Jump to content

Mgs In Game


39 replies to this topic

Poll: Player thoughts (53 member(s) have cast votes)

What is your opinion on Machine guns in MWO

  1. Fine as is (20 votes [32.26%] - View)

    Percentage of vote: 32.26%

  2. Voted Needs Tweeking (22 votes [35.48%] - View)

    Percentage of vote: 35.48%

  3. Voted Another option might be the way (10 votes [16.13%] - View)

    Percentage of vote: 16.13%

  4. why bother (3 votes [4.84%] - View)

    Percentage of vote: 4.84%

  5. I don't really care at this point (7 votes [11.29%] - View)

    Percentage of vote: 11.29%

Vote Guests cannot vote

#21 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2013 - 02:45 PM

View PostCarrioncrows, on 30 September 2013 - 01:57 PM, said:

The damage needs to be high enough that it's viable in a singular nature. If you have to pack 4-6 MGuns to get them to do decent damage (Boat them) then that's a bad weapon design.

We'd have to do playtesting to determine if the arbitrary 1.2 DPS (just a hair less than the ML) would be sufficient to make the lone MG useful. Maybe it would need to be as high as 0.14 per bullet, I dunno.


View PostCarrioncrows, on 30 September 2013 - 01:57 PM, said:

Yes the Spider-5K and the Cicada-3C have lots of ballistics slots which can make them powerful enough to "COMPETE" with other lights of the same class. As it should be, but it should also be viable for the Raven-4X, Blackjacks, Hunchbacks, CN9's, and everything else in this game including the Atlas to be able to pack MG's and have them be a viable weapon.

Not just a boating or troll weapon but a legitimate "Low weight" ballistic option.

The thing is, your ammo requirements kind of goes against the point of "low weight" options. Let's look at the energy class for some examples, particularly the Medium Laser--probably the baseline weapon. It requires pretty much no sacrifice beyond 1 ton and 1 slot when you just slap on in your head hardpoint or wherever but the "hidden weight" of heatsinks adds up as you try to carry them in large quantities. For your MGs, though, the ammo is set so low that the "hidden weight" starts to kick too early, even at merely 2 MGs.



View PostCarrioncrows, on 30 September 2013 - 01:57 PM, said:

You wouldn't take 1 ton of ammo for any other AC weapon why should the MG be different? It shouldn't.

DPS is DPS, just the MG has a lighter weight.

I think this is the crux of our disagreement; you seem to look at MGs from the same lens as other ballistics. I view them as a complete outlier. The general idea for Battletech traditional ballistics is that they weigh a whole lot, take up a lot of space, and suck up ammo, for the upside of having a very good damage:heat ratio. Also, stereotypical ballistics tend to increase in damage rapidly as their range decreases (conversely, the longest range ones get the lowest damage; Machine Guns are an outlier in that they have the lowest range and lowest damage).

My own little islander view of MGs is sort of like the ballistic version of a SL/ML/SRM-2/whatever in that you can slap in a few of them for fairly low sacrifices (just like the SL/ML/whatever).



View PostCarrioncrows, on 30 September 2013 - 01:57 PM, said:

My Spider-5K currently uses a LB10-X (x3 tons of ammo) and a medium laser, tons of choices out there. Expand your horizons. Saying these mechs can only use the MG so we have to shoe horn the MG into a boating weapon is an extremely bad way to balance a weapon.

That Spider build of yours requires some speed sacrifices to manage to fit that LBX, and we all know from the Ravens 2X and 4X about what happens to slow lights...The best lights are the generally the fastest, because if you go much slower you may as well just grab a Blackjack or Centurion or something for better durability.

As for forcing boating, I don't really see where that's coming from. I'm comparing it to other "tonnage filler" weapons from the energy and missile classes, and for the 0.5 ton + ammo requirement, somewhere between 1.2 and 1.4 DPS seems just about right. Our "baseline" weapon for all lightweight options, the ML, has 1.25 DPS (albeit with 4 heat per shot and a lot more range). Doesn't seem too far off-track.



View PostCarrioncrows, on 30 September 2013 - 01:57 PM, said:

Just like heat scale, weapons should be viable as a singular weapon but the more you pack the bigger the penalty you start taking.

Can I interpret this as "ghost ammo" for MGs because they have no heat to add them to the ghost heat system? :P (Sarcastic comment, disregard if you like).


View PostCarrioncrows, on 30 September 2013 - 01:57 PM, said:

Not if you want a weapon that actually deals damage. The mgun should be a pointblank inefficient raw DPS dump. 2.0 DPS is where it's at.

I could care less about the crit system, what I want is 2 DPS versus armor. The ammo is the way to balance it, making it good in small numbers but you begin to pay a penalty when attempting to boat it.

I also want anti-armor power and don't care about crit-seeking either, but I also don't want to devote huge amounts of hidden tonnage to 1-2 bite-sized weapons on a bite-sized mech. :o

----

In the end, I think the ultimate compromise here would be the ever-popular idea of weapon manufacturers (you even have photoshop mock-up images of some example weapons). PGI could fulfill their crit-seeking 6 MG Spider fantasy with the "Coventry Light Autogun," you could have your once-and-done DPS monster "Borman-ASC Heavy Machinegun," and I could get my moderate DPS high endurance "MainFire MiniGun." Manufactures would solve so many issues...

Edited by FupDup, 30 September 2013 - 03:06 PM.


#22 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 03:09 PM

View PostFupDup, on 30 September 2013 - 02:45 PM, said:

***


I consider it a low weight weapon because it would weigh 1/2 that of a AC2 fully decked out.

1 ton of ammo = 40 seconds of fire.
2 tons of ammo = 80 seconds of fire.
3 tons of ammo = 120 seconds of fire.

Now despite what i said about needing 2-3 tons of ammo to last the whole match, which is true if this was your primary weapon.

You wouldn't need nearly as much if this wasn't your primary means of doing damage, simply because you would not be engaged with the weapon for the entire duration. Why because it's only 0-90m / 90m-200m range. You just wouldn't be at that range for the entirity of the match.

Now if you were a spider-5k or Cicada-3C then yes you WOULD need that much ammo because it is your primary means of dealing damage and the boating tax starts to add up.

But even then it's still very preferable to have a inefficient Raw DPS dump weapon than a useless weapon that tonnage is best served by having more heat sinks, armor, BAP or AMS.

You simply have to make Mg's viable in a singular nature or else they are not worth it no matter how many you stack on.

It's not just about a bit sized weapon on bit sized mechs. MG's should be viable no matter what chassis you use it on. If I roll a Battlemaster and invest the tonnage in a x2 Mguns and X2-3 tons of ammo (3 tons, half that of a AC2 and 40 seconds of fire or 4 tons and 60 seconds of fire), that should be a legitimate option to augment my close range firepower as opposed to investing more tonnage in the next step up a AC2 (6 tons+ 2 tons ammo)

If it's not good enough it's not viable.

I guess we will just have to agree to disagree on this particular point.

