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Machine Gun Overhaul Proposal


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Poll: Machine Gun Proposal (10 member(s) have cast votes)

Do you agree with this proposal?

  1. I agree with all of your proposal (0 votes [0.00%])

    Percentage of vote: 0.00%

  2. I agree with most of your proposal (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

  3. I agree and disagree with some points discussed in your proposal (3 votes [30.00%] - View)

    Percentage of vote: 30.00%

  4. I disagree with most of your proposal (0 votes [0.00%])

    Percentage of vote: 0.00%

  5. I disagree with all of your proposal (3 votes [30.00%] - View)

    Percentage of vote: 30.00%

More specifically, do you agree with making machine guns burst fire over a certain length of time?

  1. Yes. I am fine with your proposed implementation (6 votes [60.00%] - View)

    Percentage of vote: 60.00%

  2. Yes, but I prefer a different implementation/values then you suggested (Please describe preferred implementation/values) (0 votes [0.00%])

    Percentage of vote: 0.00%

  3. No, I do not agree with your proposed change [Please describe reason(s) why you do not agree] (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

More specifically, do you agree with turning machine gun ammo into individual belts (per ton/half ton), that require time to reload when depleted?

  1. Yes. I am fine with your proposed implementation (4 votes [40.00%] - View)

    Percentage of vote: 40.00%

  2. Yes, but I would prefer a different implementation/values then what you suggested (Please describe preferred implementation/values) (1 votes [10.00%] - View)

    Percentage of vote: 10.00%

  3. No, I do not agree with your proposed change [Please describe reason(s) why you do not agree] (5 votes [50.00%] - View)

    Percentage of vote: 50.00%

Do you agree with the proposed balancing?

  1. Yes, I agree with all of the proposed changes for balance (2 votes [20.00%] - View)

    Percentage of vote: 20.00%

  2. I agree with some of the proposed changes, but do not agree with others (Please describe why you do not agree and what should be changed) (5 votes [50.00%] - View)

    Percentage of vote: 50.00%

  3. No, I do not agree with any of these proposed changes (Please describe why you do not agree and what should be changed) (3 votes [30.00%] - View)

    Percentage of vote: 30.00%

Are you satisfied with the current state of machine guns? (Not critical, just interested)

  1. Yes, I am fine with the current state of machine guns (3 votes [30.00%] - View)

    Percentage of vote: 30.00%

  2. I am fine with machine guns on their own, but not when boated (1 votes [10.00%] - View)

    Percentage of vote: 10.00%

  3. I am fine with machine guns when boated, but not by its own (1-2) (3 votes [30.00%] - View)

    Percentage of vote: 30.00%

  4. I am not fine with machine guns in their present state (3 votes [30.00%] - View)

    Percentage of vote: 30.00%

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#1 shellashock

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Posted 28 January 2015 - 03:20 PM

*IMPORTANT*

Preamble:
Spoiler


1. Make Machine guns burst fire over x seconds
Spoiler


2: Implement reloading for machine guns
Spoiler


3: Balance accordingly
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Summary:
Spoiler


Advantages/Disadvantages:
Spoiler

Discuss! If you have any questions about the mechanics and values I proposed or the equations/ formulas I showed (much harder than writing them on paper TBH), please voice them here.

Edited by shellashock, 28 January 2015 - 04:45 PM.


#2 Koniving

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Posted 28 January 2015 - 03:43 PM

For number 1 on the pros/cons, you can simply up the damage per bullet and give the illusion that more bullets were fired (by diminishing the bullet count faster) rather than actually spamming more bullets.

3 is an issue that people will deflect against similar to ghost heat, now that I finally understand the graph you made earlier.

This sort of mechanic would've been great for UACs versus what we have.

I like it but the spin up/spin down fire is something that people are going to complain about even if it does feel good.

On a side note, I'm saddened that there was nothing about reducing the obscene 5 meter-wide muzzle flash that MGs have. o.o;

Edited by Koniving, 28 January 2015 - 03:44 PM.


