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(Machineguns) This Is It, Guys.


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#41 Voivode

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Posted 09 August 2013 - 09:58 AM

View PostTrynn, on 09 August 2013 - 09:57 AM, said:

MG's need a nerf, they are far far to effective for what they where intended for. at least 4 times more effective than TT intentions. They are not intended to be an "effective" anti mech weapon. reduce the damage by at least 50% for a good start. I would prefer to see the range reduced to standard values 90 M max, but can live with it the way it is, just drop the damage please.


You have much to teach us about the mystical art of trolling.

#42 Carrioncrows

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Posted 09 August 2013 - 10:31 AM

What the MG should be:

Dmg: 0.2 dmg a round - (2 DPS from 0m- 90m and 1 dps from 90m-200m)
ROF: 10
Ammo: 200 rounds of ammo for 1/2 ton, 400 rounds of ammo for full ton.

#43 Avimimus

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Posted 09 August 2013 - 11:39 AM

My solution: Allow players to mount two machine guns for each ballistic hardpoint

How would this work?: Create a 'twinned machine gun' weapon, which weighs 1 ton, takes up 2 crits and has twice the rate of fire

Why?: It would make machine guns more viable in mechs with fewer ballistic hardpoints and allow ammo to be used up more quickly for a higher immediate damage.

#44 One Medic Army

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Posted 09 August 2013 - 11:52 AM

View PostCarrioncrows, on 09 August 2013 - 10:31 AM, said:

What the MG should be:

Dmg: 0.2 dmg a round - (2 DPS from 0m- 90m and 1 dps from 90m-200m)
ROF: 10
Ammo: 200 rounds of ammo for 1/2 ton, 400 rounds of ammo for full ton.

80dmg per ton of ammo?
Why so much lower than every other weapon in the game?
Can we at least get it to 150 like the rest of the ballistics, if not the 200 of missiles, or the 400 it was in TT?

Also, having tested out a MG mech just now (BJ-1, 2ERPPC+2MG+2SL) it was surprisingly effective once internals were exposed, but still garbage before that.
Actually makes it a viable secondary weapons system now.

Edited by One Medic Army, 09 August 2013 - 11:54 AM.


#45 Carrioncrows

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Posted 09 August 2013 - 12:10 PM

View PostOne Medic Army, on 09 August 2013 - 11:52 AM, said:

80dmg per ton of ammo?
Why so much lower than every other weapon in the game?
Can we at least get it to 150 like the rest of the ballistics, if not the 200 of missiles, or the 400 it was in TT?

Also, having tested out a MG mech just now (BJ-1, 2ERPPC+2MG+2SL) it was surprisingly effective once internals were exposed, but still garbage before that.
Actually makes it a viable secondary weapons system now.


Half of it is to do with TT.

The other half is so that people KNOW it's a inefficient DPS dump weapon.

If you want to take a MG's as a primary weapon you have to take 2-3 tons of ammo per gun (just like every other ballistic weapon) to last the entire match.

The problem with 2ndary weapons is that they are useless until that armor goes and then they are decent.. So why even have them when you can get a weapon for the same weight and more range that's great all the time.

And what about the mechs like the Spider-5k, cicada-3c, raven-4x, ect ect. that are forced to use the MG's...do they just sit around while everyone else does the heavy lifting and then swoop in to be functional.

There should be no such thing as secondary weapons.

Edited by Carrioncrows, 09 August 2013 - 12:25 PM.


#46 Mizore

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Posted 09 August 2013 - 12:13 PM

View PostOne Medic Army, on 09 August 2013 - 11:52 AM, said:

Also, having tested out a MG mech just now (BJ-1, 2ERPPC+2MG+2SL) it was surprisingly effective once internals were exposed, but still garbage before that.
Actually makes it a viable secondary weapons system now.

Yeah, it's more like a support weapon now... only strong when the enemies armor is gone.

I like how MGs are at the moment.

Edited by Mizore, 09 August 2013 - 12:16 PM.


#47 Utilyan

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Posted 09 August 2013 - 01:11 PM

View PostTrynn, on 09 August 2013 - 09:57 AM, said:

MG's need a nerf, they are far far to effective for what they where intended for. at least 4 times more effective than TT intentions. They are not intended to be an "effective" anti mech weapon. reduce the damage by at least 50% for a good start. I would prefer to see the range reduced to standard values 90 M max, but can live with it the way it is, just drop the damage please.



Your getting exactly what you wanted. Its bad vs armor.......great vs unarmored.

Now just suck it up and take it like a man. ;)

#48 General Taskeen

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Posted 09 August 2013 - 02:03 PM

View PostTrynn, on 09 August 2013 - 09:57 AM, said:

MG's need a nerf, they are far far to effective for what they where intended for. at least 4 times more effective than TT intentions. They are not intended to be an "effective" anti mech weapon. reduce the damage by at least 50% for a good start. I would prefer to see the range reduced to standard values 90 M max, but can live with it the way it is, just drop the damage please.


You most be trolling bro.

Battle Mech MG - 2 Damage
Autocannon/2 - 2 Damage

Cool ain't it?