Edited by Carrioncrows, 30 September 2013 - 03:17 PM.


#23 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 30 September 2013 - 03:16 PM

View Poststjobe, on 30 September 2013 - 06:33 AM, said:

You know what's also a weapon in BT? The MG, and it does as much damage per turn as the AC/2. The RAC, on the other hand, does up to six times the damage of an AC/2 (it can fire a maximum of six times, doing 2 damage per shot, although every shot after the first has an increasing chance of jamming the thing).

The AC/2 in MWO really is a RAC on steroids; it does 20 times the damage it does in BT, with no chance of jamming.


Yeah, I highly doubt the MG did 2 damage per shot. He didn't say DPS, he said DAMAGE, and because this is REAL TIME and not TT, 2 damage per shot on a weapon firing 10 rounds per second is absurd.

Changing the MG to 2 damage per shot as he worded it would make an MW4 styled RAC/2, where it was an actual ROTARY cannon and not some 6 shot nonsense from TT.

Edited by Alek Ituin, 30 September 2013 - 03:19 PM.


#24 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 03:18 PM

View PostAlek Ituin, on 30 September 2013 - 03:16 PM, said:


Yeah, I highly doubt the MG did 2 damage per shot. He didn't say DPS, he said DAMAGE.

Basically making an MW4 styled RAC/2, where it was an actual ROTARY cannon and not some 6 shot nonsense from TT.


Lol, are you in for a surprise later.

Edit: Later's here, I couldn't wait.

http://www.sarna.net/wiki/Machine_Gun

"Dmg:2"

That's per bullet.

Edited by Carrioncrows, 30 September 2013 - 03:20 PM.


#25 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2013 - 03:18 PM

View PostCarrioncrows, on 30 September 2013 - 03:09 PM, said:

I consider it a low weight weapon because it would weigh 1/2 that of a AC2 fully decked out.


1 ton of ammo = 40 seconds of fire.
2 tons of ammo = 80 seconds of fire.
3 tons of ammo = 120 seconds of fire.

Now despite what i said about needing 2-3 tons of ammo to last the whole match, which is true if this was your primary weapon.

You wouldn't need nearly as much if this wasn't your primary means of doing damage, simply because you would not be engaged with the weapon for the entire duration. Why because it's only 0-90m / 90m-200m range. You just wouldn't be at that range for the entirity of the match.

Now if you were a spider-5k or Cicada-3C then yes you WOULD need that much ammo because it is your primary means of dealing damage and the boating tax starts to add up.

~3 tons per MG is not "light" especially when we try to cram it in a Locust or Flea, or if we look at the Light AC/2 (not in the game, but hopefully someday). The Locust doesn't even have enough hardpoints/critical slots to use one laser as its primary weapon while using more than 2 MGs--and that is WITH our current endless ammo bin (best Locust build with current system will most likely be 1 LL + 2 MGs, under your idea it might become just 1 LL and AMS). An ML requires exactly 1 ton and 1 critical slot as an individual lightweight filler option, not a cent more. Even the SRM-2 or SSRM-2 are only 2 or 2.5 tons (respectively; not counting BAP for the Streak). It also isn't future-proof in that the Light AC/2 would totally replace it (on larger mechs at least) for ~2 tons more with way more range and ammo efficiency.


View PostCarrioncrows, on 30 September 2013 - 03:09 PM, said:

But even then it's still very preferable to have a inefficient Raw DPS dump weapon than a useless weapon that tonnage is best served by having more heat sinks, armor, BAP or AMS.

You simply have to make Mg's viable in a singular nature or else they are not worth it no matter how many you stack on.

It's not just about a bit sized weapon on bit sized mechs. MG's should be viable no matter what chassis you use it on. If I roll a Battlemaster and invest the tonnage in a x2 Mguns and X2-3 tons of ammo (3 tons, half that of a AC2 and 40 seconds of fire or 4 tons and 60 seconds of fire), that should be a legitimate option to augment my close range firepower as opposed to investing more tonnage in the next step up a AC2 (6 tons+ 2 tons ammo)

If it's not good enough it's not viable.

I guess we will just have to agree to disagree on this particular point.

I still don't see how 1.2-1.4ish DPS for a 0.5 ton weapon (plus ammo) isn't viable individually. Also, your point about larger mechs using MGs might not work out that way in reality; most heavies/assaults aren't going to put 3 tons of weight into a weapon that they usually aren't fast enough to bring to bear for most of the fight anyways; they have better things to spend 3 tons on like a bigger engine and what not. Your MG system simply requires very large weight sacrifices for people that aren't boating them.


And as for agreeing to disagree, sure. I still think we should use manufacturers for this:

FupDup said:

In the end, I think the ultimate compromise here would be the ever-popular idea of weapon manufacturers (you even have photoshop mock-up images of some example weapons). PGI could fulfill their crit-seeking 6 MG Spider fantasy with the "Coventry Light Autogun," you could have your once-and-done DPS monster "Borman-ASC Heavy Machinegun," and I could get my moderate DPS high endurance "MainFire MiniGun." Manufactures would solve so many issues...

Edited by FupDup, 30 September 2013 - 03:28 PM.


#26 stjobe

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,498 posts
  • LocationOn your six, chipping away at your rear armour.

Posted 30 September 2013 - 03:32 PM

View PostAlek Ituin, on 30 September 2013 - 03:16 PM, said:


Yeah, I highly doubt the MG did 2 damage per shot. He didn't say DPS, he said DAMAGE, and because this is REAL TIME and not TT, 2 damage per shot on a weapon firing 10 rounds per second is absurd.

Changing the MG to 2 damage per shot as he worded it would make an MW4 styled RAC/2, where it was an actual ROTARY cannon and not some 6 shot nonsense from TT.

TT MG: 2 damage per turn (0.2 DPS)
TT AC/2: 2 damage per turn (0.2 DPS)

MWO MG: 1.0 DPS
MWO AC/2: 4.0 DPS

So how did the AC/2 end up with four times the DPS of the MG (and 20 times its TT DPS) but the MG started out at twice the TT DPS and ended up at five times the TT DPS - and at a fourth of the DPS of the weapon it should be equal to, damage-wise?

As you may have noticed Amsro didn't specify a RoF; feel free to substitute the current MWO AC/2 RoF of 0.5 if you want. You don't have to keep RoF as-is if you multiply the damage by 20, you know.

The MG in TT was basically a very short-range AC/2; in MWO they're quite different beasts. I suspect Amsro alluded to this with his "mini AC/2" name on the weapon (it's been a suggestion for the MG since way back in closed beta).

#27 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 03:34 PM

View PostFupDup, on 30 September 2013 - 03:18 PM, said:

I still don't see how 1.2-1.4ish DPS for a 0.5 ton weapon (plus ammo) isn't viable individually.


It's not viable ENOUGH. It's another year of circle jerking to balance MG's.