#3 shellashock

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Posted 28 January 2015 - 04:22 PM

View PostKoniving, on 28 January 2015 - 03:43 PM, said:

For number 1 on the pros/cons, you can simply up the damage per bullet and give the illusion that more bullets were fired (by diminishing the bullet count faster) rather than actually spamming more bullets.

3 is an issue that people will deflect against similar to ghost heat, now that I finally understand the graph you made earlier.

This sort of mechanic would've been great for UACs versus what we have.

I like it but the spin up/spin down fire is something that people are going to complain about even if it does feel good.

On a side note, I'm saddened that there was nothing about reducing the obscene 5 meter-wide muzzle flash that MGs have. o.o;

1. True, but it will look and sound a bit weird to have the machine gun fire at the same rate and have the counter go down 3 times as fast. Thanks for bringing this up!

3. Not sure what you mean by deflecting against ghost heat. FYI, not all the "disadvantages" are really disadvantages. Some of them are merely questions about how effect a mechanic would be. Hope that clears up a bit of confusion. And yes, I really need to improve that first graph.

I am sure people will complain about the spinup/ spin down mechanic just as they complained about gauss charge, but I think it would be better to have the delay then having a weird 3 second burst, stop for an instant and then resume 3 second burst. The delay is built around how rapid fire machine guns work today; by that I mean how gatling guns fire for a set period of time before they stop to cool off the barrels. Don't see why a rapid fire BT machine gun wouldn't do the same. And spin up/ spin down with appropriately visual/sound effects just looks/sounds awesome.

As for reducing the muzzle flash, I completely forgot about that! I guess it would make sense to keep the large muzzle flash radius though if I want to triple the fire rate lol. Thanks for your review.

EDIT: Wait, wasn't it RAC's that had the constant fire rate until jamming? If those ever get into the game, this would be a nice mechanic for them.

Edited by shellashock, 28 January 2015 - 05:04 PM.


#4 Savage Sweets

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Posted 29 January 2015 - 05:14 PM

View Postshellashock, on 28 January 2015 - 04:22 PM, said:

I am sure people will complain about the spin up/ spin down mechanic just as they complained about gauss charge, but I think it would be better to have the delay then having a weird 3 second burst, stop for an instant and then resume 3 second burst.

It would be more realistic to our current understanding, but I think the addition of a delay before actually firing will nerf the machine gun unnecessarily. It's already a pretty niche & situational weapon as is. Even with your improvement, there's also the issue of its ludicrously short range. I would imagine most mechs not engaging you (or not swiftly chased) would escape your machine guns' range before a majority of its bullets would hit them.

View Postshellashock, on 28 January 2015 - 04:22 PM, said:

The delay is built around how rapid fire machine guns work today; by that I mean how gatling guns fire for a set period of time before they stop to cool off the barrels. Don't see why a rapid fire BT machine gun wouldn't do the same.

My question is:
  • Is the BT machine gun actually a gatling gun? Or just a mech-sized machine gun?
Secondly, it's 3050. Centuries after the massive technological advances of BT's golden age of technology. I would suspect BattleMech technology (that not even contemporaries of 3050 fully understand) would have mechanisms that are beyond our understanding; despite what real-world influences BT does ground itself in.



Though, I do like the idea of burst fire for machine guns.

Thirdly, if BT machine guns really are gatling guns, they need some better range. I really can't understand how guns firing such low caliber bullets are barely traveling the equivalent of a 9mm bullet clearing 10 feet (or roughly 1 meter) before simply dead-dropping or incinerating into dust.

View Postshellashock, on 28 January 2015 - 04:22 PM, said:

And spin up/ spin down with appropriately visual/sound effects just looks/sounds awesome.

Agreed. It would totally need gatling gun sound effects instead of the pee-shooter sfx's it has now (at least on I.S. m.guns).

View Postshellashock, on 28 January 2015 - 04:22 PM, said:

As for reducing the muzzle flash, I completely forgot about that! I guess it would make sense to keep the large muzzle flash radius though if I want to triple the fire rate lol. Thanks for your review.

