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"6 Mg Spider To The Back Of An Atlas": Still Not That Terrifying...


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#1 C12AZyED

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Posted 18 June 2013 - 04:40 PM

The fabled and (feared) 6MG spider is still inferior to the documented 6 small laser Jenner or Cicada despite the MG buff. I do however appreciate that PGI are finally going in the right direction with MGs.

Anyone else experiencing any more luck with them?

Edited by C12AZyED, 18 June 2013 - 04:41 PM.


#2 Monky

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Posted 18 June 2013 - 04:46 PM

They're doing slightly better, still not viable as a backup or primary weapon system.

#3 OnLashoc

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Posted 18 June 2013 - 04:47 PM

Here's a hint *they're not supposed to be* :)

Edited by OnLashoc, 18 June 2013 - 04:58 PM.


#4 Nauht

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Posted 18 June 2013 - 04:48 PM

You want mgs to be comparable with sl but without heat penalties, no recharge time and still have bonuses to internal crit?
Need to strip the armor off first.

I'm not saying they don't need to be made viable, just with appropriate penalties as with all other weapons.

#5 Deathlike

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Posted 18 June 2013 - 04:50 PM

I think it's a tad more terrifying that before. What is truly needs is the cone of fire removal... and you'll be fine. The random spray of fail is limiting its effectiveness way too significantly.

#6 MegaZordTrololo

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Posted 18 June 2013 - 05:13 PM

View PostMonky, on 18 June 2013 - 04:46 PM, said:

They're doing slightly better, still not viable as a backup or primary weapon system.


I agree they aren't viable as a primary weapon system, but they somewhat useable now as backup weapons (if used in large enough numbers).

I have been getting 400-700 dmg in nearly all matches I play with a 6mg Jagermech-DD build (Largest possible standard engine, 6 mg, 2 LPL.) I know that this build would be better if I replaced the LPL with ERPPC but I refuse to use PPC until they are no longer flavour of the (several) month('s).

It is of course true that most of the damage is coming from the large pulse lasers in this build, but the MG's do a good job of keeping the damage flowing if I begin to overheat from near constant LPL firing. To pilot this build you need to be relentless. Do not pull out of a fight unless you absolutely have to, you must wear down the enemy with your constant fire and keep pressing on when they start to overheat.

This is not to say MG's are good enough as they are now. The above build is a fringe example of MG's becoming semi useful. It is not really worth firing anything less than 6mg at a target, as the damage you will deal is not worth the return fire you will take by presenting your entire front to the enemy for an extended period of time.

#7 Skyfaller

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Posted 18 June 2013 - 05:17 PM

Well, MGs have been buffed from 0.04 dmg to 0.1 so its more like 8 mgs of old right now.


Problem is not really the damage output of the MGs now..its the fact they have no convergence.

Equipping 4 mgs gives a damage reading in mechlab of 20. Thats rather good and you DO get some interesting damage numbers firing only MGs. The issue comes from the fact that you can pump 6000 rounds into an enemy mech and the damage will be spread all over the armor.

#8 Blackfire1

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Posted 18 June 2013 - 05:19 PM

MG I find are great now. I kill steal all the time. :P

#9 MegaZordTrololo

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Posted 18 June 2013 - 05:27 PM

View PostSkyfaller, on 18 June 2013 - 05:17 PM, said:

Equipping 4 mgs gives a damage reading in mechlab of 20. Thats rather good and you DO get some interesting damage numbers firing only MGs. The issue comes from the fact that you can pump 6000 rounds into an enemy mech and the damage will be spread all over the armor.


I don't really have a problem with the MG's being a "spray and pray" weapon, it helps keep them unique, this game needs as much variety in weaponry as possible (which is why the current PPC dominance is so galling). I think PGI is taking the right approach with MG's at the moment with a gentle buff each patch. Hopefully they will keep slowly buffing the MG's until we get to the point where some people claim MG builds are overpowered (but the majority disagrees). The mech to watch is of course the JM6-DD, its hardpoints offer perfect synergy between hot running heavy energy weapons and a sizeable array of machine guns.

#10 Trauglodyte

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Posted 18 June 2013 - 05:32 PM

Given the choice between 2 Md Pulse Lasers and 2 Md Lasers w/ 2 MGs and a ton of ammo, I'm going with the Md Pulses. It was something that I was going back and forth on with my BJ-1 but I finally caved and just went with the Pulse Lasers.

#11 Carrioncrows

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Posted 18 June 2013 - 06:01 PM

View PostOnLashoc, on 18 June 2013 - 04:47 PM, said:

Here's a hint *they're not supposed to be* :P


Then what dear sir is the ******* point of them being in the game?

None.

#12 OnLashoc

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Posted 18 June 2013 - 06:53 PM

View PostCarrioncrows, on 18 June 2013 - 06:01 PM, said:


Then what dear sir is the ******* point of them being in the game?

None.


I have no clue, guess as a last ditch type of weapon, more pew pew I suppose. 3 med lasers and 1 MG vs 3 med lasers, do the math..

Edited by OnLashoc, 18 June 2013 - 06:53 PM.