If 2 DPS is too much sure, lets back it off a bit. The whole MG / Flamer has been one massive marathon of teeth pulling to even get PGI to admit they exist in this game, let alone balance them. Hell most of us have given up on NARC.

3 tons ammo per MG is exactly right, (wait for it, because i've said it before) If that MG is your primary weapon.

If it's not your primary weapon than you can more than get away with just having 1-2 tons of ammo. Judge for yourself. If you are running MG's to compliment your close in brawling potential then probably 2 tons is the way to go per MG to have enough ammo to last once engaged.

If you are running MG's as sort of a close in self defense weapon against lights or the occasional fight that people do get up on you, 1 ton of MG ammo is more than sufficient. 40 seconds of fight which will in all reality probably last you closer to a minute / minute 30 as targets get out of your LOS and you both maneuver.

But if MG's are your primary weapon with the primary means of dealing damage then yes, 3 tons is exactly right.

If you want you locust with Er Large and x2 mguns, Then the Mguns are not your primary means of dealing damage are they? No. the Er large laser is which means you will not spend the majority of your time at 90m trying to shoot people, so there will be no need to carry that much ammo.

But if you are in a locust with 1 medium laser and x4 mguns then you OBVIOUSLY will have to pack more ammo.

http://mwo.smurfy-ne...bd64d6b6de06299

At 2 DPS per gun it's no longer a rinky dink weapon. x4 of them would deal as much damage as x2 AC2's at close range.

Which is more than viable and a lot more teeth up close than x4 medium lasers. The trade off is the ammo.

Yes and the Locust is going to suffer on endurance because it's packing those x4 MG's, so you might considering backing off the number of MG's or taking a smaller engine, all the normal things people do when they want to take Lots of weapons at the cost of speed and armor.

Or you practice fire control and get in behind someone and open up only when you have clear shots at said locations rather than just holding down the trigger. (Novel idea!)

At the end of the day Big Steps are needed when it comes to the MG.

Edited by Carrioncrows, 30 September 2013 - 03:39 PM.


#28 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2013 - 03:54 PM

View PostCarrioncrows, on 30 September 2013 - 03:34 PM, said:

It's not viable ENOUGH. It's another year of circle jerking to balance MG's.

If 2 DPS is too much sure, lets back it off a bit. The whole MG / Flamer has been one massive marathon of teeth pulling to even get PGI to admit they exist in this game, let alone balance them. Hell most of us have given up on NARC.

We'd have to playtest the DPS values (if only the testing grounds allowed limited modding...). It's also not about 2 DPS being too much as it is just making the MG feel like the rest of the ballistics (requires relatively high tonnage sacrifices) instead of it being a "ballistic Medium Laser" (albeit in full-auto form) like I want it to be.


View PostCarrioncrows, on 30 September 2013 - 03:34 PM, said:

3 tons ammo per MG is exactly right, (wait for it, because i've said it before) If that MG is your primary weapon.

If it's not your primary weapon than you can more than get away with just having 1-2 tons of ammo. Judge for yourself. If you are running MG's to compliment your close in brawling potential then probably 2 tons is the way to go per MG to have enough ammo to last once engaged.

If you are running MG's as sort of a close in self defense weapon against lights or the occasional fight that people do get up on you, 1 ton of MG ammo is more than sufficient. 40 seconds of fight which will in all reality probably last you closer to a minute / minute 30 as targets get out of your LOS and you both maneuver.

But if MG's are your primary weapon with the primary means of dealing damage then yes, 3 tons is exactly right.

If you want you locust with Er Large and x2 mguns, Then the Mguns are not your primary means of dealing damage are they? No. the Er large laser is which means you will not spend the majority of your time at 90m trying to shoot people, so there will be no need to carry that much ammo.

But if you are in a locust with 1 medium laser and x4 mguns then you OBVIOUSLY will have to pack more ammo.

http://mwo.smurfy-ne...bd64d6b6de06299

At 2 DPS per gun it's no longer a rinky dink weapon. x4 of them would deal as much damage as x2 AC2's at close range.

Which is more than viable and a lot more teeth up close than x4 medium lasers. The trade off is the ammo.

Not to go too far into semantics here, but "primary weapon" is a relative term in that it depends on what weapons are carried in unison than the weapon in question. It isn't based on the raw quantity of the weapon in question, just a rough ratio of it compared to other weapons. For instance, 3 Medium Lasers on a Raven 3L are acting as its "primary" weapons, but don't require any more sacrifice than the same 3 Medium Lasers acting as "secondary" weapons on a Kintaro or Victor. Or, the 2 "secondary" Streaks on the aforementioned Raven can be fed for most of the match by just 1 ton per launcher, and so can my Streaktaro using 5 of them as its "primary" weapons (I get away with only 4 tons on my Kintaro and it works great). I don't see why MGs need to be different in that carrying fewer non-MG weapons (with the number of MGs remaining static and constant) suddenly has to spike their cost to the ceiling when that isn't the case with most other weapons (especially not real lightweight weapons!).


View PostCarrioncrows, on 30 September 2013 - 03:34 PM, said:

Yes and the Locust is going to suffer on endurance because it's packing those x4 MG's, so you might considering backing off the number of MG's or taking a smaller engine, all the normal things people do when they want to take Lots of weapons at the cost of speed and armor.

Or you practice fire control and get in behind someone and open up only when you have clear shots at said locations rather than just holding down the trigger. (Novel idea!)

At the end of the day Big Steps are needed when it comes to the MG.

You can't have seriously just suggested a lower engine on a 20-ton mech; and to make matters worse you'd have to go all the way down to XL145 to start saving weight--which puts you down to 129 KPH and it only has 5 internal heatsinks. That's as bad as asking a Hunchback to reduce his torso armor. Also, 4 MGs is not "a lot of weapons" unless you're using a really strict definition on what boating means. Other lightweight weapons like the ML don't need the user to effectively tear off other pieces of their body to accommodate a few of the weapon.

Edited by FupDup, 30 September 2013 - 04:17 PM.


#29 IllCaesar

    Member

  • PipPipPipPipPipPipPip
  • 980 posts

Posted 30 September 2013 - 04:21 PM

What I want the most is a little bit more range. Up to 300m max range and I'd be very happy, I couldn't see it reaching further than ~400m without issues though. Make it an LMG, same weight but a bit less powerful in exchange for the range, and I'd be content.

I just don't see how they're in any way practical compared to other options. I mean, why would you ever pick the Hunchback-4G over the 4H? You can put two small lasers, which have comparable range, on the 4H for the same weight, or strip a bit of armour off the legs or a ton of LBX/AC ammo for medium lasers. Why woudl you pick the Cicada-3C over the 2A, ever if you're only going to slap MGs onto it?

Why would you ever put them on an slow, lumbering assault mech? They don't have any range, they take up a lot of weight via ammo do enough DPS over any other ballistic option in a realistic DPS/ton comparison.