Still, it's nice to not to have a muzzle flash so large it blinds you.

Edited by Savage Sweets, 29 January 2015 - 08:52 PM.


#5 Dino Might

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Posted 29 January 2015 - 05:58 PM

Just point of fact - a reloading system would take up WAY too much space in a mech, be prone to malfunction, and be just a bad idea all around. Running it all linked is a better idea, with feed cages running from place to place on the mech.
The feed cages do not take up that much space and will be much more reliable than a system that has to somehow move ammo bins from one place to another.

The spooling mechanic to get the barrels rotating first, like a gattling gun, would be fine. It makes sense and wouldn't be all that bad.

If you wanted to add a cooldown on MGs, you could create a system for "barrel heat" - as you continuously fire, the barrels heat up. Once they reach a certain heat level, you stop firing until they cool off. The gattling gun design is set to distribute the heat of that high rate of fire over 6 barrels, so you don't have to stop firing too often, but even then, you could design a gun with a high muzzle velocity that will still require cooling periods with multiple barrels if you run an extremely high rate of fire.

Edited by Dino Might, 29 January 2015 - 06:01 PM.


#6 Levi Porphyrogenitus

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Posted 29 January 2015 - 06:15 PM

MGs really need two changes. Do those two things and they'd be just fine. Boating MGs would be dangerous, but would have a huge cost in all situations other than the single ideal one, making it a trade-off worth allowing.

1 - Increase damage per shot back to 0.1.

2 - Increase the critical damage chance and critical damage multiplier again.

What do these changes do? They make the MG marginally more effective against armor, though still very much inferior to pretty much any other option, while also ramping up how dangerous they are to exposed components (and by extension Internal Structure, given the 15% damage return).

I'd also suggest a third change:

3 - Tighten up the cone of fire, allowing for better precision when aiming for specific components.

I don't see a need for any complicated mechanical changes to MGs. I figure that, if you make them actually useful in smaller numbers, then you might start seeing them in at least some of the builds that are supposed to carry them. Boating them has inherent trade-offs, and the stare-to-shoot mechanic is an inherent balancing mechanic that would hugely contribute to limiting their power when boated to the extreme. When coupled with their serious range limitations, I don't see a problem with more dangerous MGs, even when boated 6 at a time.

#7 shellashock

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Posted 29 January 2015 - 06:16 PM

View PostSavage Sweets, on 29 January 2015 - 05:14 PM, said:

1. It would be more realistic to our current understanding, but I think the addition of a delay before actually firing will nerf the machine gun unnecessarily. It's already a pretty niche & situational weapon as is. Even with your improvement, there's also the issue of its ludicrously short range. I would imagine most mechs not engaging you (or not swiftly chased) would escape your machine guns' range before a majority of its bullets would hit them.


2. My question is:
  • Is the BT machine gun actually a gatling gun? Or just a mech-sized machine gun?
Secondly, it's 3050. Centuries after the massive technological advances of BT's golden age of technology. I would suspect BattleMech technology (that not even contemporaries of 3050 fully understand) would have mechanisms thatare beyond our understanding; despite what real-world influences BT does ground itself in.


Though, I do like the idea of burst fire for machine guns.

3. Thirdly, if BT machine guns reallyare gatling guns, they need some better range. I really can't understand how guns firing such low caliber bullets are barely traveling the equivalent of a 9mm bullet clearing 10 feet (or roughly 1 meter) before simply dead-dropping or incinerating into dust.


Agreed. It would totally need gatling gun sound effects instead of the pee-shooter sfx's it has now (at least on I.S. m.guns).


4. Still, it's nice to not to have a muzzle flash so large it blinds you.

1. I do agree that the delay will be a bit of a nerf to the machine gun, but I am trying to turn machine guns into a close range opportunistic weapon built round savaging internals, not keep it as a close DoT stream. The mechs that tend to use machine guns are on the light side or boat it to the tune of 4-6, and they almost always are built around opportunity brawling/backstabbing. This is why I want to make them burst fire; as this will allow these mechs to do their damage and get out quicker.

