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so the machine gun...


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#41 LordDeathStrike

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Posted 13 June 2012 - 03:14 AM

View PostDevlinCognito, on 13 June 2012 - 03:09 AM, said:

The MG Loki in MW4 was a fun ride, ramped up speed, as many Machineguns as it could carry & enough ammo to fire till hell freezes & away you go. Fun if able to get close in towards the endgame.

i had a dual rac 20 wld cat like that, was fun till they jammed, which they always did, then you spent forever waiting for the jams to clear. my annihilator was more reliable with its 4 lbx 20 acs and med xpulse lasers hehe.

#42 UncleKulikov

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Posted 13 June 2012 - 03:33 AM

View PostKazzamo, on 02 June 2012 - 03:41 AM, said:

You have to take the hard point system into account. You might have the weight or the critical slots for said 8-12 machine guns, but there is also hard points limiting the number of and type of weapons you can mount in an area.

Exactly. So the basic Hunchback could mount max 3 in it's right torso. So hopefully they will be improved to account for the lack of mechs with 10+ ballistic hardpoints.

#43 Mechwarrior Buddah

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Posted 13 June 2012 - 04:46 AM

View PostTalynn DeRaa, on 02 June 2012 - 03:43 AM, said:

As it stands, there's only 3 Ballistics Hardpoints on the normal Hunchback's Right Torso. I think its safe to assume that the one for the Atlas is similarly hardpointed.


Tell me that means you can have more than 3 ballistics... Like take off the AC fit in as many crits worth of smaller ballistics you can or can you ONLY fit 3 ballistic weapons there?

Like a bunch of MGs (in this case) or only 3?

cause if its only 3 no matter what then theres really little point IN customizing them
Guess its a way to get rid of the laser boat issue though

Edited by 514yer, 13 June 2012 - 04:48 AM.


#44 sng ign

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Posted 13 June 2012 - 05:44 AM

Posted Image

Edited by sng ign, 13 June 2012 - 05:44 AM.


#45 Death Mallet

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Posted 13 June 2012 - 05:51 AM

Hopefully machine guns work like lasers, where you have to hold them on the target for a couple seconds to get the full damage.

#46 Sychodemus

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Posted 13 June 2012 - 06:03 AM

I do look forward to seeing how the saga of the MG plays out in MWO. It would be nice if it was the first MW game to do justice regarding infantry (and by extension MGs.)

I have no idea what they plan to do with the MG Array though. http://www.sarna.net...chine_Gun_Array
There are simply too many variants using it later on, so it probably won't be ignored. But that is a long way off.

#47 Roland

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Posted 13 June 2012 - 06:07 AM

View PostLordDeathStrike, on 02 June 2012 - 03:48 AM, said:

poor lrm boats would cry if we could mount a machine gun or 2 and manually AMS hehe.

just look up and spray into the cloud of inc missiles, 80% kill rate, sweet! the other 20% missed me!

My God, this times a billion.

If they make missiles capable of being shot down manually, that will be truly awesome.

#48 Tovran

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Posted 13 June 2012 - 06:11 AM

I think the LRMs will have done their job if you are sitting around shooting maddly at the sky. I expect it would look quite comical to the lrm carriers lancemates who are about to blast you to pieces.

#49 GHQCommander

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Posted 13 June 2012 - 06:11 AM

Can't wait to see a team of 10 players, each one with AC only, focusing fire on a single target.

As with any weapon. But AC focus fire will feel brutal when it is done to you.

#50 Roland

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Posted 13 June 2012 - 06:24 AM

View Post514yer, on 13 June 2012 - 04:46 AM, said:


Tell me that means you can have more than 3 ballistics... Like take off the AC fit in as many crits worth of smaller ballistics you can or can you ONLY fit 3 ballistic weapons there?

Like a bunch of MGs (in this case) or only 3?

cause if its only 3 no matter what then theres really little point IN customizing them
Guess its a way to get rid of the laser boat issue though

Yep, based on how it appears from screenshots, the number of hardpoints limits the number of weapons.

The result of this is that you won't be able to take off weapons and put on large numbers of smaller weapons. However, you may be able to take off weapons and put on equal or smaller numbers of larger weapons.

So you can't replace an AC20 with 10 machine guns, but you may be able to replace a single machine gun with an AC20, if that panel has enough critical slots available. This isn't confirmed though, although I'm not seeing anything in the mechlab that seems like it would prevent it.

