Do You Think Machine Guns Need A Buff?
#21
Posted 20 June 2015 - 04:30 PM
That way, you can get decent stabs in with the MGs in short bursts, accurate fire, good amount of damage. You can do an in-and-out style. But if the opportunity presents itself, you can stare-down and hose your target, but if you want it to land in a particular spot, you'll have to close in to mitigate the COF and risk over-extending.
Balance the duration and heat build-up / cooldown as needed?
#22
Posted 20 June 2015 - 04:37 PM
Here's another idea:
What if they had damage ramp-up? I'll admit this would be a very 'gamey' mechanic, but imagine if holding a machinegun or flamer on target for long enough increased the damage against that target to a certain point.
They are both designed to be used in such a way already and this change would keep them unique. They are already fairly risky weapons to use due to having such a short range and requiring you to expose your 'mech for an extended duration, why not add some reward to that risk?
#23
Posted 20 June 2015 - 05:06 PM
PGI has nerfed MG's into nothing, and nerfed AC2's into nothing. The LBX10 has never been anything besides nothing.
MG's are just a start. Ballistics need some love.
#24
Posted 20 June 2015 - 06:02 PM
#25
Posted 20 June 2015 - 06:28 PM
#26
Posted 20 June 2015 - 06:34 PM
#27
Posted 20 June 2015 - 06:35 PM
ShadowFire, on 20 June 2015 - 06:34 PM, said:
I would just use anti-mech weapons like laser vomit to destroy those non-mech targets just as quickly, or maybe even faster because of the sheer huge alpha strike.
#28
Posted 20 June 2015 - 07:04 PM
Functionally the same as just having them do double or more damage to internals, though. At least it would be useful. Damage to components is just not a useful mechanic when it takes so little time to destroy the section completely.
#29
Posted 20 June 2015 - 07:06 PM
AEgg, on 20 June 2015 - 07:04 PM, said:
Functionally the same as just having them do double or more damage to internals, though. At least it would be useful. Damage to components is just not a useful mechanic when it takes so little time to destroy the section completely.
They can; it gives you free damage.
Every weapon can. It just has no additional effects.
#30
Posted 20 June 2015 - 07:06 PM
#32
Posted 20 June 2015 - 07:15 PM
One Medic Army, on 20 June 2015 - 07:13 PM, said:
I dunno about using the Small Laser as our baseline here, since this weapon is kinda poopy right now (not as poopy as MGs probably, but still not in that great of a condition ATM).
#33
Posted 20 June 2015 - 07:28 PM
Somewhere inbetween SL & SPL? 1.15? 1.2?
Its a fine line, I just don't want to see it overdone and have to be nerfed again.
Edited by Mister D, 20 June 2015 - 07:30 PM.
#34
Posted 20 June 2015 - 07:43 PM
Identical, or different, either is fine for me. As long as both get adequate buffs.
#35
Posted 20 June 2015 - 07:47 PM
For people complaining about the effect of Spiders or Embers or Arrows with MGs, I just shake my head. Why must mechs that take machine guns be disallowed to be effective? "Oh no, I can core an Atlas, from behind, in three seconds flat if I take 6 tons of machine guns! TOO STRONG!"
Meanwhile people don't complain about the Nova being overpowered, even though it can (and does) boat 12 CSL. That thing can core an Atlas from behind in no time, how about we nerf Small Lasers for everyone?
#36
Posted 20 June 2015 - 07:50 PM
One Medic Army, on 20 June 2015 - 01:11 PM, said:
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.
Crit seeking would be just fine if the underlying critical hit system wasn't so bad.
#37
Posted 20 June 2015 - 08:14 PM
Eyepop, on 20 June 2015 - 07:47 PM, said:
Because the Nova is still a piece of crap?
Had to.
#39
Posted 20 June 2015 - 09:32 PM
also flamers need some love too , long long over due love
#40
Posted 20 June 2015 - 09:56 PM
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