The super short range is an issue, but it should not matter too much as my changes should turn machine guns into a more hit and run style weapon more capable of dealing with short encounter times.

2. I am honestly not sure. I am new to BT, so most of my research is from Sarna. I simply interpreted BT machine guns as gatling guns because it more easily justifies having the weapon fire in bursts. In addition, I would assume that a mech sized machine gun is more based around the "death by a thousand cuts" principle due to mechs using ablative armour. I would think that a gatling/chain gun would fill this niche better then a mech sized machine gun would, but again, this is mostly just my interpretation of BT.

3. Again, I am not completely sure how machine guns worked in BT, but I am pretty sure that they were meant to be a short ranged weapon designed for anti-infantry and chip damage against mechs. Giving them mid-range firing capabilities would probably go against that job description, but should pass that by a BT veteran.

4. Indeed, it would be nice to have a low light muzzle flash to prevent the blinding effects of multiple machine guns. Maybe the flashing would be better if the art for machine guns was using a scaled down UAC/5? The flashing would be more muted, coming out of multiple barrels and would be farther away from the mech compared to the current art for machine guns that are very close to the mech's hull.

#8 shellashock

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Posted 29 January 2015 - 06:35 PM

View PostDino Might, on 29 January 2015 - 05:58 PM, said:

1. Just point of fact - a reloading system would take up WAY too much space in a mech, be prone to malfunction, and be just a bad idea all around. Running it all linked is a better idea, with feed cages running from place to place on the mech.
The feed cages do not take up that much space and will be much more reliable than a system that has to somehow move ammo bins from one place to another.

The spooling mechanic to get the barrels rotating first, like a gattling gun, would be fine. It makes sense and wouldn't be all that bad.

2. If you wanted to add a cooldown on MGs, you could create a system for "barrel heat" - as you continuously fire, the barrels heat up. Once they reach a certain heat level, you stop firing until they cool off. The gattling gun design is set to distribute the heat of that high rate of fire over 6 barrels, so you don't have to stop firing too often, but even then, you could design a gun with a high muzzle velocity that will still require cooling periods with multiple barrels if you run an extremely high rate of fire.

1. Just to be clear, I am not talking about having the autoloader system move the bins of ammo from place to place. I am thinking that once a belt of ammo is depleted, the autoloader would eject the belt and go to the next hopper; where it would link with the first round of the belt and load that into the waiting machine gun. As I am civilian, I am not familiar with how ammo linking and such works in real life, but I am pretty sure that it would be more difficult to link multiple belts of ammo at different points of a mech by stringing them all together through an autoloader system then it would be to have the autoloader do what I described above. But again, since it is not clear (AFAIK, would like to know for sure if anyone has any BT sources for it), how the autoloader works for belts/hoppers/whatever of machine gun ammo, so I just assumed it worked like I described because it fit my idea better. Thanks for your input though!

2. I actually had a system like this designed from the start, but I scrapped it for a few reasons: 1. It got really complicated with the math for calculating individual heat bars and making sure they were all properly balanced.

2. There wasn't really a way I could prevent people from "riding the overheat" without implementing the "spin down" delay (three separate mechanics starts getting messy).

3. The system would automatically give macros a huge edge in that they could easily keep up a steady rate of fire with multiple machine guns and pretty much ignore the heat penalties while penalizing people who used multiple machine guns who had to manage multiple heat bars, etc without using a macro. I could fix the macro issues by making a global heat system for machine guns, but that is completely illogical. How could two machine guns (one on each arm of a spider for example) build heat together if only one is firing when they are nowhere near each other proximity wise for heat transfer?

