Preamble:
Spoiler
Hello all!
Before anyone disagrees with the proposal I am posting, please note that I think machine guns are currently in a good place right now as far as the “damage to armour vs internals ratio” is concerned. Most people would agree that they currently do a fine job as a chip damage/crit seeker weapon. Unfortunately, the crit damage potential for machine guns is rarely realized unless you are boating them (using 4-6 of them).
The goal of this proposal is to fit machine guns into a chip damage/crit seeker niche that can be filled by a pair (2) of machine guns. This proposal will also try to turn machine gun boats into the true internals munching buzzsaws they should be while providing a few drawbacks to help counter them. Enjoy!
PS: All mechanics, equations, and proposed numbers are WIP and should be treated as if they are not proven. All of my proposed numbers have been chosen because they gave me nice whole numbers without icky decimals in sections like ammo count and number of shots per second. Please notify me of any holes in my logic, equations, or proposed numbers. I am relatively new to balancing (more of a mechanics design guy), so I would appreciate any help in simplifying/properly balancing my proposal. As always, please be courteous and don’t flame the OP/ other posters in the thread.
Hello all!
Before anyone disagrees with the proposal I am posting, please note that I think machine guns are currently in a good place right now as far as the “damage to armour vs internals ratio” is concerned. Most people would agree that they currently do a fine job as a chip damage/crit seeker weapon. Unfortunately, the crit damage potential for machine guns is rarely realized unless you are boating them (using 4-6 of them).
The goal of this proposal is to fit machine guns into a chip damage/crit seeker niche that can be filled by a pair (2) of machine guns. This proposal will also try to turn machine gun boats into the true internals munching buzzsaws they should be while providing a few drawbacks to help counter them. Enjoy!
PS: All mechanics, equations, and proposed numbers are WIP and should be treated as if they are not proven. All of my proposed numbers have been chosen because they gave me nice whole numbers without icky decimals in sections like ammo count and number of shots per second. Please notify me of any holes in my logic, equations, or proposed numbers. I am relatively new to balancing (more of a mechanics design guy), so I would appreciate any help in simplifying/properly balancing my proposal. As always, please be courteous and don’t flame the OP/ other posters in the thread.
1. Make Machine guns burst fire over x seconds
Spoiler
One of the biggest complaints I have seen about machine guns is that they have good “paper” damage, but they are often not able to deliver the advertised amount due to the 100% on-target time required to deal damage. Battles aren’t always as cut and dried as a simple DPS faceoff (one of the reasons why alpha damage is so important here), and this often will negate the machine gun’s “paper” advantage.
My solution to this is making machine guns fire bursts for a maximum of 3 seconds. This locks a machine gun’s damage potential into a set timeframe that (to me) seems reasonable for a weapon that is based off the “death by a thousand cuts principle”. As making machine guns fire in short bursts of rapid fire further reinforces the notion that these machine guns are like Gatling guns, it makes sense to suggest that a “spin up/ spin down” time be implemented as well to simulate the motor that powers the barrel rotation. This delay will be small (around 0.25-0.5 per), but it should be enough to make people think before committing to a battle with their guns and will prevent the need to constantly spam the fire button when the guns finish the 3 second burst. Just hold down the button and it will automatically spin up and spin down at the beginning and end of each cycle respectively.
One of the biggest complaints I have seen about machine guns is that they have good “paper” damage, but they are often not able to deliver the advertised amount due to the 100% on-target time required to deal damage. Battles aren’t always as cut and dried as a simple DPS faceoff (one of the reasons why alpha damage is so important here), and this often will negate the machine gun’s “paper” advantage.
My solution to this is making machine guns fire bursts for a maximum of 3 seconds. This locks a machine gun’s damage potential into a set timeframe that (to me) seems reasonable for a weapon that is based off the “death by a thousand cuts principle”. As making machine guns fire in short bursts of rapid fire further reinforces the notion that these machine guns are like Gatling guns, it makes sense to suggest that a “spin up/ spin down” time be implemented as well to simulate the motor that powers the barrel rotation. This delay will be small (around 0.25-0.5 per), but it should be enough to make people think before committing to a battle with their guns and will prevent the need to constantly spam the fire button when the guns finish the 3 second burst. Just hold down the button and it will automatically spin up and spin down at the beginning and end of each cycle respectively.
2: Implement reloading for machine guns
Spoiler
This is one of the most important changes for overhauling machine guns. A mech using machine guns currently will link all ammunition together and will fire continuously until all ammunition has been spent. This can sometimes be upwards of 5 tons of ammo linked together for builds like the 6 MG Jagermech.