#51 CCC Dober

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Posted 13 June 2012 - 06:46 AM

OP: Good point there. I still remember the MW4 Atlas, Talos, Tenchi and Flea to be incredible bullet-hoses that ate up Mechs really fast. Talos on Flea stand out as more or less the worst cases on both ends of the spectrum. At 80 tons the Talos could carry the most Heavy machine guns of any Mech IIRC, which meant that even heavier Assault Mechs got their armor stripped in less than 30 seconds of focus fire. That was a serious headache, because as opposed to RACs with a similar power, the machine guns didn't jam at all. Plus, the Mech wasn't exactly slow either and had plenty of remaining tonnage to max out reactor and/or reactive armor. That in turn allowed it to come within striking distance and disengage whenever it felt like it. The small 20 ton Flea was pretty much a downsized version, which ran 6 Light Machine Guns, was hard to hit and, oddly enough, could keep the distance easily.

All that being said, there is serious power behind all the BT Machine Guns, especially when they are light weight, deal respectable damage, come in numbers and never jam. Gotta keep a real good eye on these lil buggers, lest they ruin game balance.

#52 Corvail

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Posted 13 June 2012 - 07:02 AM

Once I see boat configs I cringe inside, they will usually have light armor or slow speed, and generally leave themselves open to long range sniping, Pros knows a Victor with a Gauss Rifle can make short of anything less than Guass Rifle Boats, though long range light or fast mech sniping can make them use ammo pretty quick, and leave them vulnerable to the rest of the team.

#53 CCC Dober

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Posted 13 June 2012 - 07:28 AM

That's the thing with Machine Gun Boats in MW4. They don't sacrifice anything and gain most of the advantages ... as cheesy as can be.

#54 wanderer

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Posted 13 June 2012 - 07:30 AM

View PostCapnTytePantz, on 02 June 2012 - 11:06 PM, said:

I'd also like to find out the specs for flamers. I have seen them mentioned in the forums and have seen them cameo-ed in gameplay vids AND the mechlab vid in media, but that is all! No specs! Zero, nada, none! In tabletop, these were troop killers and brush/cover clearers (sometimes "flash bangs" in close engagements), but what is their purpose now, in a PVP only scenario?!? ...Although, I'm not gonna lie, if you can torch forests in MWO, with flamers, that alone would be worth the spent hard point. So would the ability to cut down trees with lasers and/or MG fire!


Flamers are also heat guns. In tabletop, flamer hits could heat a target up- which was handy for dealing with people using stuff like triple-strength myomer or pushing their heat sinks too much. Inferno SRMs worked nicely along the same idea- it was always hilarious in 3025-era play to surprise someone with a half-dozen Inferno hits and watch them shutdown for a turn.

#55 wanderer

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Posted 13 June 2012 - 07:38 AM

View Post514yer, on 13 June 2012 - 04:46 AM, said:


Tell me that means you can have more than 3 ballistics... Like take off the AC fit in as many crits worth of smaller ballistics you can or can you ONLY fit 3 ballistic weapons there?

Like a bunch of MGs (in this case) or only 3?

cause if its only 3 no matter what then theres really little point IN customizing them
Guess its a way to get rid of the laser boat issue though


If it had three ballistic HP's, logically you're only seeing three possible MG mounts there. And MG arrays don't exist yet for quite some time in-canon, so we won't be seeing people mounting 20 zillion of them on a machine. You might see people out there with 3-4 MG's mixed in with other close-combat weapons though, like flamers or small lasers.

The other point is fire rate. Solaris VII basically stated that an MG cycles for about 2 second bursts. That's 5 shots every ten seconds- and multiplying that by, say 4 MG's it means 10% of a ton of ammo expended per 10 seconds of fire. You'd have to mount quite a bit of ammo to keep any kind of sustained fire, and gawd help you if you had more than 4 MG's- the expenditure would be unholy.

#56 wanderer

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Posted 13 June 2012 - 07:42 AM

View PostShivus, on 02 June 2012 - 10:26 PM, said:

First thing I'm doing:

Buy commando
Strip everything
Add machine guns everywhere


Commandos only pack energy and missile weapons in stock/variants. So when they do come along...no ballistic HP's.

#57 Xantars

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Posted 13 June 2012 - 07:54 AM

in table top a MG was a half ton so most people had 2 per ton so it was common to see 2mg's and one ton of ammo for a total of 2 tons and 3 crit spaces

#58 MilitantMonk

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Posted 13 June 2012 - 08:19 AM

Oh gawd I remember when we figured out how crazy MGs where in MW2. Twelve MGs, all the ammo and armor you can carry will get you quite a ways through the campaign with no fuss.

#59 Rodney28021

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Posted 13 June 2012 - 09:02 AM

Just have to wait and see how the game plays.

#60 Blaze32

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Posted 13 June 2012 - 09:49 PM

In MW: O will we be able to add 1/2 tons of machine gun ammo or just the normal 1 ton?
Please respond!

Edited by Blaze32, 13 June 2012 - 10:11 PM.






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