Edited by Abledime, 15 April 2013 - 12:52 PM.
Machine Gun Balance Feedback
#441
Posted 15 April 2013 - 12:49 PM
#442
Posted 15 April 2013 - 12:53 PM
In the meantime, were getting mighty close to 500 replies...hope this starts getting some dev attention...
RealityCheck
#443
Posted 15 April 2013 - 12:56 PM
FrostCollar, on 15 April 2013 - 12:44 PM, said:
I'd say "who cares if it's fast if it doesn't actually do something useful?"
The other Ballistic weapons have a RoF of 15-120 rpm, and they're quite useful all of them. In that context, the MG's RoF of 600 is blisteringly fast, but what good does it do?
That's right, nothing much.
#444
Posted 15 April 2013 - 01:02 PM
FrostCollar, on 15 April 2013 - 12:44 PM, said:
Quote
I'm outta here, until someone gets something official. 'nuff said for the buff in thread.
Edited by Nihtgenga, 15 April 2013 - 01:10 PM.
#446
Posted 15 April 2013 - 01:20 PM
Nihtgenga, on 15 April 2013 - 01:02 PM, said:
If they had a plan for the Flamer and MG, it would be nice of them to tell us. If they don't intend to do anything with them, they're fools of the first order, because not only are these two weapons broken, the fact that they're broken also invalidate whole chassis variants.
Have a look at this:
That's my Spiders. See that 0.68 WLR on the 5K? That's because the 4 MG Spider doesn't *really* do devastating effects to the back of an Atlas (and neither would a 6 MG Spider if they buffed the MG to 1.2 DPS), and in order to even use the MGs you have to get scarily close to *real* weapons.
The 5V only had a single Medium Laser in those matches; it still did half the damage of the ERLL+4MG 5K. The ERLL+2ML 5D did almost twice the damage of the 5K, and more than three times the damage of the 5V. If I had put 2xML on the 5V instead of ML+TAG, it'd have done almost exactly as much damage as the 5K.
In short, the MGs are inconsequential, and mounting them only encourages you to use them - which, in a light 'mech, will get you killed in short order.
#447
Posted 15 April 2013 - 02:52 PM
You guys both need to take the time to read both my messages and the messages I quoted, because you basically just yelled at me for agreeing with you.
@Deathlike, If you reread the bit of my message that you quoted, you'll see that I agree with you entirely. I don't want just a damage buff or just a ROF fix. I want both.
@Xelah, I was harping on the 4DPS, because the guy I quoted(esplodin) in my previous message was insisting that MG's would be balanced with 4DPS. He specifically used the example of the SL and suggested that MG's need to do equal damage in the .75 seconds that a laser is active for them to be balanced. I agree with you, Xelah, and think that's crazy. I want something around .8 DPS myself, coupled with a slight range buff, a slight spread buff, and a ROF fix.
Gotta read the whole post (including quotes) or you miss the context and it leads to misunderstandings like these.
Edited by LackofCertainty, 15 April 2013 - 02:52 PM.
#449
Posted 15 April 2013 - 04:25 PM
LackofCertainty, on 15 April 2013 - 02:52 PM, said:
Blah, blah, blah. FFS, look at the GD video where time has increased to a 24 DPS spider( 4DPS would be 16 DPS for the math challenged in a normal 5K, so 24 DPS is 6 MG). Against a STOCK COMMANDO. I couldn't follow through with the whole 6MG Spider vs. an Atlas joke BECAUSE I COULDN'T CARRY ENOUGH AMMO TO PULL IT OFF. 10,000 rounds for that video. Let that sink in. That is how seriously idiotic the weapon is. Yeah, the video is in a lighter vein but even then it is of LIMITED USEFULNESS.
0.8 DPS is a sick joke and not worth a Dev's time to update the XML file. Serously. The only difference is now the MG has been "ballanced" by the dev team and shuffled to the bottom of the pile.
Bad hyperbole troll is troll.
#450
Posted 15 April 2013 - 06:25 PM
LackofCertainty, on 15 April 2013 - 02:52 PM, said:
You guys both need to take the time to read both my messages and the messages I quoted, because you basically just yelled at me for agreeing with you.
@Deathlike, If you reread the bit of my message that you quoted, you'll see that I agree with you entirely. I don't want just a damage buff or just a ROF fix. I want both.
Gotta read the whole post (including quotes) or you miss the context and it leads to misunderstandings like these.
I started reading and rage.. it's almost indiscriminate at this point. I APOLOGIZE.
#451
Posted 15 April 2013 - 06:37 PM
take a real gun?
#453
Posted 15 April 2013 - 08:23 PM
Its already clear that they aren't considering the value of a hardpoint given what can be mounted there; so its likely that unless they consider that as a factor when porting in a variant, they will likely continue releasing mechs that have hardpoint issues until they recieve enough complaints that they feel the need to adjust them.
The second problem is that if they did weigh the value of hardpoints based on what you could reasonably mount there, future game additions could make them broken the other way. Like if the 1E, 4B CDA-3C (1E, 1 AC, 3 MG ~ 2.5 weapons) became 3E, 7B (3E, 1 AC, 6 MG ~ 5 weapons). It wouldn't be an issue with what we have currently, but if an effective light ballistic were ever added, the 3C could potentially have 10 weapons and would have to be balanced again.