MG arrays could certain make it them more viable, but I'm still seeing range as an issue, especially for slower, heavier mechs. Four MG arrays on my CDA-3C would make it rather fearsome (and use up some of that obscene amount of empty slots, I have 16 after bothh FF and ES) but there still wouldn't seem to be much viability for brawler mechs, unless their range is increased? I mean, how often is a brawler with 120m of its target? Unless the target is piloted by either a noob or somebody oblivious to the giant shadow of fiery death coming upon them, they'll back up or turn around to move faster than most assaults can follow. You could probably come to a similar conclusion about small lasers, but they don't take up tons with ammunition and they're not in a weapon class where pretty much every other weapon is more viable in almost every situation for that weight class.

Edit: Just trying to further my point, go check out the Locust on smurfy, which will be the Phoenix. Tie in its paper-thin armour with ineffective MGs, and why would you use a loadout other than an ER LL or LSP with as many DHS' as possible? It only has 11 spare tons out of a maximum 20 when you max its armour (just a tad off the head), give it the fastest XL engine, and equip both FF and ES to it. Its so fragile that you'll never reach its DPS potential even with a lone cumbersome assault mech as really just one lucky shot on the Locust is a death warrant. I mean this only applies to one variant, but it has 4 ballistic hardpoints, yet there's only really three alternatives to the MG that'll allow any room for ammo (AC2, AC5, UAC5), and those would have to be the only ballistic weapon on a mech with four ballistic hardpoints. Its crazy. I've seen imbalanced mechs that rely on one main weapon (as an AC20 BJ-1 player), but as its only weapon? The upcoming Locust looks borderline useless with anything less than an ERLL. The one weapon that the mech was built in mind for isn't a viable choice because that weapon, the MG, is too weak to approach any other mech in the game with. Come across a Jenner with 6x ML and the Locust is doomed. Come across a Spider with just two medium lasers and you're doomed. Wrecked before you approach anything you can outmaneuver, and dishes far less damage out than any mech of its weight class.

Edited by MarsAtlas, 30 September 2013 - 04:41 PM.


#30 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 30 September 2013 - 04:24 PM

I honestly don't know why I even bothered to try and explain as to why a "Mini AC/2" pulling the same shot for shot damage as the real 6 ton AC/2 is a bad idea.

But nope, everbody just wants to jerk off to TT values because apparently TT is the only way, and BattleTech TT never had ANY issues at all. And at the same time TT was a real time game, while simultaneously being a turn based game that you could spend 7 hours figuring out your next move in.


Or maybe people fail to realize that MG's and Autocannons should be two different beasts when used in a real time environment. Especially when the fluff even says the MG was known for a high ROF, which made it a principle Anti-Infantry weapon. But because TT is the best, fluff doesn't matter at all because we can use arbitrary values and pause the game at will to roll some dice.

I suppose it also doesn't matter either that fluff dictates how a real time weapon is going to behave, like how an MG will normally have a higher ROF than a heavier caliber weapon. But because arbitrary TT values apparently rule the day, two weapons of completely different calibers, ROF's, velocities, and using different shell types can deal the same damage per shot.

(/semi sarcastic rant OFF)

#31 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 04:56 PM

View PostFupDup, on 30 September 2013 - 03:54 PM, said:

We'd have to playtest the DPS values (if only the testing grounds allowed limited modding...). It's also not about 2 DPS being too much as it is just making the MG feel like the rest of the ballistics (requires relatively high tonnage sacrifices) instead of it being a "ballistic Medium Laser" (albeit in full-auto form) like I want it to be.


1.5 tons = 40 seconds of fight
Your ballistic medium laser right there.

Quote

Not to go too far into semantics here, but "primary weapon" is a relative term in that it depends on what weapons are carried in unison than the weapon in question. It isn't based on the raw quantity of the weapon in question, just a rough ratio of it compared to other weapons. For instance, 3 Medium Lasers on a Raven 3L are acting as its "primary" weapons, but don't require any more sacrifice than the same 3 Medium Lasers acting as "secondary" weapons on a Kintaro or Victor. Or, the 2 "secondary" Streaks on the aforementioned Raven can be fed for most of the match by just 1 ton per launcher, and so can my Streaktaro using 5 of them as its "primary" weapons (I get away with only 4 tons on my Kintaro and it works great). I don't see why MGs need to be different in that carrying fewer non-MG weapons (with the number of MGs remaining static and constant) suddenly has to spike their cost to the ceiling when that isn't the case with most other weapons (especially not real lightweight weapons!).

Your primary weapon is whatever your role / weapon payload is dedicated to. If you have twin AC20's the extra mediums you have is not your primary weapons are they? If I have 8 medium lasers, the small laser I have in the head isn't my primary weapon. If I have 4 mguns and 1 medium laser the medium laser isn't your primary weapon.

....I think you're just arguing to argue at this point.

Quote

You can't have seriously just suggested a lower engine on a 20-ton mech; and to make matters worse you'd have to go all the way down to XL145 to start saving weight--which puts you down to 129 KPH and it only has 5 internal heatsinks. That's as bad as asking a Hunchback to reduce his torso armor. Also, 4 MGs is not "a lot of weapons" unless you're using a really strict definition on what boating means. Other lightweight weapons like the ML don't need the user to effectively tear off other pieces of their body to accommodate a few of the weapon.


That's more of a flaw of the 20 ton mech than anything to do with the MGUN. Hell the locust and flea are pretty much forever bound to run a XL170 as you simply can't save enough weight.

I would be ok if they did engine weights at 4 tons, then 3.75, 3.5, 3.25 and smaller increments like that to at least get some variety.

But hey you want to put LOTS of weapon on a mech, that's the price you pay. It behooves me as to why you think just because they are mguns they should be exempt from this rule.

View PostAlek Ituin, on 30 September 2013 - 04:24 PM, said:

Or maybe people fail to realize that MG's and Autocannons should be two different beasts when used in a real time environment. Especially when the fluff even says the MG was known for a high ROF, which made it a principle Anti-Infantry weapon. But because TT is the best, fluff doesn't matter at all because we can use arbitrary values and pause the game at will to roll some dice.


Two things.

1. MG's are a Battlemech Weapon. They where in Battletech before infantry was ever in the game. Only later once Infantry was introduced did MG's and Flamers get bonus's versus those unit's. We know this because I am an old school battletech fan and it actually says in the descriptions, you know the one where you partially quoted on Sarna.

[color=#000000]The [/color]Machine Gun[color=#000000] is the quintessential anti-[/color]infantry[color=#000000] weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging [/color]BattleMechs[color=#000000]. [/color]

[color="#000000"]2. Dialog is difficult and can turn sour when you do not do an adequate job of explaining yourself. Reading post shouldn't be a mystery novel where you are trying to figure out exactly what your stance is. You like MG's? Cool. You don't like MG's? Hey Cool. Think it should do more damage? Good, think it should do less damage? Well alright.[/color]

[color="#000000"]If we (or I personally) misunderstood what you wrote and your view, I apologize but in my defense go back and read what you wrote.[/color]

Edited by Carrioncrows, 30 September 2013 - 04:57 PM.


