Machine Guns Are A Little Over The Top (Aug 5)
#121
Posted 12 August 2013 - 11:11 AM
I think we know the crowd PGI is catering to with this weapon:)
#122
Posted 12 August 2013 - 11:23 AM
First step.
Remove all the critcial hit ******** make it into real viable weapon.
2nd step.
Buff the MG
Dmg: 0.2 dmg a round. (2 DPS at 0m-90m and 1 dps at 90m-200m)
ROF: 10 Rounds a sec.
Ammo: 400 rounds for a full ton of ammo and 200 rounds for a 1/2 ton of ammo.
#123
Posted 12 August 2013 - 12:17 PM
#124
Posted 12 August 2013 - 12:21 PM
stjobe, on 12 August 2013 - 07:39 AM, said:
#125
Posted 12 August 2013 - 03:51 PM
Hotthedd, on 12 August 2013 - 11:11 AM, said:
There's no through-armour crits, and the MG has only 1 DPS vs armour. I think you need to use them some more
Joseph Mallan, on 12 August 2013 - 12:21 PM, said:
Heh, believe it or not, but I'm pretty pleased with where they are right now, I wouldn't mind if PGI spent their energy fixing the Flamer, the LB-10X, and the rest of the over- and under-performing weapons. Oh, and HSR, hitboxes, weight matching, CW, movement mechanics, collisions, knockdowns, melee combat... Well, let's just say I believe they can let the MG be for the time being
#126
Posted 12 August 2013 - 04:31 PM
stjobe, on 12 August 2013 - 03:51 PM, said:
Heh, believe it or not, but I'm pretty pleased with where they are right now, I wouldn't mind if PGI spent their energy fixing the Flamer, the LB-10X, and the rest of the over- and under-performing weapons. Oh, and HSR, hitboxes, weight matching, CW, movement mechanics, collisions, knockdowns, melee combat... Well, let's just say I believe they can let the MG be for the time being
LOL One fix every 4-6 months Jobe. Don't start getting used to it being this... Easy.
#127
Posted 12 August 2013 - 04:55 PM
Joseph Mallan, on 12 August 2013 - 04:31 PM, said:
Oh, I try never to think it's easy. Because if I do, I get confident, and if I get confident I get cocky. And getting cocky means I get lazy, and getting lazy means I get killed
That's my mantra as a primarily Commando pilot: Confident, cocky, lazy, dead. Always believe every other pilot is better than you, and that their 'mechs are more powerful (well that last part isn't hard to imagine sitting behind the controls of a 'mando!).
And besides, I think the MGs had like four or five fixes now since closed beta? Crit bonus, damage buff, damage buff, and IS damage; that's four right? In only what, 9 months? Ten? That's like one fix every two, two-and-a-half months
#128
Posted 12 August 2013 - 06:48 PM
stjobe, on 12 August 2013 - 03:51 PM, said:
Heh, believe it or not, but I'm pretty pleased with where they are right now, I wouldn't mind if PGI spent their energy fixing the Flamer, the LB-10X, and the rest of the over- and under-performing weapons. Oh, and HSR, hitboxes, weight matching, CW, movement mechanics, collisions, knockdowns, melee combat... Well, let's just say I believe they can let the MG be for the time being
You misunderstood what I was saying. MGs are stripping the armor (coring) 70 ton mechs. I have been over the shoulder watching it happen. Front CT of a Cataphract from full health to dead 1vs 1.
#129
Posted 12 August 2013 - 08:58 PM
With just six machineguns and a couple of pulse lasers you can move real fast and tear apart anything with exposed internals. Everything else laughs at you.
On the other hand if you start mixing high powered energy weapons with a few less machineguns and a slower engine you become extremely deadly... inside of around 150 meters.
The only problem I see with the current implementation of machineguns is that it's a little too dice roll heavy on the damage you're doing to internals. Sometimes I'll hold six machineguns on somebody's exposed core for 4 seconds and not kill them sometimes I'll use 4 machineguns for 2 seconds and melt them. I'd prefer it if machineguns did exponentially more damage each second you held them on an exposed target instead of randomly critting so you could at least have some consistency with their output but the current implementation isn't quite gamebreaking. Keep in mind they have an optimum range of 120 meters, so the damage is negligible even with crits factored in after you get out to around 180 range or further. If your internals are exposed you'd probably do well to pay attention to your HUD and avoid driving yourself into mechs with machineguns equipped.
