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Machine Gun Balance Feedback


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#381 Rashhaverak

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Posted 14 April 2013 - 06:52 AM

So I tried playing a Jager with six machine guns this weekend, and I've gotta say that it really is incredibly ineffective. Maybe there's a glitch in the crit hit calculator, but those guns seemed somewhat ineffective at tearing out mechs innards. Worse, it just seemed like I can't even tell that it's having an effect.

Maybe if the end of match showed how many crits were scored it'd get a greater feeling of satisfaction, or maybe if a single mech died I'd feel like I wasn't wasting my time trying, but right now I don't gain any sense at all that they are doing anything at all.

I really like the idea of the machine gun being a crit seeking weapon versus the armor shredder. I'd rather talk about the crits happening, if anyone else got different results (more satisfaction), or if my experience is isolated.

Maybe when engine crits mean something it will feel more like they are useful, but I have to say that after a Saturday night of really trying to make machine guns work, I think something's off with them. In one memorable game I was fighting a catapult with no armor and couldn't strip a single weapon from the mech.

Stats so far:
Weapon Matches Fired Hit Accuracy Time Equip. Damage
MACHINE GUN 24 15,930 11,488 72.12% 02:05:23 413

Edited by Rashhaverak, 14 April 2013 - 06:55 AM.


#382 FupDup

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Posted 14 April 2013 - 07:12 AM

View PostGeneral Taskeen, on 14 April 2013 - 05:49 AM, said:

The...

Posted Image

is so OP

I have a new signature now. <_<

#383 HammerSwarm

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Posted 14 April 2013 - 07:28 AM

View PostRashhaverak, on 14 April 2013 - 06:52 AM, said:

I really like the idea of the machine gun being a crit seeking weapon versus the armor shredder. I'd rather talk about the crits happening, if anyone else got different results (more satisfaction), or if my experience is isolated.


You experience is not isolated nor is your .359 damage per second. These need a major DPS boost because asking on several mechs to rely on the sole role of criting finished armor. It's not like a 4 MG spider needs to be the bee's knees but being useless is unacceptable.

#384 Wintersdark

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Posted 14 April 2013 - 07:30 AM

Quite simply, they are utter garbage. This would matter less if there weren't a bunch of chassis with ballistics slots and no better options to put there, but it needlessly cripples already poor chassis options - that is, the non-ecm versions of the spider, raven, and cicada.

Even if Machine Guns did 1 DPS, nobody is going to fear the lone 4MG/1LL Spider behind an Atlas that requires 100% up time to do his whopping 6DPS. A lone spider that can stay behind an atlas with 100% weapon uptime is going to kill said Atlas no matter what he's got.

#385 General Taskeen

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Posted 14 April 2013 - 07:31 AM

View PostFupDup, on 14 April 2013 - 07:12 AM, said:

I have a new signature now. <_<


Someone else posted it btw, I take no credit, but it is hilarious.

#386 LackofCertainty

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Posted 14 April 2013 - 07:35 AM

Before I delve into quote madness, I have one thing to say regarding MG's not having their proper rate of fire in game. Don't ask the devs to buff MG damage to fix a bug with their rate of fire. Ask them to fix MG's rate of fire first, the buff MG damage so that they're balanced. It's better to fix the core problem rather than slap a patch job overtop of it and pretend it's fine.

View Poststjobe, on 12 April 2013 - 06:33 AM, said:

Hahaha, how did I miss this, priceless! <_<

Let me turn that question right back at you: Are you really okay with one SL doing as much damage as 4 MGs?

Because that's where we are right now. Not on paper, not SpreadsheetWarrior Online, but in-game, where it counts.


1. No, I am not, which is why I suggested a slew of buffs for the MG. (better range, better spread, moderate damage increase)
2. Turning a weapon from super UP to super OP doesn't fix the problem, it just makes a new one.


View PostEsplodin, on 12 April 2013 - 06:23 AM, said:


Lack of knowledge about logical fallacies in debate: Check.



