qki, on 02 December 2013 - 02:29 PM, said:
your horribly exaggerated, and purely hypothetical example (commando at 120m) has no place on he battlefield.
Take one of your MG 'mechs, drop on the training grounds. Find a Commando and position yourself 120m from it. Fire your MG(s). Observe where damage is done on the paperdoll. "Horribly exaggerated" my sweet behind.
If the MG spread is such a non-factor, would you like the same spread added to other weapons? I can't see you saying no to such a minor change?
qki, on 02 December 2013 - 02:29 PM, said:
Even assuming perfect marksmanship with the lasers, a MG is still a viable alternative.
Assuming perfect marksmanship with both lasers and MGs, the MG comes up short due to its spread. A certain percentage of your shots will not hit where you aim, another percentage will miss the target completely unless you're butt-humping it.
And furthermore, there's a world of difference between hitting with an instant-damage weapon like an AC, walking in and holding a short-duration beam on target like with lasers, and having to never go off-target at all like with the MG. The more instant the damage, the easier the task gets.
qki, on 02 December 2013 - 02:29 PM, said:
As long as you understand what that alternative means. It is not a replacement damage dealer, but a weapon meant to take advantage of exposed internals. And the 6MG Jager with a pair of can openers is hardly the only loadout worth considering. A fast light that will distract the enemy, and prey on the damaged ones can be just as much of an asset to the team, as a Jenner F packing 6 lasers and pulling its weight in "regular" damage.
Distracting the enemy doesn't pay, and a 6ML JR7-F has no problems racking up the damage. Whereas the LCT-1V with its single ML and 4xMG will have a very hard time just staying alive long enough for his "viable" "alternative" weapons - that incidentally comprises 75% of his total weapon weight and 80% of his total number of weapons - to be allowed to come into play. I understand you have no issue with consigning lights to the scavenger role only, but I'd like for them to be a bit more than that.
qki, on 02 December 2013 - 02:29 PM, said:
Historically (and lorewise), MGs are an anti infantry weapon
Let me just stop you right there, because that's just plain wrong. MGs are, and have always been, anti-'mech weapons that are also very effective against infantry. They are not in any way, shape, or form just anti-infantry. They deal as much damage to a 'mech as an AC/2 in TT, and while there are weapons that have negative damage modifiers when shooting at 'mechs, the MG isn't one of those weapons.
It has survived almost 30 years of rules revisions where there's been ample time to remove the 'mech damage if they were not intended to damage 'mechs, but in the latest revision of the rules they
still do 2 damage to 'mechs.
If the MG had followed the same rules as the other weapons did in the conversion from TT, they would have 2 damage per shot and fire twice per second (if they followed the AC/2 rules), or do somewhere between 3 and 5 DPS like all the other ballistics. They would also have a range of 90m and a max range of 270m, and no extra crit chance or bonus crit damage.
For some reason PGI decided to make them "useless against armour" - there's a dev quote somewhere using those exact words - when they weren't in TT, but it's important to remember that this is a PGI invention - in every other incarnation of the BattleTech Universe the 'mech-mounted MG is a fully functional anti-'mech weapon.
qki, on 02 December 2013 - 02:29 PM, said:
Most importantly, the light mechs, that cannot realistically mount any serious ballistic weapons, have a viable alternative to leaving all those hardpoints empty.
And that's what I'm trying to get through to you - it is exactly these ballistic lights that
need the MG to be viable both against armour and internals - because they don't have much other choice in weaponry and their non-MG loadouts are severely limited.
qki, on 02 December 2013 - 02:29 PM, said:
Seriously people - the 4MG spider is a trial mech right now. Give it a proverbial shot. Stay back, poking the enemy from long range (and odd angles) with the laser, and if you see them damaged, dash in (not at all costs obviously), and try to focus fire on the exposed location
By all means do. Then try the same with a SDR-5D; you can strip the ECM if you want for a more fair comparison.
Then drop a few matches in a LCT-1V, and compare with a few in a LCT-3M; see which one you get better results in. For a final encore, compare and contrast the CDA-3C with the CDA-2A in a couple of drops each.
In all these cases the only difference between the two variants is that one is dependent on the MG whereas the other isn't.