Machine Gun Balance Feedback
#1121
Posted 09 July 2013 - 12:41 PM
#1123
Posted 10 July 2013 - 08:22 AM
the only times u will use mg's are if u have nothing else to put in or in fun builds like the 6mg jager
bring back the old crit values and remove the cof, then we can take another look at it.
Edited by SixBottles, 10 July 2013 - 08:22 AM.
#1124
Posted 10 July 2013 - 09:51 AM
#1125
Posted 11 July 2013 - 06:04 PM
So yeah. I'm not sure they really need to be buffed. They're already reasonably effective as far as comedy builds go.
#1126
Posted 11 July 2013 - 11:11 PM
#1127
Posted 13 July 2013 - 05:37 AM
so u can do 6 kills with any of thise in a lucy round
but if u have a mech doing average 80-180 and maximum 350 not concentrated damage 3 kills in a lucky round
then its bad oh and the damage comes most from a laser
the wepon is simply half as strong as it should be or a third
90m is a high risk with the 12 vs 12 u gona die in seonds if u go that close and shoting a single heavy for 2 minit to lose all his armor equaly, but still alive...
i think its silly that with 3 ton ammo i can shoot the whole match nonstop with 4 mg.12 minit LOL
Make the ammo heavyer so one need to think when to shot it or runing out. And a huge buff on mgs.
Its the riskyest wepon in the game and the most inefective! It should do the same damage as the small lasser, but withouth the cooling down time. The ammo sould b realy heavy for exchange, or make the wepons weight 80 ton instead of 50 plus heavy ammo
the Locust is near and if u dont solve the problem there going to be rage in the forums XD
By the way visualy they looks werry dangerous!! I love to see them on the field. It wouldnt be game breaking if it would make ppl hesitate if they sould put 2 medium lasser or 2 machine gun there are just a few mech suporting it any way
Edited by Flying Judgement, 13 July 2013 - 05:43 AM.
#1128
Posted 13 July 2013 - 07:23 AM
Seddrik, on 08 July 2013 - 04:14 PM, said:
The issue was not that MGs had no use, but that people did not know how to use MGs. Not design error, but pilot error. Please leave variety in the game. Don't turn MGs into just another small laser.
The 5k is a fun spider. Especially if you have two 5ks running together its pretty fantastic what they can do.
I still dont see the worth of a main crit weapon because;
1- The main purpose of the battle right now is to kill enemy mech as fast as possible and that is coring them. Crit seeking on CT is almost useless because there are few mech which carry anything there.
2- The internals of the mechs gets destroyed too fast to make crit seeking them good enough ( and you have to destroy armor first) and still destroying the internals is better than desarming that part, Why? apart from CT the most targeted part are the side torsos and destroying them can kill the mech if XL or will disarm both side torso and arm.
Right now the crit seeker ability of the weapon is just a side bonus like the weapon damage bonus against infantry in TT and the main purpose is the anti-mech damage.
The usefulness of the MG is more like the discussion of DPS vs alpha damage and the cone of fire is not helping.
-----------------------------------
Right now to use machine guns you need to survive in close range enough to make them worth and the META is high alpha fast death making DPS almost worthless.
#1129
Posted 13 July 2013 - 02:24 PM
They're not particularly high DPS, they require constant uptime, etc - it's all been covered.
The only mech capable of mounting more than 4 is the DD, and seriously it would take absurd overpowering of MG's to make a 6MG Jag more threatening than a 5AC2/AC40/2Gauss config. Any of the above would kill you before the MG Jag could even get into range.
#1130
Posted 13 July 2013 - 03:16 PM
Wintersdark, on 13 July 2013 - 02:24 PM, said:
The sad part is that I keep seeing 6 MG Jagers being fielded (with ERPPCs, LLs, and LPLs). They almost always get crushed immediately.
#1131
Posted 13 July 2013 - 11:42 PM
Deathlike, on 13 July 2013 - 03:16 PM, said:
The sad part is that I keep seeing 6 MG Jagers being fielded (with ERPPCs, LLs, and LPLs). They almost always get crushed immediately.
It takes a little getting used to but you can have very good success with 6MG and ERLL.
ERLL to take long range potshots at Mechs whilst you find a good position to ambush.
You are a finisher mech, fast in, strike and bring down the wounded player. Then high tail it out of there.
It does take patience and precision, can't be spraying those MG all over the place or the cornered animal bites back.
#1132
Posted 14 July 2013 - 06:30 PM
#1133
Posted 15 July 2013 - 08:23 AM
#1134
Posted 15 July 2013 - 11:00 AM
Sudden Reversal, on 13 July 2013 - 11:42 PM, said:
It takes a little getting used to but you can have very good success with 6MG and ERLL.
ERLL to take long range potshots at Mechs whilst you find a good position to ambush.
You are a finisher mech, fast in, strike and bring down the wounded player. Then high tail it out of there.
It does take patience and precision, can't be spraying those MG all over the place or the cornered animal bites back.
yes, or a person could build a mech that can contribute immediately, and help keep the CLG from swinging too fast against you, and leave the vulture Mechs designs for the Lights and Cicadas, which can do it BETTER, since they also actually have SPEED and small size, and can scout and cap for the team as needed to.
The point is the 6 MG build is the waste of a Heavy Chassis, when almost any other build of Jager in it's place can contribute more than being a wallflower and kill stealer. You wanna do that, pilot a Spider with 4 MG and a Laser.
#1135
Posted 15 July 2013 - 11:45 AM
"But, but that would make them so OP Mr. Taskeen!"
Not if done right, reduce the critting, and make them damage armor straight up or even overhaul them so they are not a constant stream laser with a bullet graphics for an overlay. They were already balanced by their short range and low ammunition in Table Top.
Edited by General Taskeen, 15 July 2013 - 11:47 AM.
#1136
Posted 15 July 2013 - 12:54 PM
MG's are still junk after testing, with no proper crit system they do not have a place for the way they work if that is the route you are intending to go down.
They need a complete overhaul and rework so they can actually be useful to the mechs that depend on them without and before the crit seeking system.
#1137
Posted 17 July 2013 - 08:34 AM
Edited by Warge, 17 July 2013 - 08:40 AM.
#1138
Posted 18 July 2013 - 01:42 AM
#1139
Posted 18 July 2013 - 04:01 AM
General Taskeen, on 15 July 2013 - 11:45 AM, said:
Should that not be 1MG = 1SL?
Given the MG has slightly more range, but the small laser doesn't run out of ammo and has burst damage on it's side as well...
After all, both weapon systems weigh 1.5tons when you're done with a heatsink for the SL.
Unless you're in a light, in which case the SL's are taken care of by the engine DHS's and the MG looks even more like a POS as it now weighs 3x as much.
Edited by Rippthrough, 18 July 2013 - 04:05 AM.
#1140
Posted 18 July 2013 - 06:13 PM
- Damage: _ 2.00
- Cooldown: 1.25
- Beam: ___ 0.75
- DPS: ____ 1.00 - Max to match SLs
- Range: ____ 90
- Max Range: 180
- Rate of Fire: tied to the Beam to simulate multiple rounds fired per Beam
- Ammo: what ever value works best to match other Ballistic Weapons.
- No spread, like other weapons
- Modify or remove Crit Multipliers
So with these stats and current Hardpoints they would feel like using 6 SLs at most and that is with Jagers, and this should help out the SDR-5K, RVN-4X, and CDA-3C the most.
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