#32 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2013 - 05:22 PM

View PostCarrioncrows, on 30 September 2013 - 04:56 PM, said:

1.5 tons = 40 seconds of fight
Your ballistic medium laser right there.

That's not very long, and it's even more noticeable because this is a fully-automatic weapon and not a one-bullet, front-loaded weapon like an Autocannon that can be used in hit-and-hide attacks (which extends the ammo duration markedly). Even the currently sub-par SRM2 offers 125 seconds of fight for just 0.5 tons more, with better hit-and-run capabilities. Or you can get 175 seconds out of an SSRM2 (albeit with 1 ton more weight). The point is, an afterthought tonnage filler weapon in my eyes isn't supposed to be a "once and done" consumable item like an airstrike or coolant flush. I'm not looking for Periphery Rocket Launchers that fire bullets instead of rockets.


View PostCarrioncrows, on 30 September 2013 - 04:56 PM, said:

Your primary weapon is whatever your role / weapon payload is dedicated to. If you have twin AC20's the extra mediums you have is not your primary weapons are they? If I have 8 medium lasers, the small laser I have in the head isn't my primary weapon. If I have 4 mguns and 1 medium laser the medium laser isn't your primary weapon.

....I think you're just arguing to argue at this point.

The distinction I'm trying to make is that "X" number of ML (i.e. 3) used as primary weapons don't require any greater of sacrifices than "X" number of ML used as secondary weapons, and the same goes for my SSRM2 example (in fact, I can actually get away with less relative ammo on my Streaktaro than I could on my Craven 3L). Your examples provided miss the point I'm making because the number of ML changes between each of your example builds; in my example builds the number of ML is static. That is the difference. One SSRM2 needs ~1 ton of ammo; carrying 4 or 5 Streaks doesn't suddenly spike the ratio of ammo:launchers. Medium Lasers only start to need extra sinks once you get past 4 of them. Whether I use 2 MGs in a Locust or 2 MGs in a K2, the sacrifice shouldn't be that vastly different despite the fact that my K2 has more non-MG weapons at its disposal.


...We all are. That's what forums are all about. :P



View PostCarrioncrows, on 30 September 2013 - 04:56 PM, said:

--
But hey you want to put LOTS of weapon on a mech, that's the price you pay. It behooves me as to why you think just because they are mguns they should be exempt from this rule.

Do you really consider 2 mguns to be "lots" of weapons?

Edited by FupDup, 30 September 2013 - 05:28 PM.


#33 Alek Ituin

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,525 posts
  • LocationMy Lolcust's cockpit

Posted 30 September 2013 - 05:54 PM

View PostCarrioncrows, on 30 September 2013 - 04:56 PM, said:

Two things.

1. MG's are a Battlemech Weapon. They where in Battletech before infantry was ever in the game. Only later once Infantry was introduced did MG's and Flamers get bonus's versus those unit's. We know this because I am an old school battletech fan and it actually says in the descriptions, you know the one where you partially quoted on Sarna.

The Machine Gun is the quintessential anti-infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging BattleMechs.

2. Dialog is difficult and can turn sour when you do not do an adequate job of explaining yourself. Reading post shouldn't be a mystery novel where you are trying to figure out exactly what your stance is. You like MG's? Cool. You don't like MG's? Hey Cool. Think it should do more damage? Good, think it should do less damage? Well alright.

If we (or I personally) misunderstood what you wrote and your view, I apologize but in my defense go back and read what you wrote.


How is it "mysterious"? I have maintained that an MG shouldn't in any way match the AC/2 in shot for shot damage. I have maintained that a 2 damages per shot MG with its current setup would be absurd. I have also maintained that lowering the ROF of the MG to cater to a 2 damage per shot setup would run counter to the fluff.

Do you need me to explain my point in simple terms? Here:

The MG should do about 2 DAMAGE PER SECOND, following fluff one would realize that buffing the ROF to 20RPS and setting the damage per shot to .10 would fulfill these goals. This would buff the MG, and bring it closer to fluff in that it is both very high ROF, and capable of damaging a Battlemech. (ammunition numbers may need to be tweaked)

HOWEVER, making a 2 DAMAGE PER SHOT MG would not only bring the MG further from its fluff, but ruin game play. This is because the MG would be .5 tons, and fire at a rapid rate (It IS a Machine Gun after all), while doing the same damage as a weapon 5.5 tons heavier. No matter what balancing measures are taken, any Light Mech using Ballistic weapons would now be capable of something like 80DPS. This would make the game a bigger pile of fail, easily becoming a death blow and shutting it down.


Do you understand my point now? If so, wonderful. If not, I don't think the problem is my explanation.

Edited by Alek Ituin, 30 September 2013 - 05:56 PM.


#34 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 06:41 PM

View PostFupDup, on 30 September 2013 - 05:22 PM, said:

That's not very long, and it's even more noticeable because this is a fully-automatic weapon and not a one-bullet, front-loaded weapon like an Autocannon that can be used in hit-and-hide attacks (which extends the ammo duration markedly). Even the currently sub-par SRM2 offers 125 seconds of fight for just 0.5 tons more, with better hit-and-run capabilities. Or you can get 175 seconds out of an SSRM2 (albeit with 1 ton more weight). The point is, an afterthought tonnage filler weapon in my eyes isn't supposed to be a "once and done" consumable item like an airstrike or coolant flush. I'm not looking for Periphery Rocket Launchers that fire bullets instead of rockets.


AC2 = 41.25 seconds of combat. per ton.
AC5 = 45 seconds of combat per ton.
UAC5 = 37.5 / Less if you double fire rate.
AC10 = 37.5 per ton.
AC20 = 28 seconds per ton.

40 seconds of combat time is just fine.

It's the whole reason we can give the Mgun 2.0 Dps (which is greater than the Medium laser at close range, albeit 90m) is because it requires you to stay on target.

Quote

The distinction I'm trying to make is that "X" number of ML (i.e. 3) used as primary weapons don't require any greater of sacrifices than "X" number of ML used as secondary weapons, and the same goes for my SSRM2 example (in fact, I can actually get away with less relative ammo on my Streaktaro than I could on my Craven 3L). Your examples provided miss the point I'm making because the number of ML changes between each of your example builds; in my example builds the number of ML is static. That is the difference. One SSRM2 needs ~1 ton of ammo; carrying 4 or 5 Streaks doesn't suddenly spike the ratio of ammo:launchers. Medium Lasers only start to need extra sinks once you get past 4 of them. Whether I use 2 MGs in a Locust or 2 MGs in a K2, the sacrifice shouldn't be that vastly different despite the fact that my K2 has more non-MG weapons at its disposal.


That's absurd....Of course it does.

Ratio for AC2 / ton of ammo for me is 2 tons unless it's my primary weapon.