#454
Posted 15 April 2013 - 09:22 PM
Colonel Pada Vinson, on 15 April 2013 - 06:37 PM, said:
take a real gun?
Oh, and what do you suggest we squeeze in on a ballistic mech with 4/5 ballistic slots? Without crippling the build that is.
Remember that we are talking about a majority of LIGHT mechs and in cases a Cicada.
Edited by Terror Teddy, 15 April 2013 - 09:23 PM.
#455
Posted 15 April 2013 - 09:59 PM
Terror Teddy, on 15 April 2013 - 09:22 PM, said:
Oh, and what do you suggest we squeeze in on a ballistic mech with 4/5 ballistic slots? Without crippling the build that is.
Remember that we are talking about a majority of LIGHT mechs and in cases a Cicada.
take 1 uac 5, or an ac 2.
you dont have to fill every slot on a mech. 1 ac 2, 3 machine guns? strip armour with ac 2, small laser, and then use machine guns to shred internals?
look, I agree that the machine gun DPS is a joke.
BUT the devs have a point - it comes without the cost of HEAT, as Bryan Ekman stated.
So lets look at it as Bryan Ekman said.
machine gun - crap useless DPS, hold gun one 1 spot forever, and super minimal range of 90m plus super minimal damage. Wieghs .5 tons. spirit of tabletop would suggest this isnt a primary weapon, though useful against tanks/infantry.
VS
gauss - 4 second reload, no heat, massive damage per shot, pinpoint accuracy to 1 node with a little travel time/flight time. longest range in the game along with erppc.
Bryans point is that since the machine gun isnt governed by heat or a recycle time it would infact be a serious problem if a 4 machine gun sipder could take said 4 guns, and 2-3 tons of ammo, and do damage inside the 90 meters.
but if we infact look at the most common spider build, the 2 med pulse/1 med laser spider 5D - well - really, why CANT the machine gun be given anywhere near comparable DPS?
IMHO the gun has way to much ammo, and is craptastic. given its 90 meter range it needs more power and utility than it has.
if damage was increased 10 fold AND ammo was cut to proper btech amount of 200 rounds, it would do 0.4 per round vs a small alser doing 3 dmg with heat and a recycle time.
maybe 5 times the damage and 400 ammo to cover double ammo we know have?
#456
Posted 15 April 2013 - 10:00 PM
FupDup, on 15 April 2013 - 07:04 PM, said:
Actually, they're all based off real world weapons. Just highly advanced and compact.
MG's are based off of this
AutoCannons are 25mm-200~mm autocannons like these
25mm Bushmaster Auto cannon mounted on the bradley. equiv to the AC2
105mm Howitzer, though the one modified for the AC130 would be your in game AC10
Do I need to go on? We do have naval mounted railguns, which are what the Gauss rifle is. Plus it's been in the news that we have laser weapons now, though fairly rudimentary. And missile packs are a duh thing.
#457
Posted 15 April 2013 - 10:09 PM
Just like the Cicada-3C to the Cicada-3M, if you don't use 2 or more, you should be using the 3M with ECM.
Is this good?
http://mwo.smurfy-ne...342b9b3d634fa19
Not really.
#458
Posted 15 April 2013 - 10:27 PM
Edited by Dremster, 15 April 2013 - 10:28 PM.
#459
Posted 15 April 2013 - 10:44 PM
Prezimonto, on 15 April 2013 - 11:14 AM, said:
I don't mind the idea they have as MG's being crit machines, but when crits to the center torso are essentially useless and that's the primary target in a large percentage of battles, mg's are at best extremely situational, and at worst essentially worthless.
In my opinion the engines cannot be destroyed*, because the Devs realize it would lead to very quick deaths. Right not an Atlas has 62 internal HP in his center torso. That means it takes 4 AC20 shots or 5 Gauss shots to kill it. Since the engine only has 15HP, with engine critical a single Gauss or AC20 shot would have a 42% chance of destroying the mech instantly.
Remember Mechwarrior 2? Did you ever wonder why we only had HUD armor indicator and no internal structure indicator? That's because when your armor was gone, almost every hit resulted in a critical damage and you hardly ever lasted more than a few shots.
"HTAL is a graphical bar graph that provides an accurate armor report for the front/rear of the Head, Torso, Arms, and Legs during battle."
"Your a quick kill if your rear center/right torsos are hit."
http://www.angelfire...2/mwtrnhtal.htm
*Right now, the engine can, in fact, be critically hit, and can be destroyed but it has no consequences. That's why the engine is the perfect crit-buffer for ECM
Edited by Kmieciu, 15 April 2013 - 10:52 PM.
#460
Posted 15 April 2013 - 11:25 PM
Kmieciu, on 15 April 2013 - 10:44 PM, said:
Actually.. that's not true. With their weakened state, it gets really shredded off really easily. I pilot a 3L and have piloted a D-DC and see it go away quickly once the internals are exposed.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users