#49 DegeneratePervert

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Posted 09 August 2013 - 02:05 PM

Put together a DD build for lolz. Used 4x MG, 2x LB10X, and 2 ML. Light mechs go down faster than... well... you know.

#50 Deathlike

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Posted 09 August 2013 - 05:15 PM

View PostAvimimus, on 09 August 2013 - 11:39 AM, said:

My solution: Allow players to mount two machine guns for each ballistic hardpoint

How would this work?: Create a 'twinned machine gun' weapon, which weighs 1 ton, takes up 2 crits and has twice the rate of fire

Why?: It would make machine guns more viable in mechs with fewer ballistic hardpoints and allow ammo to be used up more quickly for a higher immediate damage.


You want an 8MG Spider?

What have we come to now...?

#51 FupDup

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Posted 09 August 2013 - 05:17 PM

View PostDeathlike, on 09 August 2013 - 05:15 PM, said:


You want an 8MG Spider?

What have we come to now...?

Actually 12 MG if we compare it to the "current" mythical 6 MG Spider.

That's 50% more devastation to the back of an Atlas!

#52 Leafia Barrett

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Posted 09 August 2013 - 07:05 PM

My major problem with MGs now is the cone of fire. Remove that and MGs will be fine. As is, unless literally the entirety of the enemy mech has no armor, most of your shots will still bounce off with hardly a scratch, if they hit at all, the exception being when you're close enough to the target to be taking collision damage, at which point you probably have more to worry about than just landing MG hits.

Edited by Leafia Barrett, 09 August 2013 - 07:05 PM.


#53 Lightfoot

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Posted 09 August 2013 - 07:07 PM

You want MGs to do anything obvious you need 10-14 of them. So maybe pester PGI to allow 2 per hardpoint.

#54 80sGlamRockSensation David Bowie

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Posted 09 August 2013 - 10:59 PM

The only time Machine Guns are good are in this build.

http://mwo.smurfy-ne...e817e1bc1557fcc

And bare in mind, its 90% the PPC+Gauss combo doing the work.

View PostLightfoot, on 09 August 2013 - 07:07 PM, said:

You want MGs to do anything obvious you need 10-14 of them. So maybe pester PGI to allow 2 per hardpoint.



Even easier, remove Mguns from the game and replace them with Mgun arrays, that simply shoot 3 bullets at a time instead of 1, for triple the effective damage. Problem solved without including any more of PGI's convoluted and over elaborate systems.

Edited by mwhighlander, 09 August 2013 - 11:01 PM.


#55 gobolord

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Posted 09 August 2013 - 11:02 PM

I don't know about you guys but, the thought of a jager dd with 12 mgs (12 dps according to smurfy) seems pretty terrifying.

#56 Gozer

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Posted 10 August 2013 - 02:24 PM

My mates and I had some fun with a 6 MG Jagger with two LG Pulse lasers and my Dragon with LG Pulse and 3 MGs.

Pulse to peel back the armor and the horrendous hail of MGs to kill what was exposed.

It was hilariously powerful when it worked, and a total laugh when we failed.

Working as intended I'd say. :)

#57 Carrioncrows

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Posted 10 August 2013 - 05:46 PM

View Postgobolord, on 09 August 2013 - 11:02 PM, said:

I don't know about you guys but, the thought of a jager dd with 12 mgs (12 dps according to smurfy) seems pretty terrifying.


Not if he has to get within 90m to do full damage.

I'll take those odds any day, specially in this 12 v 12 environment.

But even then, mechs "SHOULD" be their most lethal up close.

Edited by Carrioncrows, 10 August 2013 - 05:53 PM.


#58 Leafia Barrett

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Posted 11 August 2013 - 07:40 AM

View PostCarrioncrows, on 10 August 2013 - 05:46 PM, said:

Not if he has to get within 90m to do full damage.

I'll take those odds any day, specially in this 12 v 12 environment.

But even then, mechs "SHOULD" be their most lethal up close.
LRM boats notwithstanding. And it's 120m now, not 90m, though at 120m you're probably missing 80% of your bullets.

#59 Redwood Elf

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Posted 11 August 2013 - 07:55 AM

View PostCarrioncrows, on 08 August 2013 - 07:46 PM, said:

MG's and flamers still suck, i'm just exhausted in trying to explain it to PGI.


MGs and Flamers are SUPPOSED to suck...they're close in "Last ditch" or harrassment weapons, not intended to be able to take down an undamaged mech in less than about 1 full minute. Mounting multiples, sure, they become a bit less sucky, but they're not supposed to compare to ERPPCs or AC20s.

#60 Redwood Elf

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Posted 11 August 2013 - 08:07 AM

View Postgobolord, on 09 August 2013 - 11:02 PM, said:

I don't know about you guys but, the thought of a jager dd with 12 mgs (12 dps according to smurfy) seems pretty terrifying.



And how, exactly, are you going to hack the game to give a mech with 6 Ballistic Slots12 ballistic weapons? Inquiring minds want to know.

And why did they give the stock loadout of the DD case AND an XL engine? If that ammo goes boom, you're going to lose your engine side, since it's in the same area as the ammo anyway...switch to a standard engine like I did, or lose the CASE, folks!

Edited by Redwood Elf, 11 August 2013 - 08:40 AM.






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