

Machine Gun Balance Feedback
#1021
Posted 12 June 2013 - 01:44 PM
#1022
Posted 13 June 2013 - 07:22 PM
Edited by Maverick01, 13 June 2013 - 07:23 PM.
#1023
Posted 14 June 2013 - 05:38 PM
Maverick01, on 13 June 2013 - 07:22 PM, said:
2 dps MG's without spread? With the range they have now that'd be the very definition of overpowered.
1-1.2 dps MG's without spread is perfectly fine.
#1024
Posted 16 June 2013 - 11:59 PM
#1025
Posted 17 June 2013 - 06:21 AM
Phoenix182, on 16 June 2013 - 11:59 PM, said:
So... you think it's OP at this range, even with the damage spread across the entire mech (and most of it not hitting the mech at all) at that range, or really any range short of point blank?
#1026
Posted 17 June 2013 - 01:45 PM
Phoenix182, on 16 June 2013 - 11:59 PM, said:
I'm curious wether you use MGs or got killed by them.

#1027
Posted 17 June 2013 - 07:27 PM
edit * 4MG 1ER Large Laser
Edited by Amsro, 17 June 2013 - 07:28 PM.
#1029
Posted 18 June 2013 - 07:05 AM
#1030
Posted 18 June 2013 - 01:55 PM
#1031
Posted 18 June 2013 - 01:55 PM
I had the fortuitous occurrence that at the end of a match I had a legged and quite beat up Raven 3L to play with - and I couldn't kill it even though I had most of a ton of ammo left for my MGs.
The spread needs to go or the weapon needs another 1 DPS tacked on from the 1 DPS it has right now - there's just no way you can kill with it when your damage gets spread all over the target's 8 hit boxes (and internals) at 50 meters. I don't think I even managed to crit out any of the Raven's internal components...
I mean, 1 ton of MG ammo is 200 damage. 200 / 8 hitboxes = 25 damage per hitbox. A Raven's CT has 22 internal structure, so unless it's completely stripped you won't be coring that Raven.
For anything bigger than a Raven you need more than 1 ton of ammo, and consequently more than 200 seconds (3 min, 20 seconds - or 50 seconds with 4 MG) of continuous, accurate fire to core them - even with their armour stripped!
Back to the drawing board PGI, the MG is still not good enough.
Edited by stjobe, 18 June 2013 - 02:07 PM.
#1032
Posted 18 June 2013 - 04:16 PM
Edited by Deathlike, 18 June 2013 - 04:18 PM.
#1033
Posted 19 June 2013 - 07:17 AM
Deathlike, on 18 June 2013 - 04:16 PM, said:
The damage is right if you're literally ramming into the target as you're shooting, because there's no other way to get even remotely accurate damage. With the cone of fire, it'd take far more damage to be viable.
I wonder if PGI ever reads this topic? If any of the PGI guys are reading this: REMOVE THE CONE OF FIRE ALREADY. Making it an actual ballistics weapon instead of a laser disguised as a ballistic would be nice too.
#1034
Posted 19 June 2013 - 05:06 PM
It's a freaking machine gun..do you honestly think you should be able to destroy a battlemech with a machine gun? It didn't work in WWII against tanks and it shouldn't work in MWO against mechs. The machine gun might be good in a game like CoD, but it should not be viable in MWO unless they add soft targets or elementals at some point.
Edited by The Warspite, 19 June 2013 - 05:09 PM.
#1035
Posted 19 June 2013 - 05:42 PM
The Warspite, on 19 June 2013 - 05:06 PM, said:
It's a freaking machine gun..do you honestly think you should be able to destroy a battlemech with a machine gun? It didn't work in WWII against tanks and it shouldn't work in MWO against mechs. The machine gun might be good in a game like CoD, but it should not be viable in MWO unless they add soft targets or elementals at some point.
You're obsessing over the mere name of the weapon while ignoring its technical specifications. Stop.
#1036
Posted 19 June 2013 - 07:42 PM
The Warspite, on 19 June 2013 - 05:06 PM, said:
It's a freaking machine gun..do you honestly think you should be able to destroy a battlemech with a machine gun? It didn't work in WWII against tanks and it shouldn't work in MWO against mechs. The machine gun might be good in a game like CoD, but it should not be viable in MWO unless they add soft targets or elementals at some point.
I call it the Anti-Mech Small Weapon. ASW.
#1037
Posted 20 June 2013 - 03:55 AM
First they claimed the weapon works as intended. Then they have toyed with all the wrong numbers (crits noone cares about, range). Now they have finally improved the damage to a reasonable number, but I don't understand why they still insist on keeping the cone and forcing the MG to spread its damage all over the target and miss more than necessary.
Why does the MG have to have a random factor affecting the aim while every other direct fire weapon hits where you point your cursor at the moment of firing it? Maybe PGI shoud introduce the cone to every other weapon, to make things fair?

#1038
Posted 21 June 2013 - 11:12 PM
MGs can't possibly be balanced without sufficient complaints that they are OP. Therefore, MGs aren't quite there yetn
Ditchthe cone or amp the damage, then see how they feel.
#1039
Posted 24 June 2013 - 08:54 AM
The spread is a bit annoying but I did enjoy using them. They are a bit like an SRM in the damage is spread across the target, and you need another type of weapon to cut through armor. Just keep in mind that these are a secondary weapon system to augment your damage, they are not designed to be your primary source of damage.
#1040
Posted 24 June 2013 - 10:10 AM
CG Oglethorpe Kerensky, on 24 June 2013 - 08:54 AM, said:
The spread is a bit annoying but I did enjoy using them. They are a bit like an SRM in the damage is spread across the target, and you need another type of weapon to cut through armor. Just keep in mind that these are a secondary weapon system to augment your damage, they are not designed to be your primary source of damage.
That is the problem they shouldn't be. Lights should be just as effective using small laser's, medium laser's, streaks or machine guns. in their ideal range.
Removing the cone of fire should fix this. Let the ballistic be a ballistic, enough of the charade!!
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