Edited by OriginalTibs, 26 July 2013 - 11:00 AM.
Machine Gun Balance Feedback
#1161
Posted 26 July 2013 - 10:44 AM
#1162
Posted 26 July 2013 - 11:03 AM
stjobe, on 20 July 2013 - 07:48 AM, said:
?????
stjobe, on 20 July 2013 - 07:48 AM, said:
All they need to get that is remove the fire cone and fix the RoF.
#1163
Posted 26 July 2013 - 11:48 AM
Merchant, on 26 July 2013 - 11:03 AM, said:
Sarna.net entry on the Light Rifle:
Quote
Merchant, on 26 July 2013 - 11:03 AM, said:
Not quite, that would indeed make them useful. But to be a true "very short range AC/2" they'd need a serious buff to damage as well - remember the AC/2 did 2 points of damage in 10 seconds in TT, just like the MG. The MG in MWO does 1 DPS, the AC/2 in MWO does 4 DPS (2 damage every 0.5 seconds) - or four times the damage output of the weapon it had the exact same damage as in TT.
Not that I'm actually advocating 4 DPS MGs, I think that might be a bit over the top. But it needs to lose the random spread, and it could do with a DPS boost as well.
#1164
Posted 26 July 2013 - 11:57 AM
Does anyone really cry that an AC/2 does 20x more damage than it does in TT?
There's really no problem with upping the damage of the MG within reasonable terms, but by also adjusting its ammunition per ton. Cuz that's how balance works.
Basically the MG needs to be fixed to a point where it is just slightly less useful than 1 Small Laser, but better the more are equipped (as it should be). That cone of fire is also ridiculous. Plus the MG needs to be made the "standard" MG, otherwise LMG will be usless and the HMG will only be slightly less useless.
#1165
Posted 26 July 2013 - 11:59 AM
General Taskeen, on 26 July 2013 - 11:57 AM, said:
Actually, Unbound Inferno does. He's pretty much on a crusade against the smaller autocannons with a focus on the AC/2.
Edited by FupDup, 26 July 2013 - 11:59 AM.
#1166
Posted 26 July 2013 - 03:26 PM
stjobe, on 26 July 2013 - 11:48 AM, said:
I am not sure about trusting some descriptions on Sarna. Stats, yes but not descriptions, just check the Autocannon entry.
Quote
Seems contradictory one entry says the Rifle led to Autocannon while the other says it is evolved from the Machine Gun.
stjobe, on 26 July 2013 - 11:48 AM, said:
Not that I'm actually advocating 4 DPS MGs, I think that might be a bit over the top. But it needs to lose the random spread, and it could do with a DPS boost as well.
Well, the damage boost they did from 0.08 to 0.12 should have resulted in ammo changes. I have not tested with 0.12 but I am pretty sure using the method I did before at 0.08 compared to other weapons, going above 0.08 damage should result in ammo changes since all other Ballistics require just over a ton of ammo to kill the same target, more damage increases throws the MG out of line with that.
RoF increase would increase DPS anyhow and the time comparisons on the tests I did appear to back that as being needed compared to the Small Laser and maybe AC/2 times.
General Taskeen, on 26 July 2013 - 11:57 AM, said:
Does anyone really cry that an AC/2 does 20x more damage than it does in TT?
I would honestly ask how but this is a MG thread and there are other breaks with TT anyway plus the AC/2 has the overheat issue compared to the AC/5. I don't know why some use the AC/2 given all the heat I see them build up and how many Jagers I have seen shutdown from it.
Anyhow, I am going back to figure out how we can get near 600 Ping and why PGI have not checked the line near their servers, what good is fixing any weapon when connection issues exist.
#1167
Posted 26 July 2013 - 03:46 PM
Merchant, on 26 July 2013 - 03:26 PM, said:
Well if it's used correctly (means not shutting down on open ground) 1 x AC/2 can deliver that 4 dps, If you take 5 of them it's 20dps. How many weapon loadouts you can create in this game that can do same? with possible pinpoint accuracy. +same ammo speed as PPC and also with better range.
Oh and my jager with those weapons can shoot 8 seconds before overheating, that means 160 damage. not bad in 8 seconds?
edit: typos.
Edited by Curccu, 26 July 2013 - 03:54 PM.
#1168
Posted 27 July 2013 - 12:43 AM
Merchant, on 26 July 2013 - 03:26 PM, said:
Most of the descriptions are lifted verbatim from official sources like e.g. the TechManual. Each page has its references clearly listed towards the bottom, so if you doubt the veracity of a specific page you can easily check the relevant BT rule or fluff text.
