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Do You Think Machine Guns Need A Buff?


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#1 ScoutMaster

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Posted 20 June 2015 - 01:00 PM

Why did they even nerf them in the first place? Was it because of people owning with the ember? That hero mech is worst than the other FS9 with their quirks.

I'm so looking forward to my 6 MG shadowcat, but I'm sad at how crappy machine guns are now.

I wish you could make polls on this forum, we need a petition to revert them back to their previous state!!! They are so underwhelming right now.

#2 Monkey Lover

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Posted 20 June 2015 - 01:09 PM

They said hit reg was improved so they nerfed it to make it the same. I still think it ended up being nerfed a little.

I would like to see more crits and keep the damage the same.
Flamer I want more heat.

#3 One Medic Army

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Posted 20 June 2015 - 01:11 PM

They don't need a buff.

They need a complete re-working. Crit-Seeking as implemented in MWO is a worthless niche. Make it a short range, low-heat, low-weight damage dealer like it was in TT. A ballistic small laser.

#4 SirNotlag

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Posted 20 June 2015 - 01:14 PM

Yeah you can only make polls on the feature suggestion, but I'm pretty sure very few people would have any problems with machine guns being raised to 1.0 dps. It would give them more power for the numerous draw backs without being overwhelming even if a mech did boat them.

#5 Alistair Winter

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Posted 20 June 2015 - 01:21 PM

Yeah, they need to be improved. Right now, you hardly see anyone bring less than 4 MGs. They should be damage boosters, not crit seekers for specialized builds.

View PostOne Medic Army, on 20 June 2015 - 01:11 PM, said:

They don't need a buff.
They need a complete re-working. Crit-Seeking as implemented in MWO is a worthless niche. Make it a short range, low-heat, low-weight damage dealer like it was in TT. A ballistic small laser.

My suggestion is to give a flat increase to damage vs structure. E.g. 1 DPS vs armour, 2 DPS vs structure. I do think MWO would benefit from separating armour-piercing weapons (high damage vs armour, low damage vs structure), normal weapons and structure-busting weapons (low damage vs armour, high damage vs structure).

Not only would it add a much needed layer of complexity to the game, but it would also incentivize mixed builds and reduce boating. It would also increase the need for teamwork, as people with different builds would need to work together more.

#6 Mcgral18

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Posted 20 June 2015 - 01:39 PM

Revert the damage nerf.


You presently have a 52% chance to deal the old MG damage, pre 20% nerf, when you get a crit against internal structure.


I'd rather do the old damage all the time, against armour or IS.

Edited by Mcgral18, 20 June 2015 - 02:23 PM.


#7 Greenjulius

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Posted 20 June 2015 - 01:44 PM

I think fixing MGs is one of the most requested changes in MWO, yet these threads always fade away and return with no changes. I'd love to see MGs fixed before the Scat is released, but I doubt it will happen.

#8 the hedgehog

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Posted 20 June 2015 - 01:45 PM

I would like to see a MG buff.

#9 stjobe

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Posted 20 June 2015 - 02:00 PM

The current MG has been in the game just over a year (it was 347 days when I made the chart, adjust as needed):

Posted Image

The thing is, the base damage was reduced from 0.1 to 0.08 without any testing if the improved hit-reg actually made them too good. As it turned out, it didn't, and the base damage reduction was a straight-out nerf, relegating the MG to builds with 4 or more.

Yes, it needs a buff, if not a complete redesign. The "crit weapon" idea needs to be tossed out as the idiotic idea it is - why have weapons held back by being "crit weapons" when EVERY weapon in the game has 42% chance to crit?

It may also interest you that the MG
* has the lowest crit chance of all the "crit weapons" at only 10% over non-"crit weapons"
* is a continuous-fire weapon meaning you can't twist defensively or you'll lose DPS
* has a cone of fire meaning your DPS is spread all over the target
* actually, under the hood, is a hit-scan laser that just has a bullet animation.

Either rework the damn things to be extremely short-ranged AC/2s (as they were in TT), or at the very least remove the latest nerf and let them have a 0.1 base damage - they were actually semi-useful in just pairs then.

Edited by stjobe, 20 June 2015 - 02:02 PM.


#10 Mcgral18

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Posted 20 June 2015 - 02:28 PM

View Poststjobe, on 20 June 2015 - 02:00 PM, said:

* has a cone of fire meaning your DPS is spread all over the target


To the best of my understanding, the CoF is 3M wide.

The "spread" is 1.5, and numbers seem to support being a radius for SRM spread, if the Atlas is ~18M tall.

