Lord of All, on 16 May 2013 - 06:34 PM, said:
Unfortunately there are not those that can discern these things so easily.

It's taken me a lifetime to realize they have to be pointed out.
My only agenda is to keep this game true to BT. All else pales. I use what works in whatever situation is curent. Unfortunately the global scale is so severely lacking ATM we will probably never see a truly global Strategic BT universe from this game.
And that is the main problem. Cherry picking a portion of a balanced game is impossible.
If we were really being true to BT here, there wouldn't be any issues with MGs (or a couple of other weapons). In classical BT, MGs had the weaknesses of pitiful range and extremely lethal ammo explosions at the upside of doing pretty good damage for their weight against armored targets and doing even more to infantry. In MWO, MGs have the same downsides with no upsides to counteract them other than sounding cool (which isn't good enough for a lot of people).
Another thing: if you're using what works in current situations, why bring up the "global scale" thing? I'm guessing that is referring to stuff like combined arms, i.e. aircraft, tanks, infantry, and battle armor alongside mechs in battle. We already know that such features are very unlikely due to AI coding being required, so that doesn't really count as a "current situation." It might not even count as a future situation. We can't rely on it until we're told otherwise by the devs.
And, lastly, I'm going to assume that PGi defied all odds and added combined arms warfare, including infantry, just to hammer the point as hard as possible. In TT, many weapons were pretty bad against infantry. A PPC, for instance, could only kill one infantry soldier in a squad if it hit successfully. A Machine Gun, on the other hand, could kill between 2 and 12 dudes per
bullet. I don't feel like hunting down to-hit modifier tables, but I *think* that non-anti-infantry weapons have lower accuracy against infantry.
In MWO, there aren't any to-hit modifiers. If you aim at a trooper, he's gonna get hit. So, if we compare MGs to other ballistics and missiles, then I guess it would still be wasteful to use them (other ballistics and missiles) instead of MGs when shooting men. The heat output of energy weapons is pretty easy to deal with, though, so PPCs would be still fairly slow at killing platoons but people would still try it.
Our current lasers and pulse lasers, however, have this nifty mechanic called a beam duration. You can write your name with them and draw funny symbols. If there were infantry, you could also drag the one-second beam over an entire platoon and slaughter
all of the poor fools instantly just like aliens invading the Earth in a sci-fi movie, because each moment of laser exposure would do more damage than an MG bullet. Meanwhile, an MG would need to fire a new bullet for every soldier, resulting in taking a much longer time to kill them. MGs also have spread, meaning that you might need more than one bullet per soldier. The ML doesn't have ammo explosions to deal with and also gets waaay more range. In conclusion, an MWO Medium Laser would vastly outclass an MG or even a Flamer in the anti-infantry role, AND to put a cherry on top they have the bonus of killing armor. Hell, I'd even rather take a single Large Laser against infantry than a quad-MG Spider. So, you get to be dedicated anti-infantry or dedicated anti-everything. Not a very hard choice for power-gamers to make.
On a side-note, pulse lasers are supposed to do a lot more anti-infantry damage than standard lasers by +2 dudes killed for large and medium classes. Small and Micro Pulse Lasers did 2D6 against infantry, also known as identical to the Machine Gun. However, in MWO, pulse lasers have a shorter beam duration. This actually makes them
worse against infantry because you can't drag the beam over as many troopers.
The only way to avoid such is to make non-MGs and non-Flamers literally bounce harmlessly off of infantry soldiers, which would be both unrealistic and just plain stupid looking. MWO's current mechanics simply do not allow for anti-infantry weapons to perform well against infantry
at all. This game would have to rebuilt from the ground up to allow for specialized anti-infantry roles to actually matter at all. Mechs would also have to be an extremely rare sight and not something that every boy and his dog could stomp around in. That is also very unlikely to occur, as this game's main design pillar is stompy robots.
Edited by FupDup, 16 May 2013 - 07:13 PM.