My experience is that sarna is seldom wrong.
Merchant, on 26 July 2013 - 03:26 PM, said:
It does not say that. It says the Autocannon is like a giant machine gun - not that it evolved from it. Notice the scare quotes around the word machine gun:
Quote
Meanwhile the Rifle page clearly states that the Rifle is the precursor of the Autocannon and itself based on MBT guns of pre-spaceflight Terra:
Quote
#1169
Posted 27 July 2013 - 06:58 AM
Merchant, on 26 July 2013 - 03:26 PM, said:
RoF increase would increase DPS anyhow and the time comparisons on the tests I did appear to back that as being needed compared to the Small Laser and maybe AC/2 times.
Anyhow, I am going back to figure out how we can get near 600 Ping and why PGI have not checked the line near their servers, what good is fixing any weapon when connection issues exist.
Machine Guns are still in a sad state, 4xMG just causes lots of noise pollution, I tried them without any supporting weapons for a few matches, HAHAHAHA, No real damage to be found here;
4xMachine Gun, 195 Macthes, 102,573 Bullets, 7,769 DMG.
1xERLarge Laser, 183 Matches, 4,236 Shots, 18,937 DMG.
That is a whopping 39.8 damage per match for all 4 MG, or 9.9 per gun !!!!
These stats are comical, I run this mech to "hone" spider piloting skills, but even that is skewed due to poor hit detection.
Not sure what people are testing when they say machine guns are good. They suck still 1+ year after the game started. o.O
#1171
Posted 28 July 2013 - 12:58 AM
Also for gameplay reasons we really need a ballistics weapon that weighs between .5t and 6t, no other weapon type has such a huge tonnage gap. I don't play tabletop but I'd be surprised if there doesn't already exist several good options here.
#1172
Posted 28 July 2013 - 10:53 AM
MaxKarnage, on 28 July 2013 - 12:58 AM, said:
Also for gameplay reasons we really need a ballistics weapon that weighs between .5t and 6t, no other weapon type has such a huge tonnage gap. I don't play tabletop but I'd be surprised if there doesn't already exist several good options here.
Liking your own posts.. well ok.
I do agree the LBX-5 would be a nice start.
But I don't agree about MG damage being ok. Its laughable with 1 and 4 machine guns = 1 Medium Laser.
#1173
Posted 29 July 2013 - 03:35 PM
MaxKarnage, on 28 July 2013 - 12:58 AM, said:
Also for gameplay reasons we really need a ballistics weapon that weighs between .5t and 6t, no other weapon type has such a huge tonnage gap. I don't play tabletop but I'd be surprised if there doesn't already exist several good options here.
Most of the weapons in TT that fill that gap and canon come at later time periods than 3050 where we are. Some people have tried even on the CBT forums to petition for an earlier Ballistic to fill in but nothing, I can only guess the #1 reason would be all the retconning to do given all the variants and people that would ask what Mechs came stock with the 'new' weapon.'
Curccu, on 26 July 2013 - 03:46 PM, said:
Oh and my jager with those weapons can shoot 8 seconds before overheating, that means 160 damage. not bad in 8 seconds?
edit: typos.
Then AC/2s should get a RoF decrease. Still, I don't really like them right now, the way they overheat while AC/5s barely register heat just bothers me.
Amsro, on 27 July 2013 - 06:58 AM, said:
4xMachine Gun, 195 Macthes, 102,573 Bullets, 7,769 DMG.
1xERLarge Laser, 183 Matches, 4,236 Shots, 18,937 DMG.
That is a whopping 39.8 damage per match for all 4 MG, or 9.9 per gun !!!!
These stats are comical, I run this mech to "hone" spider piloting skills, but even that is skewed due to poor hit detection.
Not sure what people are testing when they say machine guns are good. They suck still 1+ year after the game started. o.O
Well, you are being vague about what you actually expect.
#1174
Posted 30 July 2013 - 06:04 AM
Merchant, on 29 July 2013 - 03:35 PM, said:
I expect that machine guns should do damage comparable to similar sized weapons.
.5 - 1.5 tones with ammo, should put the machine gun somewhere between small laser and medium laser.
Right now its trying hard to be garbage with the flamer.
#1175
Posted 30 July 2013 - 11:43 AM
Quote
That's coming next week, and it could actually make MGs OP - weird as it may sound to a lot of us - depending on what percentage of damage is also applied to internal structure.
#1176
Posted 30 July 2013 - 11:50 AM
#1177
Posted 30 July 2013 - 11:56 AM
The same goes for the LBX... up the damage per pellet, and the thing becomes a good weapon, while not completely eclipsing the AC10 in utility.