Considering that machine gun ammo is spread across your mech’s critical space and is not all stored in a single ammo cache, it would be both arduous and impractical to link all of these rounds together through the mech’s autoloader network. It would be much easier for both the tech working on the mech and the autoloader system itself if it simply counted each of ton/ half ton of ammo as a belt or clip. Once a belt has been depleted, the depleted belt could be ejected and the autoloader would feed a fresh belt to the waiting machine guns.
Now that tons/ half tons of ammo have been split into individual belts, it makes sense to have a reload time while the autoloader fetches a fresh belt and feeds it to any equipped machine guns. This reload time would preferably be in the middle of the road at 2.5-3 seconds long. Giving machine guns a reload time not only emphasizes picking your battles wisely while minding how much ammo you have left in your current belt; it also provides a passive resistance to boating. With a set number of rounds per ton and a forced reload once a belt has been depleted, a mech will need to reload more frequently in the same amount of time as more machine guns are mounted to it. This will help promote opportunistic gameplay for machine gun boats and reduces the need to be constantly on-target to deal significant damage.
[Note: I have been informed that in real life, belts of ammo for fast firing weapons like the Gatling Gun are usually linked together to lower overall reload times instead of being in separate belts. I understand and concede this point, but because ammunition caches are usually centralized and quite close to these weapons in real life, it is quite easy to have multiple belts linked together in real life.
In Battletech/Mechwarrior however, it is possible (and common) to have a weapon that is on your arm and have your ammunition spread between the legs, center torso, and head of your Battlemech. Considering how far apart all of those ammo caches are and that they all link to the same weapon, it is more likely (IMO), that technicians would design the autoloader track and system to load and fire only one belt at a time rather than having a long band of ammunition spreading all throughout the mech in one long explosive belt.
AFAIK though, the details of how the autoloader track and system work are either not given or are intentionally vague to give the writers leeway when making a story, so I am pretty sure that there is no defined way of how an autoloader works in a Battlemech. Therefore, this is kind of a moot point unless it can be proven otherwise and I am just describing the autoloader system to work this way because it fits my view (albeit civilian) of how a machine gun autoloader should work in a big stompy battlemech.]
This is one of the most important changes for overhauling machine guns. A mech using machine guns currently will link all ammunition together and will fire continuously until all ammunition has been spent. This can sometimes be upwards of 5 tons of ammo linked together for builds like the 6 MG Jagermech.
Considering that machine gun ammo is spread across your mech’s critical space and is not all stored in a single ammo cache, it would be both arduous and impractical to link all of these rounds together through the mech’s autoloader network. It would be much easier for both the tech working on the mech and the autoloader system itself if it simply counted each of ton/ half ton of ammo as a belt or clip. Once a belt has been depleted, the depleted belt could be ejected and the autoloader would feed a fresh belt to the waiting machine guns.
Now that tons/ half tons of ammo have been split into individual belts, it makes sense to have a reload time while the autoloader fetches a fresh belt and feeds it to any equipped machine guns. This reload time would preferably be in the middle of the road at 2.5-3 seconds long. Giving machine guns a reload time not only emphasizes picking your battles wisely while minding how much ammo you have left in your current belt; it also provides a passive resistance to boating. With a set number of rounds per ton and a forced reload once a belt has been depleted, a mech will need to reload more frequently in the same amount of time as more machine guns are mounted to it. This will help promote opportunistic gameplay for machine gun boats and reduces the need to be constantly on-target to deal significant damage.
[Note: I have been informed that in real life, belts of ammo for fast firing weapons like the Gatling Gun are usually linked together to lower overall reload times instead of being in separate belts. I understand and concede this point, but because ammunition caches are usually centralized and quite close to these weapons in real life, it is quite easy to have multiple belts linked together in real life.
In Battletech/Mechwarrior however, it is possible (and common) to have a weapon that is on your arm and have your ammunition spread between the legs, center torso, and head of your Battlemech. Considering how far apart all of those ammo caches are and that they all link to the same weapon, it is more likely (IMO), that technicians would design the autoloader track and system to load and fire only one belt at a time rather than having a long band of ammunition spreading all throughout the mech in one long explosive belt.
AFAIK though, the details of how the autoloader track and system work are either not given or are intentionally vague to give the writers leeway when making a story, so I am pretty sure that there is no defined way of how an autoloader works in a Battlemech. Therefore, this is kind of a moot point unless it can be proven otherwise and I am just describing the autoloader system to work this way because it fits my view (albeit civilian) of how a machine gun autoloader should work in a big stompy battlemech.]
3: Balance accordingly
Spoiler
With the other two mechanics in place, firing a machine gun is a matter of "wait 0.5 seconds for gun to reach optimal speed, fire for a maximum of 3 seconds, wait 0.5 seconds for gun to slow to a stop before repeating. If belt depletes, wait until reloaded and then continue." This is a fairly middle of the road damage cycle range of 4 seconds.