It simply was much easier to set an arbitrary limit to 3 second to simulate the overheating and then assume that the machine guns could cool their barrels sufficiently within that "spin down" period to fire again for another solid 3 seconds without damage to the barrel or the weapon in general. In addition, it make calculating the math easier with just a simple 0.5-1 second delay in total (0.25/0.5 was the number I got for average spin up/ spin down time for real life gatling guns) and is MUCH easier for a person to manage without a macro. Hope this explains why I don't believe the heat mechanic is a good idea.

#9 Knightshadowsong

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Posted 30 January 2015 - 02:38 AM

Machine guns are way OP right now. Honestly they need a serous nerf. Battle mech internals and such are made of stuff as hard as the hull of a large battle ship, small caliber bullets, even .50 cals wouldn't do more then dent the internals. I can see taking weapon systems off line, but the get hit with MG's and blow up would be like shooting a tank with a .22 caliber pistol and expecting it to do something other then fly off.

I could understand MG's doing damage to tanks, but on Mech's there only there for anti infantry work. on mech's armor they wouldn't do a thing. So unless there planning on adding power armor/infantry and tanks, then really, MG's should be pulled from the game, or made into a distraction/weapon killer. Not the mech killer they currently are.

#10 Kalimaster

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Posted 30 January 2015 - 07:54 AM

Tell you what. Lets leave them alone. :)

#11 Burktross

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Posted 30 January 2015 - 12:07 PM

I'm really only up for reloading if it is in non adjacent parts.
Such as arm ammo --> torso MG for no penalty. But leg ammo --> torso MG reload
It will also encourage case, for torso mounted ammo

As for balancing, I think ammo is fine as is.

Edited by Burktross, 30 January 2015 - 12:07 PM.


#12 shellashock

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Posted 30 January 2015 - 02:36 PM

View PostKalimaster, on 30 January 2015 - 07:54 AM, said:

Tell you what. Lets leave them alone. :)

Machine guns could be left in their current state, but that would just shaft people who want to use a pair of machine guns for a balanced build. They are probably close to good balance right now though. My ideas are really just trying to get machien guns to my "ideal state". It is probably good enough just to make a pair of machine guns usable against internals and then find a way to balance boats vs 1-2 machine guns.

#13 shellashock

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Posted 30 January 2015 - 02:46 PM

View PostBurktross, on 30 January 2015 - 12:07 PM, said:

I'm really only up for reloading if it is in non adjacent parts.
Such as arm ammo --> torso MG for no penalty. But leg ammo --> torso MG reload
It will also encourage case, for torso mounted ammo

As for balancing, I think ammo is fine as is.

FYI, legs are adjacent to torso unless you are talking about center torso. I do get what you are saying though. I personally would be fine with reloading per individual ton because it makes balancing easier, but I would be fine with compromising letting individual tons of ammo be linked together if they are in the same component. Then it makes sense for the technicians to merely lump all the belts into a single hopper and link them together. Once you start getting into cross components, I would think that it would be easier to let the autoloader take care of it instead of cross linking component ammunition.

Cool idea though because a concentration of ammo makes it a more likely target to hit and cause an ammo explosion. Even better is that most MG boats use standard engine due to low weight requirments; so CASE would be even more likely to be used. The only thing that I would really change about ammo right now is lower the number of rounds from 2000 to 1800. This doesn't change too much gameplay wise, but it really helps prevent these stupid decimal numbers I keep getting in the RoF values.


Overall, thanks for all the replies guys! I had less feedback then I expected on my unit's forum, so I was not able to find a lot of these points you guys are bringing up. I will try to revise my idea and make compromises where necessary. BTW, would you like me to just get rid of the old polls when I have fully revised my idea and put up fresh ones, or put up new polls while locking the old polls as reference data (if that's even possible)?

#14 r4p70r

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Posted 30 January 2015 - 03:45 PM

Hi,
didnt read the hole thread so sry if someone before me tell the same.
So why on earth every game developer and so many people think its realistc for a gattling gun to spinup before shooting?
Imagine an A-10 Pilot needs to spinup his 30mm Gattling Gun, how funny. :)
Maybe it is for ballancing but in my opinion it is better to nerf the damage and not the firing mechanism.
Look at this video





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