This is what frustrates me more than anything at this point, I think.... Things like CW can't be in prior to release due to time constraints, but at the same time the developers are spending huge amounts of time implementing ridiculously complex mechanics changes, which would often be better solved by far simpler changes that would be both more effective at achieving the desired goal, and also easier understood by the playerbase.
Why does everything need to be done in the most difficult way possible?
#1178
Posted 30 July 2013 - 04:53 PM
I think theres a tightrope walk the devs are playing as to not discourage noobs.
If we had MGs that were as brutal as AC/2z, Lots of noobs would get chopped up by MGs...... I remember playing this game in another life where mgs were so brutal with 200 ammo that it would just be a click zzzzziiiiiiiiiiippppp boom. It was cheesy. So I could see why they nerfed it. So the idea was to make MGs like a filler to the action and streatch out the ammo.
Same with flamers which could keep your mech shut down.
Perhaps now that they do have test client version like how they test the 12man..........I think it would be a good idea to give folks what they want so they could see for themselves.
So if it turns out horrible or good.....they can come back in this thread and report.
Right now the king weapons seem to be jumping from the sniper ac/guass/ppcs and LRMs....... I think we'd be miserable if the close range weapons were the kings despite the fact you'd think close range weapons that were made for close range ought to be better at close range then the other stuff.
Hardcore players could prob adapt real easy, but I'm guess it would be so brutal on noobs they'd be discouraged, even as is folks still haven't gotten a grip on the idea that standing next to a splat-streak cat is a bad thing.
#1179
Posted 31 July 2013 - 02:35 AM
Utilyan, on 30 July 2013 - 04:53 PM, said:
I think theres a tightrope walk the devs are playing as to not discourage noobs.
If we had MGs that were as brutal as AC/2z, Lots of noobs would get chopped up by MGs...... I remember playing this game in another life where mgs were so brutal with 200 ammo that it would just be a click zzzzziiiiiiiiiiippppp boom. It was cheesy. So I could see why they nerfed it. So the idea was to make MGs like a filler to the action and streatch out the ammo.
Same with flamers which could keep your mech shut down.
Perhaps now that they do have test client version like how they test the 12man..........I think it would be a good idea to give folks what they want so they could see for themselves.
So if it turns out horrible or good.....they can come back in this thread and report.
Right now the king weapons seem to be jumping from the sniper ac/guass/ppcs and LRMs....... I think we'd be miserable if the close range weapons were the kings despite the fact you'd think close range weapons that were made for close range ought to be better at close range then the other stuff.
Hardcore players could prob adapt real easy, but I'm guess it would be so brutal on noobs they'd be discouraged, even as is folks still haven't gotten a grip on the idea that standing next to a splat-streak cat is a bad thing.
I don't see how standing in front of splat cats or being smashed by PPC/gauss builds is any more noob friendly. Close range weapons have a range cap, within that range should be deadly.
Trust me when I say that PGI's balancing isn't noob friendly, Spread Sheet Math Heat Penalty, No Pilot Training, Trial Mechs and just down right abysmal matchmaking. Throwing in 2 DPS machine guns in there isn't going to deter them at all.
There is no tightrope here, just stubborn as a bull, I can't seem to understand why they chose the crit system instead of real damage, this has destroyed the weapons its been implemented on, LBX and MG.
The flamer is well... hahaha no idea what to do with that.
As far as machine guns preferred over medium laser... I average 110 damage per match with a medium lasers compared to 40 damage per match for machine guns. Still far from OP.
I'm all for trying better machine guns on the test server... but I think that boat has sailed as Sept 17th is just moments away now.
Edited by Amsro, 31 July 2013 - 02:36 AM.
#1180
Posted 01 August 2013 - 08:35 PM
I can't believe my first post is about this, and I can't believe I'm actually seeing this being discussed. It's a small caliber weapon. Sure, the rules state the MG does like 2 damage, but in reality that would be if you hit the exact spot with probably a ton of ammo. Now an actual round in BT is ~10s. A modern M2 Browning can fire 60 rounds in that time, and will do virtually no damage to a tank. So let's modernize things to 3050. Nope, still ain't doing anything to an armored vehicle except scratch the paint.
So there's my rant. I'd like to think the developers actually care about this game (from what I've read) and are trying to be as accurate as possible. That said, if you want a rapid-fire projectile weapon that will actually damage a mech and produce little heat, get an autocannon and stop hoping for some miracle (cheat) weapon.
Edited by DonPablo94, 01 August 2013 - 09:39 PM.
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