Edited by Bruce13F4O, 15 September 2013 - 04:55 PM.
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Is There A Reason Why Machine Guns Needed To Do More Damage
#1
Posted 15 September 2013 - 04:55 PM
#2
Posted 15 September 2013 - 04:58 PM
#3
Posted 15 September 2013 - 05:03 PM
#4
Posted 15 September 2013 - 05:03 PM
#5
Posted 15 September 2013 - 05:19 PM
Edited by TexAss, 15 September 2013 - 05:20 PM.
#6
Posted 15 September 2013 - 05:22 PM
#7
Posted 15 September 2013 - 05:32 PM
Honestly I think PGI should just scrap the entire concept and just bring in Light Rifles and restat them to be a 1 ton ballistic weapon.
#8
Posted 15 September 2013 - 05:38 PM
In all seriousness though, each one of the bullets the machine gun fires weighs 20 pounds. If you let someone with machine guns get that close into you, you should pay for it.
Edited by Lil Cthulhu, 15 September 2013 - 05:39 PM.
#9
Posted 15 September 2013 - 05:55 PM
Basically my point is theres no penalty for constant fire, no heat, and one ton of ammo is 2000 rds. Sure it doesnt do alot of damage by itself but every other weapon has some kind of penalty. Whats the point of having all of these other weapons if other players want the Machine gun to be better. Also as far as the game goes, if people are starting to trade in they're Expensive weapons for inexpensive weapons, thats a bad trend. Unless your a Machine gun fan.
Edited by Bruce13F4O, 15 September 2013 - 05:57 PM.
#10
Posted 15 September 2013 - 06:04 PM
The whole idea of a low-damage, crit-seeking weapon needs to be tossed. I appreciate that they wanted to add an element of strategy, but it doesn't work in practice.
#11
Posted 15 September 2013 - 06:19 PM
I think they do a bit too much for a weapon that weighs half a ton - three tons of MG's does more DPS than a 14 ton AC/20 for no heat and a chance for more damage with criticals.
Edited by DocBach, 15 September 2013 - 06:19 PM.
#12
Posted 15 September 2013 - 06:22 PM
Felio, on 15 September 2013 - 06:04 PM, said:
The whole idea of a low-damage, crit-seeking weapon needs to be tossed. I appreciate that they wanted to add an element of strategy, but it doesn't work in practice.
I never understood the fascination with MGs that this forum seem to have. It's an anti-infantry weapon. I'm not fighting infantry. In lore and on TT, the MG was never a big deal weapon unless you boat to extremes. There's no good reason for it to have any meaningful damage in a mech-on-mech game -- if there's mech-vs-infantry or mech-vs-vehicles there might be.
#13
Posted 15 September 2013 - 06:33 PM
#14
Posted 15 September 2013 - 06:34 PM
Lynx7725, on 15 September 2013 - 06:22 PM, said:
There isn't any infantry in MWO, and there aren't any tanks. I don't think PGI plans on adding either one (although it would be awesome if they did, even just AI). So the whole "anti-infantry" argument is pretty stupid to me. If the weapon is in the game, and the game only has mechs, it should be effective against mechs.
I know a lot of weapons, not just the MG, are pretty ineffective right now, but people need to stop writing the MG off as "anti-infantry". Besides, since when does PGI religiously take lore into account?
#15
Posted 15 September 2013 - 06:42 PM
Shifty Eyes, on 15 September 2013 - 06:34 PM, said:
It is solely used for the purposes of "balance", regardless of logic.
#17
Posted 15 September 2013 - 06:58 PM
Shifty Eyes, on 15 September 2013 - 06:34 PM, said:
I know a lot of weapons, not just the MG, are pretty ineffective right now, but people need to stop writing the MG off as "anti-infantry". Besides, since when does PGI religiously take lore into account?
PGI does take lore into account. Just not religiously. They have to, otherwise this would become yet another shooter, just with stompy robot. They also have to change things to reinterpret for a real time shooter, but that's part of the process and it doesn't mean they throw lore out the window.
MG was included in TT because it was envisioned to be a whole ecosystem. PGI had stated it wanted to incorporate at least vehicles (NPC; players are strictly mechwarrior), but as with any software development, Want is Not Get. We might or might not see it, and frankly even on TT, if you get down to the nuts and bolts, tanks are actually more efficient than mechs. So I'm not waiting in eagerness to get armour swamped.
MG was never intended to be anti-mech. I don't have an issue with the current implementation since my understanding of the situation both lore and implementation is that it isn't supposed to be anti-mech. I also don't have an issue if PGI wants it to become anti-mech, but then they'd have to scrub the entire current setup and redo.
#18
Posted 15 September 2013 - 06:59 PM
Lynx7725, on 15 September 2013 - 06:22 PM, said:
Reread your rules, (specifically the stat line not the description)it's an anti-mech weapon with vs inf bonuses. also see any mechwarrior that wasn't hardpoint restricted, they used to pwn on extremely fast/durable mechs
Edited by Ralgas, 15 September 2013 - 07:00 PM.
#19
Posted 15 September 2013 - 07:02 PM
Ralgas, on 15 September 2013 - 06:59 PM, said:
Like I said, it was only good when boated extremely. I know my rules, thanks very much; I probably gamed with it longer than most. I also know most TT designs don't bother with MG if it's meant for a mech-vs-mech situation.
#20
Posted 15 September 2013 - 07:44 PM
They gave us alpine to give us a sense of ranged combat, and then immediately nerfed all the ranged weapons so people can "brawl".
If it wasn't for the constant nerf hammers, no one would know what the MG damage was.
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