, would be able to fit more than just 3 .5 weight MGs in there.

Edited by Bluten, 27 November 2012 - 01:48 AM.


#73 Armorpiercer M82

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Posted 27 November 2012 - 01:55 AM

i believe theyll improve damage...

#74 Dr Killinger

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Posted 27 November 2012 - 02:01 AM

The way I see it, is machine guns are only in here so they can be on the canon variants. They're for anti-infantry, and since we don't have any of them running around, strip those bad boys off and put a man's gun on!

It would be cool if commanders had a module to call in an infantry support squad with missiles and mounted guns for support. Then we would have a great use for these machine guns. If only...

#75 David Darkly

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Posted 27 November 2012 - 02:07 AM

Or use them on.. say a point of elementals?
Clans are coming boys.

#76 xxx WreckinBallRaj xxx

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Posted 27 November 2012 - 02:22 AM

They need a damage boost. Plain and simple. Unless you're the guy behind weapon balancing in MechWarrior Online. In which case it's very difficult.

#77 Armorpiercer M82

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Posted 27 November 2012 - 03:12 AM

its 0.04 now. i think 0.5 can be ok ?

#78 Kreisel

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Posted 27 November 2012 - 08:58 PM

View PostMasterDX, on 26 November 2012 - 10:24 PM, said:

i dont know if you have played any games yet or just dont know but a M.gun shoots 10 rounds /sec that do .04 damage a hit yes 0.04 damage not 1 damage that would do 0.4 a sec thats 4 damage for 10 secs now a small laser does 3 damage over .75 secs that adds up to 13 damage every 10 secs so unless you got no laser slots or dont want heat a m.gun is only for taking out internals (weapons, heatsinks and just plain anoy the person your shooting),
not dont get me wrong i love m.guns and want 6 on a mech but thats not going to happen


wow, zombie that thread much... my post was from way back in JUNE! I think that's pre-closed beta and I don't even see how what you quoted me saying about machine guns are not a substitute AMS has to do at all with what your saying here...

#79 David McEvedy

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Posted 23 January 2013 - 09:39 AM

View PostAlex Iglesias, on 02 June 2012 - 09:31 AM, said:

just fyi MGs probably won't be firing at 2 damage per shot, that'd be ludicrous.

they slowly sandpaper their targets via high volume of plinking and let you keep pressure on your opponents while your mech cools down or weapons are recycling



Well they don't do 2 damage at all currently, not in the time allotted to any other weapon in the game, 5 seconds to do 2 damage is unreasonable.

Edited by David McEvedy, 23 January 2013 - 09:43 AM.


#80 MustrumRidcully

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Posted 23 January 2013 - 10:33 AM

View PostUBCslayer, on 02 June 2012 - 11:22 AM, said:

My earliest memories of playing Mechwarrior were piloting a Locust against much heavier mechs, flanking them, and legging them with dual machine guns until victory. This was pretty much the go-to strategy early in the game actually... a locust could take down a battlemaster using this technique.


Mechwarrior 1 -one of the best tactics.

It just didn'T work in those campaigns where you had t fight 4 mechs in a row. You would take too much damage to repair enough of the Locust. But in the single-fight missions, it worked great.





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