#11 Bill Lumbar

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Posted 20 June 2015 - 02:53 PM

My BJ Arrow says yes, they sure do need a buff. ;)

#12 Clownwarlord

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Posted 20 June 2015 - 03:06 PM

Um, yes. BUT so does the flamer. They need to fix these small weapons to do two things:

1. Make mechs that are bad that use the weapons usefull and viable.

2. Makes it so there are more viable builds for mechs that have maybe only 1 ton left other than just put in a heat sink or put in a medium laser.

Edited by clownwarlord, 20 June 2015 - 03:07 PM.


#13 ScoutMaster

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Posted 20 June 2015 - 03:07 PM

What they should do is keep the IS machine gun the way it is right now, and make the clan MG do .2 damage.

J/K

#14 MerryIguana

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Posted 20 June 2015 - 03:08 PM

Of course they do.

#15 LordNothing

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Posted 20 June 2015 - 03:44 PM

i dont think they need a general buff, that would make certain mechs op. but select mechs need mg quirks. those are:

all lights with less than 4 ballistic points.

some mediums with less than 4 ballistic points.

any mech with all its ballistics clustered in one section (where it is impossible to fill them up with anything other than ac2s or machine guns).

also mechs with fewer gun mounts need slightly higher buffs, for example 2 mg lights.

Edited by LordNothing, 20 June 2015 - 03:55 PM.


#16 Burktross

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Posted 20 June 2015 - 03:54 PM

View PostAlistair Winter, on 20 June 2015 - 01:21 PM, said:

Yeah, they need to be improved. Right now, you hardly see anyone bring less than 4 MGs. They should be damage boosters, not crit seekers for specialized builds.


My suggestion is to give a flat increase to damage vs structure. E.g. 1 DPS vs armour, 2 DPS vs structure. I do think MWO would benefit from separating armour-piercing weapons (high damage vs armour, low damage vs structure), normal weapons and structure-busting weapons (low damage vs armour, high damage vs structure).

Not only would it add a much needed layer of complexity to the game, but it would also incentivize mixed builds and reduce boating. It would also increase the need for teamwork, as people with different builds would need to work together more.

Exposed internals is still too small a time period within a match to be worth their tonnage-- that's even more so when they're short ranged.

#17 SOL Ranger

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Posted 20 June 2015 - 03:54 PM

View PostLordNothing, on 20 June 2015 - 03:44 PM, said:

i dont think they need a buff, but select mechs need mg quirks. those are:

all lights with less than 4 ballistic points.

some mediums with less than 4 ballistic points.

any mech with all its ballistics clustered in one section (where it is impossible to fill them up with anything other than ac2s or machine guns).

also mechs with fewer gun mounts need slightly higher buffs, for example 2 mg lights.


Except the complete polar opposite needs to happen, MG quirks need to be reduced/removed and the weapon system itself needs to be made practical instead.

#18 Lostdragon

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Posted 20 June 2015 - 04:07 PM

View PostLordNothing, on 20 June 2015 - 03:44 PM, said:

i dont think they need a general buff, that would make certain mechs op. but select mechs need mg quirks. those are:

all lights with less than 4 ballistic points.

some mediums with less than 4 ballistic points.

any mech with all its ballistics clustered in one section (where it is impossible to fill them up with anything other than ac2s or machine guns).

also mechs with fewer gun mounts need slightly higher buffs, for example 2 mg lights.


Weapon specific quirks always have and always will be a bandaid. Taking 1 or 2 MGs should be a viable choice given how many drawbacks the weapon has. PGI will probably never redesign it nor admit they made a mistake in the last nerf to it, but they should at least give it a damage increase to make it worth taking. No one was ever terrified of 4 or 6 MG builds before the nerf so reinstating that level of damage would definitely not make those OP.

#19 One Medic Army

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Posted 20 June 2015 - 04:14 PM

View PostLordNothing, on 20 June 2015 - 03:44 PM, said:

i dont think they need a general buff, that would make certain mechs op. but select mechs need mg quirks. those are:

all lights with less than 4 ballistic points.

some mediums with less than 4 ballistic points.

any mech with all its ballistics clustered in one section (where it is impossible to fill them up with anything other than ac2s or machine guns).

also mechs with fewer gun mounts need slightly higher buffs, for example 2 mg lights.

As they are right now, MGs aren't even practical as a weapons system when carrying 6 or 8. Carry 6 or 8 small lasers and you can rip up. They need to be straight up better, for everyone, and the crit boosts need to be removed.

#20 Spheroid

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Posted 20 June 2015 - 04:19 PM

Can't people hyper spam the mg on a macro? Was that exploit ever patched?





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