Rasc4l, on 16 April 2013 - 01:33 AM, said:
"CCQ 3: Why is Machine Gun damage so low? A: Partly due to the nature of how MGs work in the TT rules, partially due to how we chose to make it useful. When equipping a MG, keep in mind that it is not meant to burn through armor but is very useful for tearing up internals (crits). Bumping MG damage will turn it into a laser that can be kept on with no heat penalty until it runs out of ammo. Now imagine the devastating effect that a 6 MG spider could do to the back of an Atlas! We are still investigating balance of the MG but don’t expect any significant increase in damage."
This makes me sad because such comments make me question whether PGI actually lacks the raw intelligence to finish this game properly.
I think, the main point is not lack of intelligence, but stubbornnes. Someone decided the MG to get the crit-seeker-only role, and doesn't want to change, that's about it, no roll-back, that was also the feedback already. They do not really mind the question, how to get the armour off first, they do not really mind the point that there not even is a real crit implementation aside of destroyed loadout items (e.g. getting a "stiff arm", when someone crits your arm actuators, engine crit = insta-kill, basically the only realistic kill-option with MGs on heavier enemies currently). It is not a matter of the damage value in a chart, actually (we have seen on missiles, that they do change that quite quickly without big discussions - and in the referred-on TT, the MGs "nature" is -rimshot please- really dealing damage, a Piranha hitting hard with up to 24 dmg/turn), it seems to be a general matter of accepting constructive feedback from the beta-testers over their own ideas on the basics, how things should work in MWO (similar discussion like with ECM, NARC, BAP,...).
MG balancing has been adressed once and deliberately ignored, it is now being adressed for the second time, and we'll finally see, how much they care about.
Edited by Nihtgenga, 16 April 2013 - 07:13 AM.