

Do Mgs Even Do Any Damage Atm?
#1
Posted 16 March 2015 - 05:50 PM
An Orion with an orange cored CT powered down in front of me. Together with a Huginn, we poured 8 mgs worth of lead point blank into the Orion
The bullets did hit I'm sure as my reticle flashed red but it seemed like nothing else was happening. The Orion still stood there with its Orange CT seemingly mocking our puny gunfire.
There wasn't even a shade of difference.
In the end my mpls had cooled down enough to discharge it into the Orion - which turned it's CT red.
I stopped using mgs months ago in my Ember due to similar issues but thought of giving it a go again.. Looks like nothing's changed.
#2
Posted 16 March 2015 - 05:52 PM
#3
Posted 16 March 2015 - 05:55 PM
They took a 25% DPS nerf awhile back, though the straight up 20% damage nerf hurt the most.
#4
Posted 16 March 2015 - 06:05 PM
C-MACHINE GUN
Games 430
Fired 345,082
Hit 155,109
Hit percent 44.95%
Time equipped 1 day 16:47:21
Damage done 14,172
From the weapon stats page, it's not much but at least it's something.
And I have not used them a lot before the Clan mechs, and mainly on my Timberwolf, which is quite close to a stock build. Which is why I keep them.
I'm pretty sure that I have one or two kills with machineguns, finishing a cored mech, no armour, and orange or red internals. <-- Cannot remember clearly though.
#5
Posted 16 March 2015 - 06:05 PM
Is the very obvious loss of lethality somehow related to changes in net code and therefore an unintended change?
Edited by Spheroid, 16 March 2015 - 08:13 PM.
#6
Posted 16 March 2015 - 06:07 PM
Mcgral18, on 16 March 2015 - 05:55 PM, said:
They took a 25% DPS nerf awhile back, though the straight up 20% damage nerf hurt the most.
Well, they could use a bit of loving then. I was wondering what the numbers were, and that's quite a percentage.
#7
Posted 16 March 2015 - 06:09 PM
Spheroid, on 16 March 2015 - 06:05 PM, said:
Is the very obvious loss of lethality somehow related to changes in net code and therefore an unintended change?
When the Clan Invasion dropped in, MGs got their damage per bullet reduced from 0.1 to 0.08. They "supposedly" compensated for it with a hit detection fix, which would mean that they "expected" the overall lethality to remain the same.
However, in reality, the reduced direct damage also had a stacking effect with dramatically reducing the critical hit damage they deal, which therefore made them overall suckier than before.
#8
Posted 16 March 2015 - 06:20 PM
Spheroid, on 16 March 2015 - 06:05 PM, said:
Is the very obvious loss of lethality somehow related to changes in net code and therefore an unintended change?
No, the nerfs were documented. A 20% damage nerf, from 0.1 to 0.08 damage per tick, and prior to that a 15% crit % nerf.
The total effect was a 25% overall DPS nerf against open internals, or just a straight up 20% damage nerf against armour.
Mcgral18, on 09 March 2015 - 09:54 AM, said:
I'll do the old math too, with 1 DPS. Both before and after that 15% crit nerf.
It still has the same 9x damage multiplier per bullet.
So, 67% crit chance and 1 DPS means 0.135 damage per crit, instead of 0.1.
- 6% chance to deal 2.7 critical damage
- 22% chance to deal 1.8 critical damage
- 39% chance to deal 0.9 critical damage
- 6% chance to deal 0.405 Internal Structure damage
- 22% chance to deal 0.27 Internal Structure damage
- 39% chance to deal 0.135 Internal Structure damage
52% crit chance, 1 DPS:
- 4% chance to deal 2.7 critical damage
- 17% chance to deal 1.8 critical damage
- 31% chance to deal 0.9 critical damage
- 4% chance to deal 0.405 Internal Structure damage
- 17% chance to deal 0.27 Internal Structure damage
- 31% chance to deal 0.135 Internal Structure damage
So, 1.6>1.52>1.21
A full 25% nerf between the 20% damage and 15% crit chance.
#9
Posted 16 March 2015 - 06:25 PM
#10
Posted 16 March 2015 - 07:32 PM
Tylerchu, on 16 March 2015 - 06:25 PM, said:
How did you manage to fit 8 ballistics on a Jager?
Anyways, the MGs feel like a waste of space now. Even having 6 of them on an Arrow feels entirely ineffectual on a target stripped of armor. Even lights with exposed legs have nothing to fear from them anymore.
Edited by Baron Blitz Fokheimer, 16 March 2015 - 07:32 PM.
#11
Posted 16 March 2015 - 07:35 PM
Baron Blitz Fokheimer, on 16 March 2015 - 07:32 PM, said:
Anyways, the MGs feel like a waste of space now. Even having 6 of them on an Arrow feels entirely ineffectual on a target stripped of armor. Even lights with exposed legs have nothing to fear from them anymore.
My mistake. Four MG, two AC10. I knew something looked off about my description...
#12
Posted 16 March 2015 - 07:40 PM
#13
Posted 16 March 2015 - 07:40 PM
I ran the Arrow with 3xLPL for a while, just because I'm still not happy with MGs, even with the big range quirk on the Arrow for MGs.
I brought the MGs back out because I have a nasty tendency to overheat in the worst situations with 3xLPL. The only perk to the MGs other than a little extra heatless damage at close range is that they make people panic for no reason.
Those that understand that pathetic damage my MGs do to them will just tank it, and melt my face. Those who aren't in the know with turn tail and often get smeared.
Edited by Greenjulius, 16 March 2015 - 07:44 PM.
#14
Posted 16 March 2015 - 07:44 PM
#15
Posted 16 March 2015 - 07:53 PM
#16
Posted 16 March 2015 - 07:57 PM
Their raw damage is pretty bad but its when they get into the internals that their crit chance starts to shine.
#17
Posted 16 March 2015 - 08:12 PM
Praetor Knight, on 16 March 2015 - 07:44 PM, said:
They are ballistic weapons. They have a bullet speed of 100. In comparison, an AC/20 has a bullet speed of 650. They're really slow ballistic weapons at that.
#18
Posted 16 March 2015 - 08:15 PM
reddevil, on 16 March 2015 - 08:12 PM, said:
The bullet speed is only aesthetic. The actual damage is dealt as hitscan.
#19
Posted 16 March 2015 - 08:18 PM
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