Roadbeer, on 03 May 2013 - 01:39 PM, said:
And since you seem to have Oh so much knowledge, how about you explain how the crit system works there Sparky.
You're arguing the merits of the machine gun based on crit-seeking and you don't even understand how it works? I will gladly explain it. Maybe this will clear up why it's not useful.
All damage in the game is quantified. The easiest way to understand this is to compare three weapons that have similar amounts of damage that is applied to opponents in the same way, but the way that damage is broken down into quantums is different.
- AC/10 or PPC deals 10 dmg in a single tiny unit (quantum)
- Large Pulse Laser, deals 10 dmg in about 30 quantums ~0.333ea
- Large Laser, deals 9 dmg in about 40 quantums ~0.225ea
- Machine Gun, deals 0.04 dmg in 1 quantum
Every one of these quantums lands on a target section (or misses) and is applied to the enemy mech. When an un-armored section is struck, there is a small chance to crit a component (weapon, ammo, heat sink) and a very tiny chance to crit multiple components. Those crits, when successful, reduce the HP of the item they hit. For example, a Gauss Rifle has 3 HP while an AC/20 has 18 HP. A crit from one LPL quantum at optimal range will drain a Gauss Rifle's HP from 3 to 2.7.
Which component receives the crit depends on how many critical slots it takes up (this is why they are called "critical" slots.) An AC/2 almost never blows up if you have a bunch of DHS mounted in the same section, because the 10 HP AC/2 only takes up a single slot while the several DHS are using up 3 crit slots each. It is far more likely that all those DHS will be blow up before the AC/2 explodes. An AC/20 that uses up 10 slots, on the other hand, is going to receive virtually all the crit damage that lands on that section.
So the more crit-able items that are in a section, the more that critical damage is spread out. Here is where the difference in damage quantums matters.
An AC/10 or PPC does 10 dmg in one single quantum. If it successfully crits, whatever it strikes will be blown up (if that item has 10HP or less remaining.) That is why AC/20, PPC, and Gauss Rifle blows are so destructive to your weapons; while Lasers, LRMs, and SRMs very rarely blow things up.
The Machine Gun's critical blows are so tiny that they are spread out across every item mounted in an un-armored section. If you aim it at a section that only has an AC/20 mounted there, then it will eventually blow up. However, if you are aiming your MGs at a section that contains 3xSRM6, all you will do is slowly wear down all three of them. It will take forever to blow one of them up.
This is why you shouldn't always install DHS inside the engine of your mech. If you have free slots but no free tons, you can use DHS to absorb critical damage so it doesn't strike your weapons. For example, on my HGN-733C I have STD300 and 14 DHS, but only 1 of the extra DHS is installed in the engine. It will hold 2, but I have enough free slots to install them in the same sections as weapons.
When PGI says MGs have a crit buff, they are non-specific about it for a reason. It doesn't really work. The reason is because a 10 shots/sec weapon can never do enough critical damage to one item in a section with 4 or 5 different things to blow it up unless it would also almost instantly destroy all 4 or 5 -- because the damage spreads out across all of them due to the high RoF and low dmg/quantum. There is literally no way to make it work with a high RoF weapon without it being over-powered unless they make the crit-roll for the MG's strikes also choose which item it strikes, and cause it to choose the one with the lowest current HP. That's not how it works and you can prove it in the Testing Grounds by finding a mech with several weapons in one section that have different base hit-points.
High-quantum, low-ROF weapons like the AC/20, PPCs, and Gauss Rifles will always be the king of critical hits for this reason.
I'm glad you finally admitted you don't understand how crits work. Perhaps now you do.
Keifomofutu, on 03 May 2013 - 08:30 PM, said:
Here's the thing. People don't even use small lasers. They aren't a competitive weapon. So arguing that something much worse than the SL in just about every way is going to be useful is a flat out lie.
Small Lasers do have a role in some mechs, although it is a limited one.
My STK-3F brawler equips 2 LPL, 4 SL, and missiles. The four small lasers give me more dmg/heat and more alpha inside of 90m which is very useful in clutch situations where you really need to finish off an enemy CT, or are fighting a light mech who gives you few opportunities to land any shots on him. I have landed a lot of killing-blows with the 4xSL on this mech.
They heat generated by SLs is not trivial, but the reason I mount them is they are good dmg/heat and more dps/ton than any other weapon in the game by a very significant margin -- when used within their face-hugging 90m range. The 4xSL give me 4 DPS and I can fire them when my mech is sitting at 89% heat without going over 100 and shutting down. I can also land a little damage on an enemy's back or side when he torso-twists away, hopefully making him think I've fired all my lasers and am waiting for cool-down. When he turns his CT toward me again, I will have LPLs ready (assuming my heat is low enough) to possibly finish him off.
There is utility in SLs and while MGs can't fill exactly the same role (because of their continuous-fire nature and the fact that CDA-3C and SDR-5K exist) the MG can be buffed to be useful without destroying the game.