Small laser: front loaded damage in 0.75 seconds for 3 damage. 2.25 seconds to twist incoming damage spread or cool down behind a building.
MG: To do the same damage as the small laser in the same time is. . .

wait for it. . .

4DPS (3 damage in 0.75 seconds)

The spider in that example would (using 150 damage per ton) go through a ton of ammo in 3.75 seconds of firing, making a ton of ammo go FAST. An Atlas back has 97ish points of armor if smurfy is anything to go by. So given the huge cone you are taking out the ENTIRE back, unless you are insanely close. Ergo, 5-7 seconds of unmolested rear access to an Alas for surprise butsex, costing about 1.25 TONS of ammo at 100% accuracy.



The fear is strong with this one. ALL OTHER BALLISTICS ARE ABOUT 4DPS, and they are NOT scary. Remove the cone of fire and let me use aim, then I'd be for 2DPS.


All other ballistics weigh at least 14x as much as a MG, so their DPS is not really relevant in my opinion. Better to compare it to a weapon with similar range and function, like an SL.

An MG should not do the same damage as an SL in .75 seconds. The reason for this is that the SL has factors that limit it's rate of fire (heat and Cooldown) whereas the MG does not. (technically ammo, but that's not a factor unless you drastically reduce the ammo/ton) If you want to compare things with a straight up 1SL vs 1 MG fight, then you have to use the MG properly.

SL Mech fires for .75 seconds. During this time, the MG mech twists to spread the damage. Result:3 damage spread across nonvital areas)
Now, MG mech fires for 2.25 seconds. (while the SL's are recharging) During this time, the SL mech is twisted to spread damage. Result: 9 damage spread across nonvital areas.

Now, the 3 damage vs. 9 damage is a bit exaggerated, because the MG has spread and needs to maintain the fire for longer, but it is still a very large damage gap. If it were a light vs light fight, you could argue that the MG mech won't have the full time to dump, so I'd be willing to admit that 4dps MG's would probably be okay for balance with faster mechs. However, the crux of the problem comes when you apply 4dps MG's against a slow target. Against an atlas, you're not going to be missing much, and if even 1/4 of your bullets hit the location you're aiming at, you're doing the same focused damage than an SL as well as shredding the surrounding armor with your spread.

At point blank 4MG spider could strip one of the rear armor locations of an atlas in about 2 seconds.(possibly less) The only cost to the spider for such immense power is 3-4 tons of gear. That is a problem.

4DPS MG's would be anti-assault cannons, and would remain mostly ineffective vs lights. I'd rather see spread reductions, range boosts, and moderate damage buffs instead of just multiplying MG's damage by 10 and pretending it's reasonable.



Finally, a strawman is only a strawman if my exageration is close enough to the truth where I can trick people into believing that I am representing your position. If I go to a political debate and jokingly say, "You can't vote for John, because his proposal will have him eat 100 babies a day!" that is not a strawman. Rather, it's such an ineffective strawman that it doesn't really count anymore, because no one will honestly believe that John really eats 100 babies a day. (1-2 sure, but no one has room to pack away 100)

I figured that 10DPS MG's were enough of an exaggeration to where people would understand it was being said with a grin, but if that's not the case I'm sorry. Next time I'll make it more clear that I'm teasing the opposition by exaggerating even further. Perhaps I'll even put a [gross exaggeration] tag around it to help ensure no one takes that portion seriously.

Honestly, I find the suggestion of 2DPS to be significantly too high, and 4 sounded like something a madman would say. Since there is some honest support for 4DPS, I suppose I didn't exaggerate enough when I said 10. Next time, I'll berate you all for suggesting 20 DPS MG's that double as Gauss Rifles. :D

Edited by LackofCertainty, 14 April 2013 - 07:36 AM.