To lay it out on the line, I have a Orion with AC2, x2 LRM10's, x1 LRM15 and x2 mediums.
Now I am comfortable only running the 2 tons of AC2 ammo because it's not my primary weapons, the LRM's are and it's what i rely upon. Once engaged the LRM's will be my primary source of dealing damage and I will use them at every opportunity, sometimes bad ones to even.

Now I have another load out of the same Orion that uses x2 AC2's, x3 Streaks and x2 Er Large lasers.

My Ac2 / Ammo ratio goes up to 4 tons of ammo per gun because that is my primary weapon. Once I am engaged it is the primary source of me doing damage and I use that at every opportunity even the bad ones.

My DDC Atlas is perfectly fine with x3 tons of AC20 ammo, but my YLW needs at least x4 tons and x5 tons if I can fit it.

Why are the two different? Because one is my primary weapons, the one I plan on using the most and dealing the most damage with.

If you don't plan on using Mguns as your primary weapon you have no need to feel compelled to take 3 tons of ammo PER GUN.

That's just absurd.

Quote

...We all are. That's what forums are all about. :P


Ok, you got me there. =)


Quote

Do you really consider 2 mguns to be "lots" of weapons?


What you want is your Cake and to eat it too.

If I have x2 AC20's and a Er Large with only a single ton of ammo between the AC20's do I get angry because it's not enough ammo?

NERF The AC20's and make them useless with less damage (BUT MORE AMMO!) because on this one build I don't have enough ammo.

That's what you are saying, that's exactly what I am hearing.

Get out of the Meta, I realize the bulk of MWO has already decided the Er Large and x2 Mguns with a single ton of ammo is the ONLY VIABLE LOCUST BUILD ON THE EARTH. But honestly, you want to gimp a weapon so you can fit it on this one mech. Why not make the weapon viable for every mech so we can step away from the cookie cutter madness.


View PostAlek Ituin, on 30 September 2013 - 05:54 PM, said:

***


You misunderstood what ST. Jobe said in almost every way possible.

I made the mistake of trying to correct you and subtly steer you back towards the conversation we are all having.

I've tried to do it with humor.
I've tried to do it politely but firmly.
Now I am going to do it bluntly.

"Nobody said MG's should deal 2 dmg per shot in MWO, you misread the post."

Message ends.

#35 Zordicron

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 2,547 posts

Posted 30 September 2013 - 06:53 PM

This entire thread is irrelevant until hit detection is fixed. Like lasers, MG are hitscan. Every time you fire a hitscan weapon, 0-100% of the dmg goes missing due to bad detection.

So, who freegin knows if MG are fine. They might feel terribad because they are doing .3DPS for some people, and great to others because they are actually doing the advertised dmg.

NO MORE balance changes to dmg numbers etc until we can actually test what weapons do when they do what they are supposed to.

#36 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 06:59 PM

View PostEldagore, on 30 September 2013 - 06:53 PM, said:

This entire thread is irrelevant until hit detection is fixed. Like lasers, MG are hitscan. Every time you fire a hitscan weapon, 0-100% of the dmg goes missing due to bad detection.

So, who freegin knows if MG are fine. They might feel terribad because they are doing .3DPS for some people, and great to others because they are actually doing the advertised dmg.

NO MORE balance changes to dmg numbers etc until we can actually test what weapons do when they do what they are supposed to.


Hit Scan is the one thing that IS WORKING correctly.

Unless you are targeting a spider.

#37 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2013 - 07:47 PM

View PostCarrioncrows, on 30 September 2013 - 06:41 PM, said:

AC2 = 41.25 seconds of combat. per ton.
AC5 = 45 seconds of combat per ton.
UAC5 = 37.5 / Less if you double fire rate.
AC10 = 37.5 per ton.
AC20 = 28 seconds per ton.

40 seconds of combat time is just fine.

Stop comparing the mgun to autocannons, it's not an autocannon. Furthermore, you need to remember that the AC/5-20 do enough frontloaded damage to be used effectively in hillhumper/cornerpeekaround attacks. This means that those weapons are not going to be used in a constant spray most of the time, which means they tend to last longer than their on-paper ammo per ton stats suggest. With full-auto weapons, that's not the case. To revisit the 2 MG example, your numbers would make any mech (such as my K2) with MGs and 1 ton of ammo run dry in 20 seconds, which is not particularly long considering that the weapon isn't even good for hit-and-fade fast strikes. Might as well be a consumable module. Two tons of equipment that becomes useless in less than half a minute.


Autocannons are HEAVY, BULKY, LOW HEAT, and AMMO DEPRAVED; with a very large emphasis on the first two traits. The mgun only has two of those traits (well, right now the MG actually only has one of them...). The whole $#%@ing point of the mgun is to not make the large weight sacrifices like every other ballistic in existence. It's the outlier. It's the rebel. It doesn't play by the rules. It's literally the ONLY reason the weapon even exists. It is supposed to be fundamentally different and distinctive from the autocannons, or else there's no point in having the damn thing because I'd just grab an autocannon.


I am going to return to the medium laser example, because THAT is the holy grail of all lightweight weapons and is the baseline we should be using here. Let's say you've got AC/20, dual Gauss, LRMXY, or basically anything else that isn't medium lasers.

Tell me, when you're putting in backup medium lasers, do you do it under the assumption that you will need several additional heatsinks in order to use them? No, you don't. You add medium lasers as backup weapons because the sacrifice required to do so is negligible.

That's why they're called filler weapons. If they need a big sacrifice, it ain't a filler weapon anymore and it becomes the majority of your loadout by necessity (you can see a similar effect in that individual LRMs suck balls and thus LRMs need to be boated to make carrying all of that ammo and other accessories worth it).




View PostCarrioncrows, on 30 September 2013 - 06:41 PM, said:

What you want is your Cake and to eat it too.

If I have x2 AC20's and a Er Large with only a single ton of ammo between the AC20's do I get angry because it's not enough ammo?

NERF The AC20's and make them useless with less damage (BUT MORE AMMO!) because on this one build I don't have enough ammo.

That's what you are saying, that's exactly what I am hearing.

Do you really believe that the AC/20 and Mgun are supposed to fulfill the same roles but just with different weight? Those are some of the most drastically different apples and oranges in the entire Battletech universe. You keep trying to compare the bulkiest, second heaviest, most powerful, and slowest firing pinpoint accurate weapon to the lightest, lowest damage per bullet, and least accurate weapon in the game. And, once again, there is not a single mech in the game that is dependent on the AC/20 for filling ballistic hardpoints. Not a single one. Nada. Zero. Zilch. When talking about mechs 45 tons and over, you can stuff in a Gauss, UAC/5, or whatever else you please in a there and it won't matter. If you try to use autocannons on lights or Cicadas, you're gonna have a bad time.

I take that back, it's not apples and oranges. It's apples and sharks with laser beams attached to their heads. If I were to facepalm right now, I would probably shatter my wrist due to the sheer unrelatedness of AC/20s and MGs.

