MustrumRidcully, on 22 April 2013 - 12:35 PM, said:
"What are your intentions for the Machine Gun?"
- "To make it a noobie trap?"
- "To ensure that no light mech utilizing 3-6 ballistic slots has a chance of using them for something good?"
- "To have a few non-viable weapons lying around just in case-"
- "To give the complicated crit-system some use in which a mech can lose a hit location in 1/2 the time it took the enemy to click the armour on that location away?"
- "To avoid it being as effective as in Mechwarrior 3 or 4"
- "To avoid it being as overpowered as it was in the broken Solaris rules?"
I really would like some feedback feedback myself.
The only thing we actually know about the devs' perspective is a situation where a mega-n00b Atlas pilot gets taken down by a light pilot standing behind them. Never mind that mechs are supposed to go down like a man with one too many shots of vodka in him if they don't respond to threats from the rear; and that the situation implied that they would be over powered with a buff.
-Is it that a no-heat weapon has no real limit on firing time? Because there's a hard cap on how many you carry, and to make a continuous weapon dangerous you have to stay exposed.
-Is it that its so light? There's a hard cap on how many you can have.
-Is it that the crit system is a shadow of what the full implementation will be. Because I'm unconvinced that it can be made to be both worth having and not frustrating to play against. Not to mention how annoying it is to have to have that system rather than just dealing reasonable damage.
-Is there at least one decent light ballistic waiting to be implemented? If there were I'd still disagree with how MGs were handled, but I'd let it slide if it stopped adversely effecting the game.