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Machine Gun Balance Feedback


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#1221 Byzan

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Posted 13 August 2013 - 03:39 PM

I thought MGs were ok then last night a Jager with 6 of them targeted me and the only time I have paniced so much was against dual AC20 Mechs

I had 2xUAC5's and he popped one then the other in no time at all I freaked and with only a couple of MLs to defend myself I popped soon after

and myself ran with my HBK again that just has 2xLL & 3MGs and I got 4 kills (all with MG) and top score in a match mostly using my MG's, actually would have done better with another ton of amo, I ran out.

I do like that they have a use now but it does seem a teeny bit overpowered lol

MG's are now maybe the scariest weapon to get targeted with, hearing the sound of being hit seems to always to come with component destruction messages. And using them is awesome fun >.<

#1222 Caboose30

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Posted 13 August 2013 - 04:23 PM

I think that if MGs are going to get the heavy crit bonus, they should do literally nothing to armor until it's all gone. As it is right now if you pack enough of them, they'll chew right through it.

#1223 stjobe

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Posted 13 August 2013 - 05:09 PM

View PostJuiceCaboose, on 13 August 2013 - 04:23 PM, said:

I think that if MGs are going to get the heavy crit bonus, they should do literally nothing to armor until it's all gone. As it is right now if you pack enough of them, they'll chew right through it.

Yes, they'll chew right through it at the exact same rate as the fearful Small Laser - only they have to be on-target 100% of the time as compared to the 25% of the Small Laser, and the have built-in spread which the Small Laser has not.

Stop trying to nerf them back into uselessness.

#1224 Rippthrough

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Posted 13 August 2013 - 05:13 PM

Realistically, in game, the small laser will take half the time or better to breach the armour compared to an equal amount of MG's

#1225 Byzan

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Posted 13 August 2013 - 06:33 PM

maybe that's true but by the time you get into MG/Small laser range usually there will be parts near exposed.

#1226 King Picollo

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Posted 15 August 2013 - 04:55 AM

I've not really noticed them being a problem, but i have had a couple of instances when i've been taken out by someone really quickly when only MG fire is being dealt.

I don't know if they're OP but they're use is definitely on the increase.

#1227 Belorion

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Posted 15 August 2013 - 05:52 AM

MG's are currently fine. There are a few troll builds with them, they are now somewhat effective...

This thread should be closed and unsticked.

#1228 Utilyan

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Posted 15 August 2013 - 11:12 AM

View PostGammaGauss, on 13 August 2013 - 01:38 AM, said:

In battletech the board game, the MG is by fare the crapiest weapon ever and you curse the 200 rounds/ ton so if you have one MG you can use it for 200 turns, but a battle rarely reach the 20th turn.. so this weapon is more a weakness (ammo explosion) for any mech with a MG.
Btw This is supposed to be an anti infantry weapon and since we have no infantry in MWO the MGs should be heavily nerfed, in noway you are destroying mechs with an MG.



^ :)

Yeah but the rule book says it does 2 damage (effective as an AC/2 cannon) before infantry ever existed on the board game...

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#1229 Yiazmat

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Posted 15 August 2013 - 03:46 PM

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Machine Guns are right where they need to be. Very niche weapon. Love it.

#1230 Bishop Steiner

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Posted 16 August 2013 - 04:22 PM

MG, IMO are just about perfect in usefulness now, if not in "execution to TT standards".

2 of my primary builds run MG now.

Before I had a twin AC20 JM6-DD collecting dust, and and equally dusty Founder's HBK-4G.

I rebuilt my DD with 2 AC/10, 2 Medium Lasers and 4 MG. The HBK was running the standard ac20, 3x Medium Laser. Swapped out 2 ac20, 2 mediums and 2 MG.

OH.


MY.

Each went from marginal to OMG effective. Literally. I run in both 12 man and PUG. Both have added near 200 damage average per match, and 2+ kills. Something about the minimal damage the do to armor seems weak, but not horribly so, but one my ACs crack the shell? Those MG do all sorts of nasty things to the nut inside.

Finally, they are useful! No, they are not primary weapons, but those ballistics are no longer detriments on Lights, and they make nice little "added" bonus damage on larger chassis. And their lack of heat makes them well worth it compared to say, another medium laser.

#1231 Bartholomew bartholomew

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Posted 16 August 2013 - 04:32 PM

Machine guns are fine now. They were too weak before....scruffy nerfherders...

Edited by Bartholomew bartholomew, 16 August 2013 - 04:33 PM.


#1232 TheReal

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Posted 18 August 2013 - 02:47 PM

They are fine exactly the way they are now.

#1233 Sephlock

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Posted 19 August 2013 - 08:55 PM

They're fine, but whining will get them nerfed anyway. If history is any indication, the nerf will occur JUST BEFORE Locusts are released and make them completely and utterly useless.

