#1
Posted 21 July 2022 - 07:02 PM
Machine gun arrays for both Clan & IS
Why - I personally really like machine guns (especially LMGs as they are now) and think this could be a good way to offer a (new) set of weapons that fill the weight gap between machine guns and the rest of the ballistic family. Also would allow for ballistic slots that would be wasted using a single MGs to become more useful without becoming to problematic.
Basically combining 3 of the same MGs into one weapon system to allow for a gap filler (1.25 - 3.5 ton) in the ballistic weapons class. They could use the RAC models (2s for MG/LMG and 5 for HMG) just shrunk down to look more appropriate
To achieve this it could be done by using the same setup as with Artemis for missiles. You either have Arrays or normal MGs, you can't have both. It would be an upgrade toggle that would cost Cbills and change the weapon system just like Artemis does. (doesn't effect ammo)
To keep the weapons in check I would add Heat to all as a way to balance them out to stop certain mechs from becoming even stronger then they are now. (I find it weird that normal MGs dont produce any heat atm but its a game so its easy to overlook)
Examples (stats are flexible)
//// IS Arrays
// IS MG Array
- 3 slots
- 2 ton - (1.5 for the guns 0.5 for the array housing)
- 10 Health
- 0.3 DMG
- 1 Heat
// IS LMG Array
- 3 slots
- 2 ton - (1.5 for the guns 0.5 for the array housing)
- 10 Health
- 0.24 DMG
- 0.8 Heat
// IS HMG Array
- 3 slots
- 3.5 ton - (3 for the guns 0.5 for the array housing)
- 10 Health
- 0.45 DMG
- 1.4 Heat
//// Clan Arrays
// Clan MG Array
- 3 slots
- 1.25 ton - (0.25 for the guns 0.5 for the array housing)
- 10 Health
- 0.3 DMG
- 1.3 Heat
// Clan LMG Array
- 3 slots
- 1.25 ton - (0.25 for the guns 0.5 for the array housing)
- 10 Health
- 0.24 DMG
- 1 Heat
// Clan HMG Array
- 3 slots
- 3.5 ton - (3 for the guns 0.5 for the array housing)
- 10 Health
- 0.45 DMG
- 1.8 Heat
Clans Arrays run hotter as they have less shielding which makes them lighter but hotter. This is to try and stop them from becoming too powerful within certain loadouts.
The rest of the stats would stay the same but I would tone down Crit which I think is on the cards anyways.
Again this is my personal take on things and I'm sure if this became reality the people who tune the stats (Cauldron/PGI) would do better job then me.
#2
Posted 21 July 2022 - 07:06 PM
#3
Posted 21 July 2022 - 07:42 PM
#4
Posted 21 July 2022 - 08:25 PM
Meep Meep, on 21 July 2022 - 07:42 PM, said:
Let's be honest, pretty sure they could cheat and use the UAC5/UAC2/Rotary models for these. We had 4 mechwarriors and part of this one without dynamic hardpoints, I think we can live without them until they can work some art assets.
Edited by Quicksilver Kalasa, 21 July 2022 - 08:26 PM.
#5
Posted 21 July 2022 - 08:36 PM
#6
Posted 24 July 2022 - 06:05 AM
#7
Posted 24 July 2022 - 08:35 AM
It's a hard sell for clan mechs with many hardpoints to give up on them for machine gun arrays.
LAC5 is 5ton for 5 damage and there's only two LAC, LAC2 and LAC5
LAC fires 1 damage for each bullet.
#8
Posted 24 July 2022 - 08:46 AM
Nomad Tech, on 24 July 2022 - 06:05 AM, said:
Sort of but depends on the range, as MGs do actually have spread so much like Artemis IV, it could just reduce the spread which would be most helpful on HMGs especially given how much of a waste of tonnage they are (twice the tonnage for only 50% more damage, shorter range, and more spread? Pass).
#9
Posted 24 July 2022 - 08:53 AM
caravann, on 24 July 2022 - 08:35 AM, said:
It's a hard sell for clan mechs with many hardpoints to give up on them for machine gun arrays.
LAC5 is 5ton for 5 damage and there's only two LAC, LAC2 and LAC5
LAC fires 1 damage for each bullet.
The Clan versions of LACs are called PACs - Protomech Autocannons. They're weird because they come in sizes of 2, 4, and 8.
Edited by FupDup, 24 July 2022 - 08:53 AM.
#10
Posted 24 July 2022 - 05:29 PM
#12
Posted 02 August 2022 - 06:46 PM
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