#13 Lootee

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Posted 18 June 2013 - 07:20 PM

Their purpose is to create spectacular ammo explosions. No, not on the enemy. On the mech with MGs.

In TT, MG ammo, ton for ton made the biggest booms compared to anything else.

2000 x 0.1 dmg is a little less but still should be fun to watch.

#14 Carrioncrows

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Posted 18 June 2013 - 07:30 PM

View PostOnLashoc, on 18 June 2013 - 06:53 PM, said:

I have no clue, guess as a last ditch type of weapon, more pew pew I suppose. 3 med lasers and 1 MG vs 3 med lasers, do the math..


But it doesn't work out that way, the 3 meds would actually win as they have 1.5 tons extra for more armor heat sinks or bigger engine.

#15 Stonefalcon

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Posted 18 June 2013 - 09:03 PM

View PostC12AZyED, on 18 June 2013 - 04:40 PM, said:

The fabled and (feared) 6MG spider is still inferior to the documented 6 small laser Jenner or Cicada despite the MG buff. I do however appreciate that PGI are finally going in the right direction with MGs.

Anyone else experiencing any more luck with them?

I thought you were gonna say you cored the Atlas in less than "2 seconds".

#16 Bagheera

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Posted 18 June 2013 - 09:23 PM

I might try using 4 of them on something to see if they are remotely usable with fewer than 6. Really, you have to have 6 to do anything with them. Kinda fun I guess to see the enemy loadout slowly erode away in each open section. Still pretty useless on armor. Still hypothetically useless in small numbers, unless you want to waste extra space on hoping for a crit.

I still think direct damage to an exposed section to destroy it outright is probably more reliable for everything but troll builds that are boating MGs. And since those are just for the lols, it doesn't really matter much.

#17 Gaan Cathal

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Posted 18 June 2013 - 09:35 PM

View PostBagheera, on 18 June 2013 - 09:23 PM, said:

I might try using 4 of them on something to see if they are remotely usable with fewer than 6. Really, you have to have 6 to do anything with them. Kinda fun I guess to see the enemy loadout slowly erode away in each open section. Still pretty useless on armor. Still hypothetically useless in small numbers, unless you want to waste extra space on hoping for a crit.

I still think direct damage to an exposed section to destroy it outright is probably more reliable for everything but troll builds that are boating MGs. And since those are just for the lols, it doesn't really matter much.


Or, or...we could have a game where lights with ballistic hardpoints weren't immediately relegated to the ranks of 'troll mechs'.

And I'm not going to quote the idiots earlier who are saying otherwise but.......Mech-Mounted Machine Guns in BTech are for hurting mechs. They do as much damage to Mech armour as an AC/2. They are not only functional against infantry. They are not a modern squad-support machinegun. They are primary armaments on several mechs.

Oh, and r.e. the "but they has no heat like poor over-heating super-hot SLAS" point. SLAS are almost universally runnable off the 10 double heatsinks that come with your damn engine. And MGs, whilst lacking heat, require ammo that weighs tonnage (essentially making MGs ~1 ton each) and can explode for a rather high amount of damage due to the quantity. At the moment MGs are actually about as dangerous to the mech fitting them as to it's targets. And that's ignoring the ridiculous cone-of-fire mechanic they use. SLAS damage is spread over a controllable beam, making it mitigatable by skill. MG damage is sprayed all over the wall like beer from a drunk getting gutpunched with absolutely no player ability to mitigate that spread.

#18 bLeeat

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Posted 18 June 2013 - 09:40 PM

dunno bout you guys but i been pwning with my 5 mg , 1 gauss, 2 medium laser jager DD before the 2 mg buffs even came out. got me on the leader boards on day 5 the only day i opted in :P. i'v broke 1k damage plenty of times with this build even easier now with mg buffs.just stay back and gauss people down and u have enough speed with the right engine :ph34r: to circle atlasas and stalkers and stuff and never overheat.its just non stop constant fire never in danger of overheating and the crits are always nice.

#19 Gaan Cathal

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Posted 18 June 2013 - 09:43 PM

View PostbLeeat, on 18 June 2013 - 09:40 PM, said:

dunno bout you guys but i been pwning with my 5 mg , 1 gauss, 2 medium laser jager DD before the 2 mg buffs even came out. got me on the leader boards on day 5 the only day i opted in :P. i'v broke 1k damage plenty of times with this build even easier now with mg buffs.just stay back and gauss people down and u have enough speed with the right engine :ph34r: to circle atlasas and stalkers and stuff and never overheat.its just non stop constant fire never in danger of overheating and the crits are always nice.


You know what that means? It means you'd do even better in a 1 Gauss, 2 MLAS -DD with a ton more ammo and an AMS with a ton (or two tons more ammo and a touch more armour).

#20 bLeeat

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Posted 18 June 2013 - 09:47 PM

negatory , you underestimate the crits of the mg's after armor is worn off.

oops sorry , plus i start with lik 60-70 gauss ammo and like 4000 mg ammo it last all game lol

with endo and like 80 khp speed





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