#387 Team Leader

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Posted 14 April 2013 - 07:37 AM

View PostFupDup, on 14 April 2013 - 07:12 AM, said:

I have a new signature now. <_<

Can I take this too? lol

#388 FupDup

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Posted 14 April 2013 - 07:39 AM

View PostTeam Leader, on 14 April 2013 - 07:37 AM, said:

Can I take this too? lol

SPREAD THE DEVASTATING 6 MG SPIDER EVERYWHERE!

#389 Gremlich Johns

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Posted 14 April 2013 - 08:05 AM

This is what I think of when I hear guys want to use MGs against mechs, all the ammo needed for little to no effect other than to amuse, courtesy of Skottie Young

Edited by Gremlich Johns, 14 April 2013 - 08:05 AM.


#390 Loler skates

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Posted 14 April 2013 - 08:58 AM

View PostTeam Leader, on 14 April 2013 - 07:37 AM, said:

Can I take this too? lol

View PostFupDup, on 14 April 2013 - 07:39 AM, said:

SPREAD THE DEVASTATING 6 MG SPIDER EVERYWHERE!


Spiders of the world unite.

#391 Kmieciu

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Posted 14 April 2013 - 09:30 AM

View Poststjobe, on 12 April 2013 - 11:44 AM, said:

* It got the slowest projectile speed of all ballistics at 100m/s; the same speed as LRMs. The other ballistics have projectile speeds between 900m/s and 2,000m/s.

I'm pretty sure machine guns in MWO are instant hit weapons, like lasers and flamers. At least on testing grounds: you can shoot a mech 199 meters away. If the 100 meters/second were true, id would take damage after 2 seconds, when in fact the paper doll instantly shows damage.

In my opinion, the first thing we should convince the devs is to remove the spead, fix the ROF bug and increase the damage to 0.066.

That would bring TT balance between small lasers and machine guns.

#392 General Taskeen

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Posted 14 April 2013 - 09:43 AM

View PostGremlich Johns, on 14 April 2013 - 08:05 AM, said:

This is what I think of when I hear guys want to use MGs against mechs, all the ammo needed for little to no effect other than to amuse, courtesy of Skottie Young


Ok?

Oh look I used an MG against a Mech in a game that did a direct-to-game translation of the Battle Tech MG. Because it damaged Battle Mechs.



#393 stjobe

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Posted 14 April 2013 - 10:02 AM

View PostKmieciu, on 14 April 2013 - 09:30 AM, said:

I'm pretty sure machine guns in MWO are instant hit weapons, like lasers and flamers. At least on testing grounds: you can shoot a mech 199 meters away. If the 100 meters/second were true, id would take damage after 2 seconds, when in fact the paper doll instantly shows damage.

I just tested this and you're right. The paper doll flashes before the visible projectiles hits the target.

What does that mean? It means the projectiles we see have nothing to do with the hits or damage we do. Bad programmer, no cookie for you!

Probably they made it that way to save themselves the hassle of keeping track of 10 projectiles per second from each MG on the field.

That might also be why they said that upping the damage would just make it like a laser - because to the game, it IS a laser with 0 cooldown, low damage, and a funky sound effect.

No wonder they're resistant to changing it - to do so they may have to create code for a whole new weapon; the MG we thought we had!

View PostKmieciu, on 14 April 2013 - 09:30 AM, said:

In my opinion, the first thing we should convince the devs is to remove the spead, fix the ROF bug and increase the damage to 0.066.

That would bring TT balance between small lasers and machine guns.

With all the other issues the MG has, I wonder if that's enough. It's a start, though.

#394 Rashhaverak

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Posted 14 April 2013 - 10:38 AM

View PostHammerSwarm, on 14 April 2013 - 07:28 AM, said:


You experience is not isolated nor is your .359 damage per second. These need a major DPS boost because asking on several mechs to rely on the sole role of criting finished armor. It's not like a 4 MG spider needs to be the bee's knees but being useless is unacceptable.

Not sure I agree that they need a major DPS boost just because I didn't feel satisfied. Again, I don't meed them shredding armor, I just need them to do something useful. Crit seeking can be useful, but I got the impression that wasn't happening at the rate I would have expected.