#1234 Sephlock

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Posted 20 August 2013 - 12:37 AM

They'll promise that the UBERNERF will be only temporary, but it'll remain as-is until long after the Clans finally arrive, leading to situations like this.

#1235 General Taskeen

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Posted 20 August 2013 - 08:52 AM

MG's have been reduced of their "crit effectiveness" as of today's 8/20/13 patch.

I knew this would happen as soon as they become useful in PGI's "intended" use for them.

So let's go with a history of the MG in mwo shall we?

Useless
->Useless with Crits
->Damage Buff, Still Useless
->Damage Buff, Still Useless
->Crit Buff, Mediocre (Now "useful" for the PGI's concept of "crit seeking weapon")
->Crit Reduction, Useless

WHUT

Why would the crit be reduced and not increase the damage or remove the cone of fire? What the WHUT... I don't even know.

I had tested a Raven-4X with just 2 MG's since the last change and they were "mediocre good" and now why should I use 2 MG's on the Raven?

PGI please, we want to help you with these balance suggestions. Either leave the concept of the "crit MG" or increase the MG to 0.2 Damage and reduce the ammunition so it simply damages armor. Anywhere between 0.2 to 0.8 Damage and 200 ammunition is a lot closer to the useful MG of previous Mech Warrior games.

So again.

A. Either leave your concept of a damaging crit MG
B. Change the MG completely
Alternative C. Leave the crit MG, and introduce manufacturer guns, where one MG just does crits, and the other MG damages armor/internals much better with reduced "critting" factor.

Edited by General Taskeen, 20 August 2013 - 09:02 AM.


#1236 stjobe

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Posted 20 August 2013 - 09:44 AM

The new MG values:

no crit: 48% chance, 0.1 damage to IS (0.48/s), 0 damage to IC
single crit: 31% chance, 0.235 damage to IS (0.7285/s), 0.9 damage to IC
double crit: 17% chance, 0.47 damage to IS (0.799/s), 1.8 damage to IC
triple crit: 4% chance, 0.705 damage to IS (0.282/s), 2.7 damage to IC

Summing up:
1 DPS vs armour
2.2898 DPS vs internal structure
6.93 DPS vs internal components

I'll reserve my judgement as to their usefulness until I've had a few drops post-patch, but on the face of it it doesn't look too bad of a nerf.

Not that they really needed a nerf, but hey. The squeaky wheel gets the grease, and boy has the wheel been squeaky lately.

#1237 Ashnod

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Posted 20 August 2013 - 10:51 AM

Buff machine gun damage so that it can reliably damage armor (like in TT), The nerf has made them worthless again..

Still can't believe that they were immediately nerfed once they were useable..

#1238 stjobe

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Posted 20 August 2013 - 11:22 AM

View Poststjobe, on 20 August 2013 - 09:44 AM, said:

I'll reserve my judgement as to their usefulness until I've had a few drops post-patch, but on the face of it it doesn't look too bad of a nerf.

It's a nerf. It takes noticeably longer to kill breached 'mechs with a quad-MG Spider.

Still, I've managed to get at least one kill per drop so far, so it's not back to uselessness - although it is a step in the wrong direction.

Unusually I've also died in each drop so far. Has the hit detection been improved perchance? Or am I just more reckless as I try to test out the MGs?

#1239 pulupulu

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Posted 20 August 2013 - 03:05 PM

View Poststjobe, on 20 August 2013 - 11:22 AM, said:

Unusually I've also died in each drop so far. Has the hit detection been improved perchance? Or am I just more reckless as I try to test out the MGs?


I believe it is the large amount of streak flying around.

#1240 Utilyan

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Posted 20 August 2013 - 07:25 PM

Nerf = they'll listen anyone for a reason to nerf.

Theres a bias against the MG from the TT-nerd who is pushing his own rules.

He's not going to stop till its run to the ground again.

A close range weapon is more dangerous at close range then other weapons.........NO KIDDING.

Its a no BRAINER.......you **** -ing got a weapon that people got used to being COMPLETELY useless..... going from NEVER USED to being almost as good as the NEXT better weapon...........Then from the original perspective of just being USED to it being USELESS..........OH HAY this WEAPON is too STRONG.........mgs are not suppose to hurt stuff.....they never hurt stuff before....durrrrr......

And then you KNOW they are noobs prob got bent over by SPIDERS with MGs............


Because of broke spiders......your going to still hear that whiney ***** noob say......OH Mgs are op and strong....cause durrrr....the MG spider guy is killing meez...... :(



Look you can go back into the history of this thread...........I try to give you guys warning......Don't even waste your time with asking for MG buff...... The best thing to do is SIT back watch the bickering of the other weapons........and slowly they will all get nerfed to oblivion.........

Instead direct your efforts to having the COOLEST looking weapons, with the best sounds effects ect. Push for range over damages........

Please see the light.........





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