

Don't Buff Mgs To 0.8 Dps.
#1
Posted 07 May 2013 - 03:39 PM
Fortheloveofthisgame.
#3
Posted 07 May 2013 - 03:52 PM
#4
Posted 07 May 2013 - 03:55 PM
DrunkDrivin, on 07 May 2013 - 03:41 PM, said:
Yes, it would take 16 uninterrupted seconds at point blank range to core out the rear of a stock Atlas, versus the 48 it currently takes.
Mind you, getting the Atlas to stand still for those 16 seconds, and his friends to leave you alone, AND being able to park 50 m away to minimize their cone of fire might still be problematic, but theoretically, I suppose a quad ER PPC Atlas MIGHT manage to shut itself down long enough to actually die. Maybe. On Tourmaline, AFTER the rest of it's team was killed off.
#5
Posted 07 May 2013 - 03:56 PM
Bishop Steiner, on 07 May 2013 - 03:55 PM, said:
Yes, it would take 16 uninterrupted seconds at point blank range to core out the rear of a stock Atlas, versus the 48 it currently takes.
Mind you, getting the Atlas to stand still for those 16 seconds, and his friends to leave you alone, AND being able to park 50 m away to minimize their cone of fire might still be problematic, but theoretically, I suppose a quad ER PPC Atlas MIGHT manage to shut itself down long enough to actually die. Maybe. On Tourmaline, AFTER the rest of it's team was killed off.
lol beautiful.
#6
Posted 07 May 2013 - 03:57 PM
just over 3 DPS over the course of 10seconds (if the ROF is 4 shots per second).
Now, that doesn't sound bad!! but listen to this.
if we were to also calcuate the REST of the weapons to a 10 second DPS. PPC's would need to be reduced to about 3.33 dmg per shot (shooting at 3 seconds per cool down).. in hind sight, it is still 10dmg on paper, if we calculate it as a 10 second round.....
so the MG is still screwed being the ONLY weapon following the 10sec round rules.....
PGI should convert all weapons to a 10 second round rule with current cooldown timers as a base IMO... then that would fix Russ's statement of "damage being overall too high". Two brids, one stone.
Edited by Dudeman3k, 07 May 2013 - 04:01 PM.
#7
Posted 07 May 2013 - 04:05 PM
Dudeman3k, on 07 May 2013 - 03:57 PM, said:
just over 3 DPS over the course of 10seconds (if the ROF is 4 shots per second).
Now, that doesn't sound bad!! but listen to this.
if we were to also calcuate the REST of the weapons to a 10 second DPS. PPC's would need to be reduced to about 3.33 dmg per shot (shooting at 3 seconds per cool down).. in hind sight, it is still 10dmg on paper, if we calculate it as a 10 second round.....
so the MG is still screwed being the ONLY weapon following the 10sec round rules.....
PGI should convert all weapons to a 10 second round rule with current cooldown timers as a base IMO... then that would fix Russ's statement of "damage being overall too high". Two brids, one stone.
ugh... so now I need 20 AC20 shots to core another mech and about 100 PPC shots......
thanks, but no thanks. Why don't we just start playing Spitwad Warrior Online?
#8
Posted 07 May 2013 - 04:09 PM
Bishop Steiner, on 07 May 2013 - 04:05 PM, said:
thanks, but no thanks. Why don't we just start playing Spitwad Warrior Online?
yeah, dmage would be low, but that would also allow them to reduce the armor back to its original numbers, skill base alpha's and well timed shots (all of them over the 10 seconds) for more intense fights.
so if you want to do, say, the original 10dmg for the PPC in a 10 seond round, you would need to land all 3 shots within that round. In all, the dmg of the wepaon wouldnt be reduced at all, you just need the "skill" to push out the dmg.
it is a heavy change, and i dont expect it to happen. but had they done this method from the start, it would have been a very accurate interperitation of the "10 second rounds" of TT to FPS.
Edited by Dudeman3k, 07 May 2013 - 04:11 PM.
#9
Posted 07 May 2013 - 04:23 PM
Except 3.2 DPS because no Spider can mount more than 4 MGs.
If you somehow manage to fit a LPL in there too, you can have an absolutely devastating 5.8 DPS.
Half of which will spread over the entire enemy, rather than hitting one location.
Edited by Sable Dove, 07 May 2013 - 08:57 PM.
#10
Posted 07 May 2013 - 04:25 PM
At least they did something to fix the way the MG operates, though. Which is a good sign for the future. All it takes is mass public outrage!
#11
Posted 07 May 2013 - 04:35 PM
#12
Posted 07 May 2013 - 04:42 PM
Denno, on 07 May 2013 - 04:35 PM, said:
Okay, so what about an anti-mech weapon that is useless against mechs? Because the MG is an anti-mech weapon that was later given a bonus against infantry.
Mgs have the same DPS (against mechs) as an AC2 in the tabletop.
#13
Posted 07 May 2013 - 04:43 PM
Denno, on 07 May 2013 - 04:35 PM, said:
You mean aside from the weapon - which canonically was an effective anti-mech weapon, mind you - existing in a game without infantry, and being basically required as a main weapon by at least two 'mechs?
Yeah, I wonder where that outrage comes from!
Let's not forget the blase response a few QnA's a go.
#15
Posted 07 May 2013 - 04:49 PM
Bishop Steiner, on 07 May 2013 - 03:55 PM, said:
Yes, it would take 16 uninterrupted seconds at point blank range to core out the rear of a stock Atlas, versus the 48 it currently takes.
Mind you, getting the Atlas to stand still for those 16 seconds, and his friends to leave you alone, AND being able to park 50 m away to minimize their cone of fire might still be problematic, but theoretically, I suppose a quad ER PPC Atlas MIGHT manage to shut itself down long enough to actually die. Maybe. On Tourmaline, AFTER the rest of it's team was killed off.
or it could be 3-4 seconds to remove rear RT armor, explode gauss and kill XL. unlikely though.
It'd work a LOT better if crits could actually crit internal structure, not just components. then MG's would be fearful.
#16
Posted 07 May 2013 - 04:51 PM
#17
Posted 07 May 2013 - 04:55 PM
drinniol, on 07 May 2013 - 04:51 PM, said:
Well, while it may generate no heat, there's still ammo dependency (ammo which can explode!), and the MG probably won't be as accurate as the SL at 90m, let alone at its max effective range. Compound that with the continuous fire requirement of using an MG to reach that 80% SL damage, and it paints a slightly different picture.
#18
Posted 07 May 2013 - 05:03 PM
Also remember that the current MG is only firing 6.9 rounds/sec, not the 10 rounds/sec stated in-game. It is not "working as intended" or working as intended. Go figure.
#19
Posted 07 May 2013 - 05:05 PM
jeffsw6, on 07 May 2013 - 05:03 PM, said:
Also remember that the current MG is only firing 6.9 rounds/sec, not the 10 rounds/sec stated in-game. It is not "working as intended" or working as intended. Go figure.
They still make a nice sound.
drinniol, on 07 May 2013 - 04:51 PM, said:
If you can't jerk a mech back and around to get a shot on a spider I'm concerned for you
#20
Posted 07 May 2013 - 05:07 PM
jeffsw6, on 07 May 2013 - 05:03 PM, said:
Also remember that the current MG is only firing 6.9 rounds/sec, not the 10 rounds/sec stated in-game. It is not "working as intended" or working as intended. Go figure.
My testing suggested around 9 o.0
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users