The only worthwhile use I get out of machine guns is completely disarming Atlases in 3 seconds with a 4 MG 5K Spider. The only reason that's possible is because other Mechs destroy the armour but then the Atlas is dead anyway.
While the critical modifier to MGs has the potential to be dangerous. It's not dangerous until engine, gyro, life-support and actuators can be crit and have an effect. Even then it'd better to dedicate that tonnage elsewhere to better support the Mech or other weapons that can actually do damage.
Machine guns need to have reasonable damage potential even on armour.
In TT machine guns do 2 damage per 10 second turn and shred armour off BattleMechs, so TT supports us here. In MWO a machine gun takes 5 seconds to do 2 damage. Compare the small laser which does 3 damage in less then 3 seconds.
A few ideas I have.
1. Changing machine guns to follow the trend set by other ballistics:
Ballistic weapons in general get 150 damage per tonne of ammo. In the current implementation MGs only get 80 damage per tonne. This means either 3750 ammo per tonne (150/0.04 = 3750) or keeping the current ammo per tonne at 2000 but with 0.075 per bullet (150/2000). Upping the damage per tonne also fits the trend of smaller calibre ballistics taking more time to do their damage. AC/2 takes 37.5 seconds for 150 (75*0.5) AC/20 takes 28 seconds for 140 (7*4).
2. Taking the longer cool downs on direct fire weapons and applying them to machine guns:
To get 2 damage in 4 seconds. 2/4 = 0.5 DPS 0.5/10 = 0.05 per bullet
To get 2 damage in 3 seconds. 2/3 = 0.67 DPS 0.67/10 = 0.067 bullet
3. Combine both ideas:
2 damage in 4 seconds equals 2238.9 ammo per tonne (150/0.067) 2 damage in 3 seconds equals 3000 ammo per tonne (150/0.05). Could round 2238.9 down to 2200 or up to 2250.
I do realise that machine guns being no heat and on-demand puts them in a tricky balance position. Whilst they look scary on paper in practise they have spread and Mechs are constantly moving and torso twisting. The damage takes time to put out, is not pin point and is close range only. Even 6 MGs requires a full 50 seconds of shooting per tonne of ammo. Not to mention ammo explosions.
What about stacking Mechs with machine guns? Well the Jenner and Commando can't use ballistics. Cicadas will be easy to hit with full HSR. Spiders are already fragile and more ammo = less speed or armour. The Flea will have the same issues as the Spider. The other stand out is the Jagermech JM6-DD. 6 machine guns right now are 2.4 DPS. Using the above ideas this would either be 3 DPS (0.05) 4.02 DPS (0.067) or 4.5 DPS (0.075). You could fit a Standard 315, Endo-Steel, DHS, max armour and 14 tonnes of ammo. Nasty up close but anyone could out-run or out-gun it. Fighting 8 or 12 you ask? They're basically bowling pins.
TL/DR:
The crit seeking purpose of machine guns is redundant right now.
Machine guns need to have reasonable damage potential even on armour.
Either buff damage per bullet or ammo per tonne to equal 150 damage per tonne of ammo.
And/or make the MG do it's TT damage of 2 within 3 or 4 seconds.
Boating MGs could be dangerous but short range, damage over time nature, spread and ammo requirement mitigate the threat.
Edited by SweetWarmIce, 12 April 2013 - 02:33 AM.