What you see me saying is that I want to nerf MGs, what I see out of you is you using the Jagertroll as the baseline for your MG ammo balancing, which oddly enough can actually handle the ammo requirements better than the non-boats you claim to be trying to help, and you would actually be buffing the {Scrap} out of the Jagertroll. If you go with a 295 STD engine you can get 13 tons of ammo, which would be capable of 1032 damage (assuming he lives that long) and carry 2 LL backup weapons. If you're feeling ballsy enough for an XL engine you can go faster and have more ammo (i.e. XL 315 and 19 tons of ammo). You claim to be balancing around making the individual, singular, non-boated MG viable, but really you're hurting the non-boats while the boats get to keep on trolling like another day at the office.



View PostCarrioncrows, on 30 September 2013 - 06:41 PM, said:

Get out of the Meta, I realize the bulk of MWO has already decided the Er Large and x2 Mguns with a single ton of ammo is the ONLY VIABLE LOCUST BUILD ON THE EARTH. But honestly, you want to gimp a weapon so you can fit it on this one mech. Why not make the weapon viable for every mech so we can step away from the cookie cutter madness.

Do you honestly believe that making each MG require roughly 2-3 tons of ammo to maintain beyond a single skirmish isn't gimping the weapon? Let me put it this way: would you use medium lasers as individual, non-boated weapons if they required 2 extra DHS each (even when you have fewer than 4 or so?)? For instance, if using 3 ML required you to carry 6 extra DHS (regardless of the other weapons on your mech)?

Edited by FupDup, 30 September 2013 - 08:02 PM.


#38 Carrioncrows

    Member

  • PipPipPipPipPipPipPipPipPip
  • Rage
  • Rage
  • 2,949 posts

Posted 30 September 2013 - 08:02 PM

View PostFupDup, on 30 September 2013 - 07:47 PM, said:

Stop comparing the mgun to autocannons.


Stop comparing the mgun to a Medium Laser.

It's not, it's a ballistic weapons.

Ballistic weapons are heavy, low heat and suck down ammo.

Just because the Mgun is the "Lightest" of the AC's doesn't exempt it from the other two points.

#39 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 30 September 2013 - 08:06 PM

View PostCarrioncrows, on 30 September 2013 - 08:02 PM, said:

Stop comparing the mgun to a Medium Laser.

It's not, it's a ballistic weapons.

Ballistic weapons are heavy, low heat and suck down ammo.

Just because the Mgun is the "Lightest" of the AC's doesn't exempt it from the other two points.

All autocannons are ballistics, but not all ballistics are autocannons. The medium laser comparison is based on role, not what color their hardpoints are in the mechlab. A lightweight laser that can be both a filler and main weapon is far closer in all respects to the mgun than a 14-ton rapecannon is.



LATE-EDIT: I did some spreadsheeting. Here are my results:

2 PGI MACHINE GUNS
Gun weight: 1 ton (0.5 x 2)
Ammo: 1 ton (2000 rounds)
Total weight: 2 tons (0.5 x 2 + 1)
Critical slots: 3
Firing time: 100 seconds
DPS: 2
Damage potential: 200

1 CARRIONCROWS MACHINE GUN
Gun weight: 0.5 tons
Ammo: 3 tons (240 rounds)
Total weight: 3.5 tons (0.5 + 3)
Critical slots: 4
Firing time: 120 seconds
DPS: 2
Damage potential: 240

2 FUPDUP MACHINE GUNS
Gun weight: 1 ton (0.5 x 2)
Ammo: 1 ton (2000 rounds)
Total weight: 2 tons (0.5 x 2 + 1)
Critical slots: 3
Firing time: 100 seconds
DPS: 2.8
Damage potential: 280

The only advantage of your MGs is that yours do more damage per hardpoint (but then again take up twice the "effective" weight so that kinda cancels it out).

Edited by FupDup, 01 October 2013 - 11:11 AM.


#40 IllCaesar

    Member

  • PipPipPipPipPipPipPip
  • 980 posts

Posted 01 October 2013 - 06:59 AM

I think his stance was pretty clear - do not abide by TT rules just because the real-time game has its roots in a TT game. I see nothing wrong with bending the tradition/canon of a franchise as long as you bend it so that it is appropriate to the new format.

Here's what I mean. Take Aliens: Colonial Marines. Campaign is absolute *****, but the multiplayer is actually pretty decent. What did they do in the campaign? They tried to remain canonical to the xenomorphs' strength and durability, but they did that while creating a game that had gameplay that made you a badass like in Serious Sam. The game isn't scary, or exciting. If they wanted to make a horror game you should have been made much weaker (which a good example is actually the sewer level with the A:CM campaign, where you are disarmed), or they should have tweaked it so that the xenomorphs were much more durable and actually a threat instead of toning down the player, and basically turning it into an action game. Thats one of the reasons the multiplayer is actually pretty decent - its straight-up action.

Now apply that idea to here. Some people are completely opposed to having the MGs by anything but TT rules just because the origin of the MG is in TT (which I'm not afraid to say is completely stupid, imagine if there was a weapon in the videogames that made it to TT, was extremely overpowered, and people refused to change it), and other people are open-minded and willing to change it to suit the needs of the game.

After making some mathematical comparisons, I've got an idea that could improve the MGs viability. No increase to damage, but an increase to effective range to 200m-250m and a max range somewhere from 300m-400m. There's been a lot of comparisons between the MG and the ML, but I started to factor the SL into it as well. After all, the SL and the MG share both the same weight and DPS. However, the MG requires at least one ton extra ton, so whereas you might have, say, 4x SL and 1x ML on a CDA-2B come out to three tons, on a CDA-3C 4x Mg and 1x ML will equal three tons but also require at least one ton of ammo. That makes the SLs and MLs more almost universally more viable than MGs, especially since there's never any guarantee that you'll survive long enough to even use half a ton of ammo. If we had omni-hardpoints on lighter mechs with lots of ballistic hardpoints, you'd see pretty much everybody take MLs or SLs over MGs. I mean, twenty seconds against an enemy mech, what are the odds that one of his buddies show up ten seconds after you start,, forcing anything without heavy armour to back off? In my experience, pretty high. The SL is more practical for weight and the ML is more practical for range if you're using a hit-and-run type mech , which, lets face it, unless you're using a LL/PPC as your primary weapon, hit-and-run will be the most practical playstyle for smaller mechs. Heat is a non-issue if you disengage quickly, so that advantage the MG has is fairly irrelevant unless you happen upon an Atlas with its back turned piloted by somebody unwilling to turn around. Therefore, I figure we need to give the MGs something neither the SL or the ML have, at the premium cost of the added weight. It already has crit seeking, but thats not nearly enough IMO.

I'll admit, I don't know if what I have will work, but I think that my thoughts on approaching the problem is on the right track.

