

Machine Guns: One Final Buff
#21
Posted 04 August 2013 - 12:34 PM
#22
Posted 04 August 2013 - 12:55 PM
PEEFsmash, on 04 August 2013 - 10:23 AM, said:
Yeah they tend to chew things up just fine. I just don't understand some people fasination with some weapons. "Please buff my favorite weapon" - Once the PPC change goes in (and I'm not entirely convinced it's needed) the weapon balance will be about where it should be with the current state of HSR.
#23
Posted 04 August 2013 - 12:58 PM
Royalewithcheese, on 04 August 2013 - 11:45 AM, said:
Edited by Leafia Barrett, 04 August 2013 - 12:59 PM.
#25
Posted 04 August 2013 - 03:13 PM
Just last night I had my Victor totally taken apart by two MG Cicadas. Within about 15 seconds they had stripped every bit of my armor on my arms and took out all my arm mounted weapons. Then they stripped one of my legs and critted the ammo there legging me. Total engagement took maybe 30 seconds and by the time my team actually managed to inflict enough damage to run them off. I was weaponless and hobbled.
I have also had matchs where I have did 600-800 damage with multiple kills in my 4 MG Spider. Don't get me wrong, they are kind of a pain to use at times but there is absolutely nothing wrong with their damage output.
#27
Posted 04 August 2013 - 04:12 PM
Warge, on 04 August 2013 - 03:17 PM, said:
False.
First, the critical hit system is not fully implemented. Once Gyros, Engines, Cockpits, etc., can be hit and can have an effect on game play, the critical hit system will fast become very meaningful. Also, should PGI do what they seem to be laying the groundwork for, namely increasing internal structure health, then critical hits become even more of a big deal (the new critical hits leading to actual internal damage suggests that they're prepping for increased internal health).
Second, ECM is a hard counter, and the balances they've put in place for ECM are themselves hard counters. MGs are not hard counters for anything, nor is the critical hit system one involving hard counters of any type. In fact, I wish ECM and electronics more broadly were like MGs and the critical hit system, since that would make them a system of soft counters that offer certain degress of specialization without making any one system entirely cancel any other system. MGs, Flamers, and the LB-10X are not the only things capable of critical hits, they just have increased critical hit damage.
That makes them a specialization (they crit more often and for more relative damage), and not a hard counter. CASE limits the propagation of damage from critical hits blowing your ammo, without removing that damage (the side torso still blows up), making it a soft counter to critical hits rather than a hard one (which the "make CASE work with XLs crowd seems to want to make it).
If ECM increased lock-on times, reduced effective sensor range, and otherwise made enemy electronics work less effectively, and counters to ECM decreased lock-on times, boosted effective sensor range, and otherwise made enemy ECM work less effectively (or friendly missiles or whatever work better), then suddenly you'd have a system of soft counters that all interacted together without any one system making any other system so much dead weight.
#28
Posted 04 August 2013 - 05:09 PM
When the increased internal HP comes, the crit seeking capabilities might come in handy.
#29
Posted 04 August 2013 - 05:16 PM
My 5k is the best ******* spider, way better than the ecm one. The thing is crazy
#30
Posted 04 August 2013 - 05:39 PM
Though we could use something for ballistics closer to AC2 weight without all the ridiculous heat.
#31
Posted 04 August 2013 - 06:12 PM
Tezcatli, on 04 August 2013 - 05:39 PM, said:
Though we could use something for ballistics closer to AC2 weight without all the ridiculous heat.
Mech-mounted MGs are a stand-alone weapon. MGs that go onto vehicles and in infantry squads are considered support
#32
Posted 04 August 2013 - 06:59 PM
#33
Posted 04 August 2013 - 07:02 PM
Tezcatli, on 04 August 2013 - 05:39 PM, said:
MGs in TT/P&P have traditionally been minor weapons, roughly equal to small lasers with a focus on anti-infantry use (which btw is a common use for small lasers as well). However, there are several cases of mechs with MGs in multiples that are said to pose a serious threat to other mechs. Most stock machines don't use more than pairs, however I recall a few quads, and the infamous piranha with it's 12 MGs.
However mechs in MWO have double the armor of TT/P&P, which makes MGs far less of a threat even to other lights... At least while you still have armor. Spider 5ks and Cicada C3s are in particularly bad spots, as well as the Phoenix package Locust where at least half their firepower is all in MGs.
Edited by Shadey99, 04 August 2013 - 07:15 PM.
#34
Posted 04 August 2013 - 09:00 PM
Actual damage is fine, they pair well with energy weapons since they have no heat
#35
Posted 05 August 2013 - 02:25 AM
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