

Buff The Machine Guns
#1
Posted 10 June 2014 - 08:09 AM
#2
Posted 10 June 2014 - 08:11 AM
#3
Posted 10 June 2014 - 08:12 AM
Personally, I think they already sound great considering what they're doing.
#4
Posted 10 June 2014 - 08:13 AM
#5
Posted 10 June 2014 - 08:14 AM
MeiSooHaityu, on 10 June 2014 - 08:13 AM, said:
Well, technically multi barreled guns aren't machine guns.
Edited by EyeOne, 10 June 2014 - 08:15 AM.
#6
Posted 10 June 2014 - 08:16 AM

#7
Posted 10 June 2014 - 08:16 AM
#8
Posted 10 June 2014 - 08:22 AM
#9
Posted 10 June 2014 - 08:27 AM
#10
Posted 10 June 2014 - 08:29 AM
EyeOne, on 10 June 2014 - 08:14 AM, said:
Yes they are. There's no limit on the number of barrels on machine guns. The criteria is that they
* fire bullets, not shells.
* are fully automatic.
That's it, no limit on method of operation (gas-driven, electrically powered, or even hand-cranked) or number of barrels.
#11
Posted 10 June 2014 - 09:14 AM
FFS, .30, .40 and .50 cal machineguns today have better effective max range than 125m... at the very least MWO MGs should reach out effectively to 200m.
#12
Posted 10 June 2014 - 09:16 AM
#13
Posted 10 June 2014 - 09:17 AM
Mott, on 10 June 2014 - 09:14 AM, said:
FFS, .30, .40 and .50 cal machineguns today have better effective max range than 125m... at the very least MWO MGs should reach out effectively to 200m.
Effective against soft targets...........not against heavily armored vehicles such as oh, I don't know, Abrams MBT's or Atlas D-DC's.
#14
Posted 10 June 2014 - 09:19 AM
Darth Bane001, on 10 June 2014 - 09:16 AM, said:
It'd be funny if they took the cone off the Clan MG. There's your pinpoint.
#15
Posted 10 June 2014 - 09:48 AM
R Razor, on 10 June 2014 - 09:17 AM, said:
Effective against soft targets...........not against heavily armored vehicles such as oh, I don't know, Abrams MBT's or Atlas D-DC's.
I'm not talking about kill power. Simply range. I don't think they should hit any heavier in-game than they currently do - they're intended as a low power, high ROF crit-seeker; perfect.
But a generally a .50 cal BMG's round has nearly identical velocity and energy at 100 yards to what it does at 200 yards. The MWO (and TT?) limits are laughable. What it does at 120m in MWO it should easily be doing at 200m.
#16
Posted 10 June 2014 - 09:51 AM
Not sure how accurate you want it to sound, try ejecting while firing it?
Might sound like what you are expecting.

#17
Posted 10 June 2014 - 09:57 AM
Mott, on 10 June 2014 - 09:48 AM, said:
I'm not talking about kill power. Simply range. I don't think they should hit any heavier in-game than they currently do - they're intended as a low power, high ROF crit-seeker; perfect.
But a generally a .50 cal BMG's round has nearly identical velocity and energy at 100 yards to what it does at 200 yards. The MWO (and TT?) limits are laughable. What it does at 120m in MWO it should easily be doing at 200m.
Ahh but the MG's in this game are not supposed to be the equal of today's Machine guns.........keep in mind that they are scaled to reflect the target they are shooting at.........maybe at 300 yards they lack the ability to do more than scratch the paint on a battlemech due to the armor composition of said mech? A .50 BMG at 200 yards isn't going to do much more than make a lot of noise and scuff a lot of paint off of any modern Main Battle Tank after all, so why should these be different?
#18
Posted 10 June 2014 - 10:04 AM
R Razor, on 10 June 2014 - 09:57 AM, said:
You continue to miss my point. My fault i suppose. I'll try to clarify.
At any range, all an MG should be doing to a well armored mech is scratching the paint. I'm not disagreeing with that.
However, they exist as high ROF internal crit-seekers when a mech is busted open. So once your mech has been cracked open and has exposed internals and components, there is absolutely no reason that my MGs that can tear you a new one at 100m can't also tear you a new one at 200m (with slightly reduced accuracy).
Edited by Mott, 10 June 2014 - 10:04 AM.
#19
Posted 10 June 2014 - 10:07 AM
Mott, on 10 June 2014 - 10:04 AM, said:
You continue to miss my point. My fault i suppose. I'll try to clarify.
At any range, all an MG should be doing to a well armored mech is scratching the paint. I'm not disagreeing with that.
However, they exist as high ROF internal crit-seekers when a mech is busted open. So once your mech has been cracked open and has exposed internals and components, there is absolutely no reason that my MGs that can tear you a new one at 100m can't also tear you a new one at 200m (with slightly reduced accuracy).
Okay I reckon I can agree with that logic......although I'm not sure I'd want to see that happen, too many Embers running around having surprise sex with folks as it is.
Edited by R Razor, 10 June 2014 - 10:08 AM.
#20
Posted 10 June 2014 - 10:12 AM
Mott, on 10 June 2014 - 10:04 AM, said:
Not really though. The autocannon (MG) in an A-10 is designed to tear armored vehicles apart. It isn't called a tank buster for nothing. I am considering an aircraft autocannon like this an MG because it isn't a ballistic "shelled" cannon like an artillery piece or something you would find in a turret of a tank.
Even if you don't want to count an autocannon like the Vulcan cannon as an MG, sniper rifles like the Barrett 50 cal. are designed to fire a round that can punch through light armor. It wouldn't be far off to say a MG in 3050 could fire rapid armor piercing shells that could do at least SLasers type damage to armor.
There is nothing about the MG in this game that I find unfair. If there was one thing they could add, it would be a small and steady increase in heat buildup over continous firing of the MGs (similar to the heat crawl a flamer causes when continously used). It would simulate the heat buildup in the barrel..kind of...sort of

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users