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Data Collection Complete - 100 Matches Of Mgs + Slas/flamer (50-50 Each)


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#21 TheFlyingScotsman

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Posted 10 June 2013 - 09:21 AM

Like the OP stated, the main detriment to current weapon balance is the severe non-registration issue. Pretty much every weapon suffers from it, meaning that chances are good half your shots are not even dealing damage.

It needs to be the first and foremost adjustment.

#22 Alternate22

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Posted 11 June 2013 - 06:00 PM

After a bit more testing and going through recorded FRAPs footage, it appears my estimation of MG fire rate is higher than reality. The averages I'm counting after 1 second of burst fire is closer to 5-6 rounds a second for most of my recorded footage - if one considers the time of button depression until 1 second later. When one considers the rate from when ammo is consumed till 1 second, it goes up to .8 a second - though I'm finding inconsistencies here.

This seems to depend heavily on ping - at higher pings of 300+ there a noticeable delay between pressing the fire button and ammunition being consumed, suggesting that Machine guns in fact, do not benefit from HSR as much as Ballistics (which fire instantly) or lasers (which also fire instantly). I'll be putting up a video of this later to prove my point.

Edited by Alternate22, 11 June 2013 - 06:01 PM.


#23 Deathlike

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Posted 11 June 2013 - 06:22 PM

Oh good. I await proof of the magically devastating 5K MG Spider.

#24 Alternate22

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Posted 11 June 2013 - 06:50 PM

View PostDeathlike, on 11 June 2013 - 06:22 PM, said:

Oh good. I await proof of the magically devastating 5K MG Spider.


I don't think anyone here has made that claim or assertion...

#25 Gamgee

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Posted 11 June 2013 - 06:57 PM

What does everyone think of the new MG buffs being implemented?

#26 Sephlock

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Posted 11 June 2013 - 07:07 PM

Next up, testing Narc!

#27 Gralzeim

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Posted 11 June 2013 - 07:09 PM

Thanks much for the time and patience you put into getting this information. Hopefully it proves useful to PGI.

Maybe someday we'll have machine guns as they're meant to be (ballistic alternative to the small laser).

Edited by Gralzeim, 11 June 2013 - 07:10 PM.


#28 Alternate22

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Posted 11 June 2013 - 07:10 PM

View PostGamgee, on 11 June 2013 - 06:57 PM, said:

What does everyone think of the new MG buffs being implemented?


It does not address the root of the problem being the fire rate or HSR not being implemented properly. With fire rates varying from 6 to 8 per second instead of 10, all it does is bring MGs to the damage of .6 to .8 per second rather than the .48 to .62 they are now.

This is actually a substantial buff in a way, but still will not be able to help the 4MG spider or make them viable in formations of 3s or less, due to the discrepancies between the visuals and mechanics and the cone of fire that sees a lot of it's damage go to waste.

I will likely still do another 50 matches data collection after the buff, again with only SLAS/MGs to compare before and after statistics. I might also take a Cicada 3C instead of the Jager DD, given the light ballistics are meant for the smaller mechs after all.

#29 Deathlike

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Posted 11 June 2013 - 10:33 PM

View PostAlternate22, on 11 June 2013 - 06:50 PM, said:


I don't think anyone here has made that claim or assertion...


It's an inside joke in the mega MG discussion thread.

View PostGamgee, on 11 June 2013 - 06:57 PM, said:

What does everyone think of the new MG buffs being implemented?


Remove the cone of fire, and then it's finally useful.

Scattered damage is useless as trying to core a very good Centurion pilot that has a standard engine and torso twists like it had nothing else to do. It uses the same laser physics (MGs are hitscan).

Edited by Deathlike, 11 June 2013 - 10:34 PM.






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