4 MGs + 2 tons ammo = 4 tons total, DPS = 4

4 MLs + 0 tons ammo = 4 tons total, DPS = 5

MGs have the benefit of no heat, which allows for other weapons to be fire (ie the ERLL on my 3xMG CDA-3C), but its range is significantly increased. Just using my experience with that Cicada, I can tell you it is very rarely worth it to go on the offensive with my MGs, a major reason being the range. Just to go on the offensive, you have to make yourself vulnerable. Now which option sounds more appealing:

Option #1: Running towards an enemy 350m away and chugging my MGs and my ERLL at them to score about 11-14 damage in exchange for getting, say, two AC5 shells and two MLs, so roughly 15-25 damage. Thats about enough to tear off any part of a light mech or the Cicada.

Option #2: Sitting back with my ER LL, popping out to trade 9 damage for the ~4-6 damage they'll land on me with their two glancing MLs blows and missed AC5.

The best trade-off over time is clearly sitting back, and charging with MGs as an actual means of damage instead of just having one in the hopes of critting them is ineffective over time, even suicidal often times, yet this and energy sniping are often the only two viable choices for light mechs with ballistic hardpoints. The MG is a very high risk weapon with very little payoff. Imagine if you could only start charging the gauss rifle only if you already had your target in your crosshair, raised the charge time to two and a half seconds, and required constant visual lock. It would leave you very vulnerable.

Boosting the damage to 2 DPS could indeed raise damage, but it would still require you to get very close to the enemy, close enough that you'd be very likely to get a faceful of alpha. However, increase the range to, say, 180m effective range and 360m max range, which is a 50% increasein range to both. Doing this, you introduce a lot more scenarios where you can fight in areas with cover. Even in River City, in the urban sections, how many times are you fighting someone within 120m? It doesn't seem common in any matches I play on that map. Nobody's shy about walking straight up to a Catapult with LRM60 and 1x ML because its relatively defenseless, but people tend to distance themselves between the anything with 4x ML or more. Well with an MG, you are borderline defenseless, since they do pitiful damage with pitiful range. Increasing the damage would help a little, but you still wouldn't be able to hit at effective range or even max range at the range that most engagements seem to take place. Another example, SRMs and SSRMs have an effective and max range of 270m. MGs have a max range of 240m. That means before you can even get in range somebody can take their SSRMs, which home in on targets, and inflict 5 damage before you even get in range to use your MGs. You'd have a difficult time even destroying a Streaktaro with an exposed CT, regardless of whether you're using a Spider-5K or the Phoenix variant Battlemaster.

Ton for ton, the MG doesn't pull enough weight over the likes of the SL or ML to justify its use, in my opinion. I'd imagine that if you polled player satisfaction of the CDA-2A and the CDA-3C, you'd find overall that people are happier with the 2A.

After making some mathematical comparisons, I've got an idea that could improve the MGs viability. No increase to damage, but an increase to effective range to 200m-250m and a max range somewhere from 300m-400m. There's been a lot of comparisons between the MG and the ML, but I started to factor the SL into it as well. After all, the SL and the MG share both the same weight and DPS. However, the MG requires at least one ton extra ton, so whereas you might have, say, 4x SL and 1x ML on a CDA-2B come out to three tons, on a CDA-3C 4x Mg and 1x ML will equal three tons but also require at least one ton of ammo. That makes the SLs and MLs more almost universally more viable than MGs, especially since there's never any guarantee that you'll survive long enough to even use half a ton of ammo. If we had omni-hardpoints on lighter mechs with lots of ballistic hardpoints, you'd see pretty much everybody take MLs or SLs over MGs. I mean, twenty seconds against an enemy mech, what are the odds that one of his buddies show up ten seconds after you start,, forcing anything without heavy armour to back off? In my experience, pretty high. The SL is more practical for weight and the ML is more practical for range if you're using a hit-and-run type mech , which, lets face it, unless you're using a LL/PPC as your primary weapon, hit-and-run will be the most practical playstyle for smaller mechs. Heat is a non-issue if you disengage quickly, so that advantage the MG has is fairly irrelevant unless you happen upon an Atlas with its back turned piloted by somebody unwilling to turn around. Therefore, I figure we need to give the MGs something neither the SL or the ML have, at the premium cost of the added weight. It already has crit seeking, but thats not nearly enough IMO.

I'll admit, I don't know if what I have will work, but I think that my thoughts on approaching the problem is on the right track.

4 MGs + 2 tons ammo = 4 tons total, DPS = 4

4 MLs + 0 tons ammo = 4 tons total, DPS = 5

MGs have the benefit of no heat, which allows for other weapons to be fire (ie the ERLL on my 3xMG CDA-3C), but its range is significantly increased. Just using my experience with that Cicada, I can tell you it is very rarely worth it to go on the offensive with my MGs, a major reason being the range. Just to go on the offensive, you have to make yourself vulnerable. Now which option sounds more appealing:

Option #1: Running towards an enemy 350m away and chugging my MGs and my ERLL at them to score about 11-14 damage in exchange for getting, say, two AC5 shells and two MLs, so roughly 15-25 damage. Thats about enough to tear off any part of a light mech or the Cicada.

Option #2: Sitting back with my ER LL, popping out to trade 9 damage for the ~4-6 damage they'll land on me with their two glancing MLs blows and missed AC5.

The best trade-off over time is clearly sitting back, and charging with MGs as an actual means of damage instead of just having one in the hopes of critting them is ineffective over time, even suicidal often times, yet this and energy sniping are often the only two viable choices for light mechs with ballistic hardpoints. The MG is a very high risk weapon with very little payoff. Imagine if you could only start charging the gauss rifle only if you already had your target in your crosshair, raised the charge time to two and a half seconds, and required constant visual lock. It would leave you very vulnerable.

Boosting the damage to 2 DPS could indeed raise damage, but it would still require you to get very close to the enemy, close enough that you'd be very likely to get a faceful of alpha. However, increase the range to, say, 180m effective range and 360m max range, which is a 50% increasein range to both. Doing this, you introduce a lot more scenarios where you can fight in areas with cover. Even in River City, in the urban sections, how many times are you fighting someone within 120m? It doesn't seem common in any matches I play on that map. Nobody's shy about walking straight up to a Catapult with LRM60 and 1x ML because its relatively defenseless, but people tend to distance themselves between the anything with 4x ML or more. Well with an MG, you are borderline defenseless, since they do pitiful damage with pitiful range. Increasing the damage would help a little, but you still wouldn't be able to hit at effective range or even max range at the range that most engagements seem to take place. Another example, SRMs and SSRMs have an effective and max range of 270m. MGs have a max range of 240m. That means before you can even get in range somebody can take their SSRMs, which home in on targets, and inflict 5 damage before you even get in range to use your MGs. You'd have a difficult time even destroying a Streaktaro with an exposed CT, regardless of whether you're using a Spider-5K or the Phoenix variant Battlemaster.

Ton for ton, the MG doesn't pull enough weight over the likes of the SL or ML to justify its use, in my opinion. I'd imagine that if you polled player satisfaction of the CDA-2A and the CDA-3C, you'd find overall that people are happier with the 2A.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users