By the way, take the machine guns out on the training grounds and you get a very different experience. You can kill mechs very quickly on the training grounds with ammo explosions, and the weapons tear appear the opponent mechs. I don't know why the experience was so much different in the real game.

#395 Deathlike

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Posted 14 April 2013 - 11:02 AM

View PostLackofCertainty, on 14 April 2013 - 07:35 AM, said:

Before I delve into quote madness, I have one thing to say regarding MG's not having their proper rate of fire in game. Don't ask the devs to buff MG damage to fix a bug with their rate of fire. Ask them to fix MG's rate of fire first, the buff MG damage so that they're balanced. It's better to fix the core problem rather than slap a patch job overtop of it and pretend it's fine.


ROF would not really correct the deficiencies of this weapon. Even if you "corrected/adjusted" the currently tested numbers, they would not really help the MG. Actually.. it would help the AC2 a lot more than the MG.

Quote

Honestly, I find the suggestion of 2DPS to be significantly too high, and 4 sounded like something a madman would say. Since there is some honest support for 4DPS, I suppose I didn't exaggerate enough when I said 10. Next time, I'll berate you all for suggesting 20 DPS MG's that double as Gauss Rifles. ;)


Considering the "cone of fire" and 100% firing uptime (exposing the mech to various dangers at short range), 2 DPS might be right (although I'm not entirely sure if its the right #). At the very least, double the DPS from what it currently is (.4 DPS to .8 DPS) is a MINIMUM requirement.

Edited by Deathlike, 14 April 2013 - 11:02 AM.


#396 Pinselborste

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Posted 14 April 2013 - 11:26 AM

View Poststjobe, on 14 April 2013 - 10:02 AM, said:



No wonder they're resistant to changing it - to do so they may have to create code for a whole new weapon; the MG we thought we had!



if you look at the game files, creating an mg that acts like a ballistic and is viable would take about 5 minutes if not less. you dont even need a coder for that since its just changing a few numbers in an xml file.

#397 xenoglyph

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Posted 14 April 2013 - 01:45 PM

Did we get any kind of response on this yet?

#398 FrostCollar

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Posted 14 April 2013 - 01:57 PM

View Postxenoglyph, on 14 April 2013 - 01:45 PM, said:

Did we get any kind of response on this yet?

None that I'm aware of.

#399 Terror Teddy

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Posted 14 April 2013 - 02:03 PM

View PostLackofCertainty, on 14 April 2013 - 07:35 AM, said:


All other ballistics weigh at least 14x as much as a MG, so their DPS is not really relevant in my opinion. Better to compare it to a weapon with similar range and function, like an SL.

Honestly, I find the suggestion of 2DPS to be significantly too high, and 4 sounded like something a madman would say.


Well, perhaps you should, even if only for comparison.

SL
1/14 the weight of the ERPPC
1/3 the DPS
1/11 the heat
Regenerate "ammo" and benefit from DHS

MG
1/12 the weight of the AC/2
1/10 the DPS
60% damage per tonne
+300% slower delivery time of damage per tonne (500% if we consider that we do less total damage)

Nowi agree that 2 or 4 dps is far over the top but 1 to 1,5 is not far fetched and bloody reasonable since we dont have the luxury of a medium laser in between the MG and AC/2 so th MG NEEDS to be a usable gun for light mechs.

#400 RealityCheck

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Posted 14 April 2013 - 02:20 PM

View PostHammerSwarm, on 13 April 2013 - 06:05 AM, said:

And so? If it got good enough that people wanted to use it exclusively then it could be tuned back the other way with a hot fix or a patch. These are currently USELESS. There is an imperative to do something, if too much is done that can be fixed too, but it isn't an excuse to do nothing.


THIS IS BETA!!!
Kick the machine gun into the pit of balance and deny it release until it is "Working as Intended."

Colorful imagiery aside, please seriously look into buffing the machine gun. Thank you.
RealityCheck





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