Tolkien, on 19 June 2013 - 11:00 PM, said:
Vermaxx, just to complicate your analysis testing by koniving and myself has shown that machine guns are not firing at 10 rounds per second, but between 7 and 13 with the average somewhere around 8. So I would say they are ~20%worse than a small laser right now on the damage per second clinical basis you described.
Well great. I can't even count on the math to be right for default numbers. Then yeah, the MG is absolutely worthless.
Seddrik, on 20 June 2013 - 07:39 AM, said:
And here we go... people saying the MGs have to be the same as small lasers.
Please people, understand that MGs are not meant to be small lasers. They are designed to be CRIT seekers. That role has been diminished and their effectiveness weakened. I formerly used MGs to regularly blow off exposed arms. But since the crit reduction and general dps buff... thats less common. And I'm not the only one seeing this. Learn to use the weapon in its role. Attack with it where armor is gone and thats where it shines... well, used to.
A build I used to use with MGs... I do notuse now because it is noticably less effective. Buff damage? Reduce crits? Remove autofire and add heat? Meh. Just copy past the stats of the small laser onto the ballistic MG and be done with it. Then we can all go to sleep from boredom. Variety is good, it makes you actually play different roles and with different strategies. Please do not kill the differences and variety of this game.
Stop saying this. STOP SAYING THIS. Machine guns were implemented in a game where nothing/everything was a "crit seeker." They also did two damage to ONE location on MECH ARMOR/MECH INTERNALS. They were not for "killing people" or "vehicles" because neither flavor of non-mech was spelled out in original Battetech.
Yes, this is a video game and not a tabletop. It also lacks vehicles and people. They ALSO modified (HEAVILY) the crit bonus for machine guns. Crit multiplies damage by a factor of 1-3. .10 damage per bullet x3 (best crit possible) is .3 damage. Gonna take you a while to crit-kill a 10 hp item at 1./.2/.3 damage per bullet. Practically everything in the game has 10hp worth of crit-insurance. MG get a BONUS to crit CHANCE, not damage. They still have to shoot through ten hitpoints to kill an item, and every single bullet rolls to crit. Meaning (though unlikely) you could roll zero crits on every bullet and do nothing to items. What is more likely is you will roll a few crits per second to various items within that section, and kill none of them. You are also carrying around tonnage INTENDED TO DO ALMOST NOTHING TO HELP YOU BREACH ARMOR IN THE FIRST PLACE, so you're carrying around a derringer in the HOPES that someone else (or your other guns) will blow through the guy's SWAT armor so you can stuff your popgun in his belly.
The machine gun was EXPLICITLY, SPECIFCIALLY, INTENTIONALLY, an ammo based small laser competitor. Same range, similar damage (always 1 less), no heat. And for that, FOR THAT, one ton of MG ammo would LITERALLY kill just about any mech if it exploded. You had 200 "shots" in your mech, ie 400 damage. You could not shoot off enough MG ammo in any game to avoid mech death if it crit, even if you started with a half ton of ammo.
THAT is what a MG is. It is an anti-mech weapon that does 2 damage, no heat, and can kill YOU faster than it kills someone else. In MWO it can't kill anyone or anything. You should never survive a MG ammo explosion unless you're in a fresh assault mech with no XL engine. I've survived them in mediums.
Yes, they need to copy/paste the MG as a small laser. They need to run it like a small laser so apples can be apples and we can balanced the damned thing. That isn't going to kill the game, or kill variety, or flavor. It will make machine guns UNARGUABLY WORTH USING FOR EVERY PERSON CARRYING BALLISTIC SLOTS. You know what two machine guns are on a Catapult K2? Two heatsinks, period. There is no reason to keep the MG with their current low damage, lowered crit chance, and terrible damage potential.
A full ton of MG ammo, which takes "20 seconds" to shoot assuming the guns actually put out the correct rof, does a max of 200 damage. To me, a weapon that weighs 1.5 tons and can never do more than 200 damage under perfect circumstances and will probably do much less, is terrible. In contrast, a small laser ACTUALLY WEIGHS 0.5 tons and can do infinite damage. With DHS, a single SL is heat neutral without trying. They're both heat netural. They're both heat neutral when BOATED in practically any combo currently available. Heat is no longer a balancing factor for the small laser.
I'm tired of people telling me what MG were designed to do under the tint of PGI's vision like I'm some kind of moron. I know what PGI thinks they should do. I recognize some of you will agree. You are still the minority, the weapon is still one of the two least used items in game, and continues to get dev-time to try and solve that issue.
Stop wasting time. Make every gun in the game a cooldown weapon. You'd still have to aim it, still have to MAINTAIN aim, and still be balanced against a SL in a way that never lets it outshine its big brother.
They could even let a MG fire TWICE in that three second period of a SL (for one damage per spray), for say .5 duration. THEN not only does it have a SPECIFIC benefit over the SL, but it actually still feels almost like an always on weapon.
Edited by Vermaxx, 20 June 2013 - 09:51 AM.