Any weapon that requires you to get inside of 120 meters to affect someone and only works on internals can do all the damage it wants as far as I'm concerned. I like the machinegun being a specialized tool you bring out for brawls and weakened enemies. I wouldn't shed too many tears if they bumped it up to weighing a ton and dropped the ammo back to 1000 rounds per ton though. Better yet, leave it the weight it is but increase its crit slot space. Better yet, ignore me and come up with a better balancing solution. I'm not completely positive that we need one but it probably wouldn't hurt to look into.
#130
Posted 12 August 2013 - 09:53 PM
Hotthedd, on 12 August 2013 - 06:48 PM, said:
You misunderstood what I was saying. MGs are stripping the armor (coring) 70 ton mechs. I have been over the shoulder watching it happen. Front CT of a Cataphract from full health to dead 1vs 1.
In what time? What else hit that CT? How damaged was it when it was engaged by the MG 'mech?
MGs do 1 DPS vs armour, so max 6 DPS from the MGs; It would take a 6xMG JM6-DD about 12 seconds to strip the armour from a CTF-3Ds CT. A 4xMG SDR-5D would need about 18 seconds.
And that is if every bit of damage hit the CT, i.e. if spread didn't make some of the damage hit other locations than the CT, the MG 'mech was 100% on-target, and the Phract didn't even try to roll damage over his torso. I.e. if they're both stationary.
But yes, the MG does do damage to armour. It's a bit of a stretch to claim that they're "coring through the armored CTs of heavy mechs" since they really need help to do so.
#131
Posted 12 August 2013 - 10:21 PM
You have to ask yourself if someone using an MG really seems more powerful than using one of the plenty alternative builds (including other mechs) available in that weight class.
Edited by MustrumRidcully, 12 August 2013 - 10:22 PM.
#132
Posted 12 August 2013 - 10:32 PM
Hotthedd, on 12 August 2013 - 11:11 AM, said:
I think we know the crowd PGI is catering to with this weapon:)
LMAO
PGI is catering to the URBANMECH MANACE that will befall the entire MWO community.
Cause you know the first thing folks going to do with Urbie loadout........ is pop in a couple of mgs......and a T-REX.
Alex already confirmed it.
#134
Posted 13 August 2013 - 02:46 AM
Machineguns are still underpowered on their own: you need other weapons to punch holes through armor.
That's why I use my Ultracheese ®:
JM6-DD Gauss 2xPPC 5xMG
PS. I think I buy SDR-5K for some shameless kill stealing!
Edited by Kmieciu, 13 August 2013 - 02:49 AM.
#135
Posted 13 August 2013 - 04:41 AM
stjobe, on 12 August 2013 - 09:53 PM, said:
MGs do 1 DPS vs armour, so max 6 DPS from the MGs; It would take a 6xMG JM6-DD about 12 seconds to strip the armour from a CTF-3Ds CT. A 4xMG SDR-5D would need about 18 seconds.
And that is if every bit of damage hit the CT, i.e. if spread didn't make some of the damage hit other locations than the CT, the MG 'mech was 100% on-target, and the Phract didn't even try to roll damage over his torso. I.e. if they're both stationary.
But yes, the MG does do damage to armour. It's a bit of a stretch to claim that they're "coring through the armored CTs of heavy mechs" since they really need help to do so.
The spider in question was also equipped with a med. pulse laser. They were circling, (well the spider was circling MORE), I did not time it, but it seemed to me that it did not take long for the armor to go from 100% to zero%, and destroyed less than 2 seconds after that.
For 2 tons in MGs and 2 tons in lasers, it is severely out of balance.
#136
Posted 13 August 2013 - 05:13 AM
#137
Posted 13 August 2013 - 05:16 AM
#139
Posted 13 August 2013 - 05:45 AM
#140
Posted 13 August 2013 - 05:45 AM
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