

Machine Guns
#121
Posted 01 March 2015 - 11:06 AM
They're pretty terrible, they don't knockout weapons very fast, and the facetime is... bad.
Even on the Arrow.. 6 mg's? just barely enough to make a dent most of the time.
But its still damage that isn't costing me heat, and it still makes people panic when they've got an open component, so its got that going for it.
#122
Posted 01 March 2015 - 11:11 AM
Techorse, on 24 December 2014 - 02:06 PM, said:
- Return the Machine Gun to 1 DPS
- Buff the Flamer to 1 DPS, effectively make it an energy machine gun
- Reduce AC/2 heat to .6 per round, and return the firing rate to .52
- Remove Ghost Heat from the AC/2
- Increase damage done by LB-X autocannons to internal structure to 1.25 per pellet. (Not as relevant to the thread, but I hear the IS LB-X 10 is rather pitiful outside of the Centurion that can spam the weapon)
This
#123
Posted 01 March 2015 - 11:47 AM
Vassago Rain, on 25 December 2014 - 03:11 PM, said:
Light rifles can't actually damage mechs, and the tonnage to damage profile makes the AC5 and AC2 far superior weapons, anyway.
What you should be asking for are light ACs. Those are AC5s and AC2s, that cut range to use less tonnage and crits.
Heavy Rifle weighs the same as an AC/5 and does almost twice as much damage(9). It's almost as if TT's Autocannon are supposed to be better at damage over time whereas the Rifles are supposed to be single-shot... *gasp*
Where it suffers is in heat and ammo weight. Light Rifles (for light 'mechs) sound like a great option, honestly - 3 tons, 1 slot, 3 damage, short range, and just enough ammo per ton to make it an option as opposed to a "must."
Edited by Bloodweaver, 01 March 2015 - 11:48 AM.
#124
Posted 01 March 2015 - 12:01 PM
Mister D, on 01 March 2015 - 11:06 AM, said:
They're pretty terrible, they don't knockout weapons very fast, and the facetime is... bad.
Even on the Arrow.. 6 mg's? just barely enough to make a dent most of the time.
But its still damage that isn't costing me heat, and it still makes people panic when they've got an open component, so its got that going for it.
I've found 2 machine guns is still utterly meaningless, at least since their recent downgrade. Before, two was just barely OK. Now, not even that. With three, you start seeing some real effects, especially with proper builds (3MG and 2LPL on a Dragon, all arm-mounted, is pretty good, for example). With four of them you get a real, tangible, viable weapon system, although it still needs to work in concert with the rest of your loadout. Six of them is perfectly fine(but should be closer to OP, really, considering you're sacrificing so many potential ACs).
#125
Posted 01 March 2015 - 01:23 PM

#126
Posted 01 March 2015 - 03:19 PM
Then we just need the rework to flamers paul is working on
#127
Posted 01 March 2015 - 03:56 PM
They have almost no purpose. If someone wants to tell me MGs are great, please put together an MG mech and show me a video of their awesome power. I've so far seen no instances of it.
Edited by Greenjulius, 09 March 2015 - 09:36 AM.
#128
Posted 09 March 2015 - 09:07 AM
#129
Posted 09 March 2015 - 09:09 AM
Gotta show how much facetime is required to perform the same action.
#130
Posted 09 March 2015 - 09:10 AM
#131
Posted 09 March 2015 - 09:23 AM
Mercules, on 24 December 2014 - 06:12 AM, said:
Machineguns also get 1k ammo per ton but only expend 1 per 10 second period. They could literally fire for 2.5+ hours before using up a ton of ammo. It would do 2,000 damage over that period of time. The current ratio of damage per ton of ammo in game is 160. You are supposed to buy a ton of MG ammo and feed 4 MGs off of it or 1/2 a ton for two.
*starts to have flash-backs to TT matches, where they lost fresh WHM-6R's to through armour crits hittting the 200 rounds of MG ammo, causing 400 damage to the Warhammer...*
#133
Posted 09 March 2015 - 09:29 AM
http://www.sarna.net...chine_Gun_Array
#134
Posted 09 March 2015 - 09:35 AM
reddevil, on 09 March 2015 - 09:10 AM, said:
Correct me if I'm wrong....but don't they presently have an average DPS of 1.21, assuming over 100 rounds you get each corresponding crit.
(48*0.08)+(4*0.324)+(17*0.216)+(31*0.108) which should give you that number.
Of course, that's with a CoF and horribly short range.
#136
Posted 09 March 2015 - 09:45 AM
If MGs made a big difference in a fight for you, you might be facing some really bad opponents.
#137
Posted 09 March 2015 - 09:46 AM
#138
Posted 09 March 2015 - 09:48 AM
#139
Posted 09 March 2015 - 09:49 AM
#140
Posted 09 March 2015 - 09:52 AM
Mercules, on 24 December 2014 - 03:47 AM, said:
That would be the Machine Gun. Technically it should be doing 2 damage per shot like an AC/2. If they just gave it the same DPS as the AC/2 with a lower damage and faster rate of fire that would be okay too.
The MG was horrible in TT, a literal deathtrap because you could never shoot off your ammo in time before having your ammo explode. Get that weak sauce out of here.
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