Now that we have our time range of 4 seconds per cycle, we can focus on balancing the damage and rate of fire of the machine gun.
One thing that is important to me is that the RoF (or number of shots fired in a second) is a whole number. Fractions of bullets are annoying to calculate in some situations (firing 3 times and firing 4 bullets!?), and needlessly complicate an equation IMO. Another thing I think is important is that a SINGLE machine gun should be able to eat through a ton of ammo in a reasonable amount of time. To make things simple, I chose 60 seconds as my benchmark for a single machine gun. Since the equation I am using is (ammo per ton/shots fired per second=60 seconds), and the value 2000 for ammo per ton causes decimal values for my RoF, I changed my equation to [(ammo per ton/ 60 seconds = RoF) = whole numbers] and changed the ammo per ton value incrementally until I got whole numbers all around.
This value was 1800 shots per ton and produced a nice and clean 30 shots per second (exactly 3x faster than current RoF) in a 60 second time frame. Once my benchmark was done for a single machine gun, I scaled my equation from 1-6 machine guns. The equation now reads {1800 shots/ [(x number of machine guns)(30 shots per second)] = x seconds.}
Note that a single burst of machine gun fire lasts 3 seconds. Therefore, we can divide our results by 3 to find out exactly how many bursts of fire that result would be. In addition, one burst of fire involves 1 second of delay from the 0.5 spin up/ spin down delay. Therefore, we can add a second of delay to every burst to properly calibrate DPS; regardless of how many seconds the burst lasts for.
The results were as follows:

Note that although the number of bursts for 3 MG and 6 MG are not whole numbers, they are fractions of 3. Because 3 is also the same value as the number of seconds one burst lasts for (3 seconds = 1 burst), we can multiply that 3 into the fraction of the burst!
This results in (3 seconds/burst) (1/3 burst/x seconds) -> [(3x seconds2/burst) (1/3 burstx seconds/x seconds)] (x seconds) = x seconds -> (3x seconds2) (1/3 burst/burst) = x seconds -> (3) (1/3) = 1x seconds2 = x seconds - > 1x seconds2/x seconds = x seconds/x seconds -> 1 second
Long story short, we are able to turn those fractions into the number of seconds the last burst will fire for before reloading.
Seeing as we have now lowered the ammo count per ton from 2000 to 1800, we now need to readjust how much damage that ton represents. 160 damage is the current value for 2000 rounds [(2000 shots per ton)(0.08 damage per shot) = 160 damage]. Therefore, lowering the ammo count to 1800 will change the total damage per ton to 144 [(1800)(0.08) = 144].
I would have said this is enough until I noticed that 144 damage per ton/ ~ 3.333 bursts = 43.2 damage per burst (3 seconds long) from 6 machine guns. This means they are doing an average of 10.286 DPS for 14 seconds before they need to reload (not including critical hits). That DPS is (IMO) way too high for something that is meant to be a crit seeker and chip damager instead of being a heat-less laser. To remedy this, I halved the damage per bullet to 0.04. This will lower the total damage per ton from 144 to 72, and by extension, the DPS of 6 machine guns from ~10.286 to the more manageable level of 5.14. This also lowers the alpha strike potential of 6 machine guns to ~21.6 damage spread out over 3 seconds to ARMOUR. This does not include any possible critical hits that will boost overall damage.
As for the DPS for a single machine gun, it has been buffed slightly from 0.8 to 0.9 DPS or ~ 3.6 damage per burst. This may not seem like much, but remember that the machine gun will now dump all that damage in a 3 second time frame with a greatly increased chance to critical hit internals due to the 3x faster RoF. On the note of critical hit chance/damage per shot, I propose to keep them the same. 6 machine gun builds have very good crit chance/damage potential right now, so tripling the RoF should allow a pair of machine guns to fill the crit seeker niche as well as our current 6 machine gun builds.
With the other two mechanics in place, firing a machine gun is a matter of "wait 0.5 seconds for gun to reach optimal speed, fire for a maximum of 3 seconds, wait 0.5 seconds for gun to slow to a stop before repeating. If belt depletes, wait until reloaded and then continue." This is a fairly middle of the road damage cycle range of 4 seconds.
Now that we have our time range of 4 seconds per cycle, we can focus on balancing the damage and rate of fire of the machine gun.
