After couple of matches in my
Spider-5K chassis, I think I am able to give my opinion of how new machine guns fare.
I don't consider myself anything above the average player. I also play both map modes (which isn't best for general statistics, but will give results comparable to average stats of my other weapons) and my average ping is 150-170. Do also note that all the pilot efficiencies (particularly fire convergence-Pinpoint trait) were present during this time. Yes, I elited all my spiders before it was cool
I haven't used MGs in a while, so those stats are raw stats after May 21st.
EDIT2, May 24th:
In 20 matches, whole damage done was 1247, that's 15.6 dmg per weapon per match, but it also should be noted that some conquest maps were finished bellow 50 dmg and once I got stuck on Tourmaline with 0 damage. However, compared to my other weapons (Small laser: 38.5 dmg per weapon per match, Medium laser: ~42 dmg per weapon per match), the overall damage of machine guns, considered that they were boated and mounted in the arms, is fairly low.
EDIT2: After 40 matches, average damage per weapon is 17.8.
However, in my honest opinion, damage per bullet is close to what I think it should be in the first place. I've completed several matches with 350 or 380 damage done, last man standing and out of ammo. Since maximum damage from 2 tons of ammo is 320, that is similar damage I can achieve piloting spiders with small or medium lasers.
The part that surprised me the most was weapon accuracy, which in my case was 46.9%. That is abysmally low for a close range weapon. Granted that we spider pilots defy gravity and jump all over the place like we are on meth (google "spiders on drugs"), but small and medium lasers do not seem to be affected (89 and 91% accuracy). I'll have to try machine guns on a more stable mech, but currently is feels like "spray and pray", since bullets have the lowest speed of all the weapons in the game (100, compared to LRM: 120, SRM:300 and SSRM:200). Even at optimum range, its is a bit tricky to target the part of the mech you want (damaged one), if the target isn't stationary. If my napkin math is correct, for a light mech, distanced 200m, moving with 41.95 m/s (150 km/h) perpendicular to you view, you will need to lead the target for a
91 m, that is 2.19 seconds of projectile speed, not considering latency.
This is not a problem solely for accuracy, but also for weapon convergence. Firing at a moving mech with lasers requires zero leading, but firing with machine guns often requires leading for several lengths of the mech, producing two different weapon convergences and inability to use both types of weapons at the same time.
Having a crit-seeking weapons is OK with me, I kind of like it, it adds thrill to the game. If you can land those shots on a part of the mech that is exposed, the internals will melt in a blink of an eye. Currently, there is a problem with critical slots, since engines and gyros cannot be crited, therefore devalues machine guns greatly. I also don't remember to see any destroyed jump jet, do jump jets even have hitpoints? I don't believe I ever heard Betty saying "jump jet destroyed".
But those bullets need to land and need to land reliably. Everybody is complaining about damage, but in my eyes, the real problem lies in projectile speed. If you can't target a damaged part with 'damage-over-time' weapon, then there is no point of having a crit seeking weapon with that particular mechanic.
How I think Machine Guns should be:
Damage per bullet: 0.1
Damage per second: 1 DPS
Projectile speed: 400 m/s
Lower crit stats accordingly (-25% ?)
I wouldn't really increase the damage any further, one tone of ammo will have a potential of 200 dmg, which is good. But the advantage lies in the fact, that shots could be landed reliably under optimal range (120m) though still tricky above optimal range and/or moving target.
EDIT: Also my observation about machine guns is, that they should fire 10 rounds per second, but currently they don't do that. On Spider 5K every second should consume 40 rounds of ammo, however that number is slightly lower, around 30. I've noticed this due to recycle time of medium laser (1+3), in the time medium laser should recycle, machine guns should consume 160 bullets. The real number is around 115. That means machine guns only fire 7 rounds per second instead of 10.
I'll be checking this in next matches.
EDIT2: Added new picture with new stats after 40 matches.
Edited by PanzerFurrry, 24 May 2013 - 01:22 PM.