

Machine Gun Balance Feedback
#1001
Posted 05 June 2013 - 01:55 AM
Well guess what - the best way to support your team is to inflict as much damage as accurately as possible. A mech that is mostly harmless as long as you have your armor is not even a good distraction. Only a newbie that does not know the crit system works will pay any attention.
The machineguns might work, if the damage bonus worked against internal HP. Or if whey could crit the gyro or the engine. Right now the machineguns are still not worth their weight.
#1002
Posted 05 June 2013 - 09:04 AM
#1003
Posted 05 June 2013 - 10:58 AM
#1004
Posted 06 June 2013 - 12:31 AM
Soon mortars will come and we can forget the mg.
But in all fairness, even if it is against tt the mg should see a boost in dps that brings it into medium laser levels of damage, drop the stupid crit seeker bonus gimmic, that ammo is heavy and explodes, that is a serious drawback.
As others have pointed out, this is a beta and developers are allowed to gently caress around with weapon values, much more than they currently do.
#1005
Posted 06 June 2013 - 01:07 AM
I'd even advocate critting through armor.
Energy and ballistic weapons are balanced against heat and ammo. Without the crit mechanic nothing would counter boating ppc or ac20's. With the risk of losing heatsinks and ammo being hit people need to think more about building their mechs. You'd want cooler back-up weapons and need to think seriously how much explosive ammo you'd want to stash.
Only then you get a interesting dynamic of mixed weapons. You can use case to save your CT but if all your ammo is in there you'd need a backup either as a energy weapon or 'dangerous' unprotected ammo.
Without these layers on top of gameplay it will quickly degenerate into the 'Hulk smash' huge alpha mechanic we're stuck with now.
Edited by Doelloos Verdwaald, 06 June 2013 - 01:08 AM.
#1006
Posted 06 June 2013 - 08:11 AM
#1007
Posted 06 June 2013 - 10:24 AM
ICEFANG13, on 06 June 2013 - 08:11 AM, said:
The only useful SRM2 in use is the Streak SRM2.
#1008
Posted 06 June 2013 - 01:09 PM
2x Large Pulse Lasers and 6x MG, I was steamrolled because even against unarmored opponents, they just walked over me as my brawling range DPS was pitiful and it didn't even seem like any components I destroyed were worth a damn.
Doesn't help that the playerbase is pretty heavy on energy weapons still, those are basically a super HARD counter to any crit seeking build since heat sinks and energy weapons don't explode when destroyed.
At least my other jager got a free XL engine :/
edit: before you call me out on the XL Engine, I actually swapped it out for a faster STD engine, so it isn't because of side torso damage.
Edited by TheComet, 06 June 2013 - 01:09 PM.
#1009
Posted 07 June 2013 - 09:04 AM
#1010
Posted 07 June 2013 - 09:33 AM
Leafia Barrett, on 07 June 2013 - 09:04 AM, said:
A missile has 1 health, what do you expect your 0.08 MG bullets are going to do over an engagement envelope of about a second? Kill a single missile?
To be effective in destroying missiles, the MG needs a damage buff. See a pattern yet?
#1011
Posted 07 June 2013 - 09:52 AM
stjobe, on 07 June 2013 - 09:33 AM, said:
To be effective in destroying missiles, the MG needs a damage buff. See a pattern yet?
Okay, so missiles DO have a health value. I thought it was either destroyed or not.
#1012
Posted 07 June 2013 - 10:18 AM
Leafia Barrett, on 07 June 2013 - 09:52 AM, said:
Fun fact: The AMS does 3.5 DPS, the MG does 0.4 - I only wish I could trick my targeting computer into somehow believing that the enemy 'mechs are LRMs and I would have a very effective MG on most of them.
#1013
Posted 07 June 2013 - 10:30 AM
TheComet, on 06 June 2013 - 01:09 PM, said:
2x Large Pulse Lasers and 6x MG, I was steamrolled because even against unarmored opponents, they just walked over me as my brawling range DPS was pitiful and it didn't even seem like any components I destroyed were worth a damn.
Doesn't help that the playerbase is pretty heavy on energy weapons still, those are basically a super HARD counter to any crit seeking build since heat sinks and energy weapons don't explode when destroyed.
At least my other jager got a free XL engine :/
edit: before you call me out on the XL Engine, I actually swapped it out for a faster STD engine, so it isn't because of side torso damage.
You got to go with 2 er-ppcs, 300xl, endo, etc. The LPL are cool, but you need the reach of the ppcs to get anything done before closing range. Also, they are better for stripping off armor and letting the MGs do their "work."
It's still a joke build, technically, but one that can put up big dmg numbers - albeit the damage isn't really very effective because of the spread.
Decreasing the spread might help, but "crit seeking" is still a dubious goal at best.
#1014
Posted 11 June 2013 - 05:55 AM
wish the dps was a bit higher
but definately a very welcome improvement!
#1015
Posted 11 June 2013 - 11:24 AM
We are all still using this gun and are still disappointed. I think that we're close to what is reasonable.
I think the 3 wants here are:
- A damage boost to 1.0 DPS (1.0 DPS is what I think is reasonable, others may disagree)
- Remove the cone of fire completely.
- Make this a projectile weapon, not hit-scan.
#1016
Posted 11 June 2013 - 01:36 PM
Woot woot! MG buff to 0.1 per bullet (and Flamers up to 0.7 but those are supposed to heat people up...). Now the 2MG on my K2 will be slightly less terrible!
Edited by FupDup, 11 June 2013 - 01:36 PM.
#1017
Posted 11 June 2013 - 01:48 PM
FupDup, on 11 June 2013 - 01:36 PM, said:
Woot woot! MG buff to 0.1 per bullet (and Flamers up to 0.7 but those are supposed to heat people up...). Now the 2MG on my K2 will be slightly less terrible!
Now if they only removed the spread, MGs would actually be okay. But with spread still in... Can't damage what you can't hit, can't hit what you can't aim at, and you can't aim with random freaking spread.
P.S. So the SSRM "bones" are at joints, eh? Well, WE FREAKING TOLD YOU THAT MONTHS AGO.
#1018
Posted 11 June 2013 - 03:14 PM
FupDup, on 11 June 2013 - 01:36 PM, said:
Woot woot! MG buff to 0.1 per bullet (and Flamers up to 0.7 but those are supposed to heat people up...). Now the 2MG on my K2 will be slightly less terrible!
This change would be much better if the only thing in it was the MG and flamer buff. Hurting boats just for the sake of hurting boats is assy.
#1019
Posted 12 June 2013 - 04:55 AM
#1020
Posted 12 June 2013 - 09:26 AM
AFA the MG buff well are you guys gonna wait for the patch or start QQ'ing before it that it's not enough? (I know I'm being sucked into the baitfest mentality).

shintakie, on 12 June 2013 - 04:55 AM, said:
Woops just noticed it's already started.
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