One thing that is important to me is that the RoF (or number of shots fired in a second) is a whole number. Fractions of bullets are annoying to calculate in some situations (firing 3 times and firing 4 bullets!?), and needlessly complicate an equation IMO. Another thing I think is important is that a SINGLE machine gun should be able to eat through a ton of ammo in a reasonable amount of time. To make things simple, I chose 60 seconds as my benchmark for a single machine gun. Since the equation I am using is (ammo per ton/shots fired per second=60 seconds), and the value 2000 for ammo per ton causes decimal values for my RoF, I changed my equation to [(ammo per ton/ 60 seconds = RoF) = whole numbers] and changed the ammo per ton value incrementally until I got whole numbers all around.
This value was 1800 shots per ton and produced a nice and clean 30 shots per second (exactly 3x faster than current RoF) in a 60 second time frame. Once my benchmark was done for a single machine gun, I scaled my equation from 1-6 machine guns. The equation now reads {1800 shots/ [(x number of machine guns)(30 shots per second)] = x seconds.}
Note that a single burst of machine gun fire lasts 3 seconds. Therefore, we can divide our results by 3 to find out exactly how many bursts of fire that result would be. In addition, one burst of fire involves 1 second of delay from the 0.5 spin up/ spin down delay. Therefore, we can add a second of delay to every burst to properly calibrate DPS; regardless of how many seconds the burst lasts for.
The results were as follows:

Note that although the number of bursts for 3 MG and 6 MG are not whole numbers, they are fractions of 3. Because 3 is also the same value as the number of seconds one burst lasts for (3 seconds = 1 burst), we can multiply that 3 into the fraction of the burst!
This results in (3 seconds/burst) (1/3 burst/x seconds) -> [(3x seconds2/burst) (1/3 burst
Long story short, we are able to turn those fractions into the number of seconds the last burst will fire for before reloading.
Seeing as we have now lowered the ammo count per ton from 2000 to 1800, we now need to readjust how much damage that ton represents. 160 damage is the current value for 2000 rounds [(2000 shots per ton)(0.08 damage per shot) = 160 damage]. Therefore, lowering the ammo count to 1800 will change the total damage per ton to 144 [(1800)(0.08) = 144].
I would have said this is enough until I noticed that 144 damage per ton/ ~ 3.333 bursts = 43.2 damage per burst (3 seconds long) from 6 machine guns. This means they are doing an average of 10.286 DPS for 14 seconds before they need to reload (not including critical hits). That DPS is (IMO) way too high for something that is meant to be a crit seeker and chip damager instead of being a heat-less laser. To remedy this, I halved the damage per bullet to 0.04. This will lower the total damage per ton from 144 to 72, and by extension, the DPS of 6 machine guns from ~10.286 to the more manageable level of 5.14. This also lowers the alpha strike potential of 6 machine guns to ~21.6 damage spread out over 3 seconds to ARMOUR. This does not include any possible critical hits that will boost overall damage.
As for the DPS for a single machine gun, it has been buffed slightly from 0.8 to 0.9 DPS or ~ 3.6 damage per burst. This may not seem like much, but remember that the machine gun will now dump all that damage in a 3 second time frame with a greatly increased chance to critical hit internals due to the 3x faster RoF. On the note of critical hit chance/damage per shot, I propose to keep them the same. 6 machine gun builds have very good crit chance/damage potential right now, so tripling the RoF should allow a pair of machine guns to fill the crit seeker niche as well as our current 6 machine gun builds.
Summary:
Spoiler
1. Break up machine gun ammo into individual belts for firing. Once a belt is depleted, a new one must be loaded over an undetermined length of time (3 seconds?)
2. Limit machine guns to "bursts" of up to 3 seconds of length. Once the machine gun has reached 3 seconds of firing, it will automatically "spin down". Once barrels are at rest, the machine guns can be "spun up" to resume firing. "Spin Up/ Spin Down" mechanic takes 0.5 seconds to complete (1 second delay total per cycle).
3. Balance accordingly. Current Values proposed are below
- Reduce ammo per ton to 1800 rounds per ton and 900 rounds per half ton.
- Reduce damage per round from 0.08 to 0.04. Keep the critical hit chance/ damage per shot the same.
- Increase RoF from 10 rounds per second to 30 rounds per second.
1. Break up machine gun ammo into individual belts for firing. Once a belt is depleted, a new one must be loaded over an undetermined length of time (3 seconds?)
2. Limit machine guns to "bursts" of up to 3 seconds of length. Once the machine gun has reached 3 seconds of firing, it will automatically "spin down". Once barrels are at rest, the machine guns can be "spun up" to resume firing. "Spin Up/ Spin Down" mechanic takes 0.5 seconds to complete (1 second delay total per cycle).
3. Balance accordingly. Current Values proposed are below
- Reduce ammo per ton to 1800 rounds per ton and 900 rounds per half ton.
- Reduce damage per round from 0.08 to 0.04. Keep the critical hit chance/ damage per shot the same.
- Increase RoF from 10 rounds per second to 30 rounds per second.
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.