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Machine Guns Are...


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#41 Nightmare1

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Posted 27 July 2015 - 03:01 PM

If PGI won't buff MGs, then they really need to add infantry as a map/mode feature or as a Consumable.

#42 Kain Demos

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Posted 27 July 2015 - 03:03 PM

View PostRhazien, on 27 July 2015 - 02:59 PM, said:

So a machine gun with pin point damage. You do realize how unlikely that is, right? By their very nature, they are not accurate.


So a CoF with a massive diameter at 120m seems reasonable to you?

If MGs were that inaccurate no tank would waste time with a coax.

#43 Nothing Whatsoever

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Posted 27 July 2015 - 03:19 PM

I'd scrap (or reduce) the extra crit damage and make them an actual ballistic weapon.

So if we keep its 0.80 DPS, for starters:

0.58 Damage per projectile
0.72 Cooldown
650 m/s
345 rounds for 200.1 damage per ton (or more)
120 M range (240 max)

And if it's still needs a boost, then either increase damage or lower the cooldown to hit 1.00 DPS per MG. I'd even trade the boosted 120 M range to get MG's to deal better damage.

#44 GeistHrafn

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Posted 27 July 2015 - 03:20 PM

View PostKain Demos, on 27 July 2015 - 03:03 PM, said:


So a CoF with a massive diameter at 120m seems reasonable to you?

If MGs were that inaccurate no tank would waste time with a coax.

Nope, but you said "get rid of" implying you didn't want a CoF at all. Toning it down is a good idea, making it pin-point accurate is not.

#45 Bishop Steiner

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Posted 27 July 2015 - 03:22 PM

View PostCathy, on 27 July 2015 - 01:30 PM, said:

so you want six of them doing mass crit attacks to internals ..and damage ?

well, I'd settle for 6 of them actually being worth a dang at doing criticals. If you think they are doing ANYTHING now, it's called a placebo effect.

#46 Evan20k

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Posted 27 July 2015 - 03:48 PM

Honestly, I'm all for a buff. If you get a machine gun mech in your face, it should be terrifying. I shouldn't be going "Awww, an Ember. How adorable!" before blasting his legs off with LPLs.

#47 Felio

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Posted 27 July 2015 - 03:59 PM

View PostEvan20k, on 27 July 2015 - 03:48 PM, said:

Honestly, I'm all for a buff. If you get a machine gun mech in your face, it should be terrifying. I shouldn't be going "Awww, an Ember. How adorable!" before blasting his legs off with LPLs.


Yeah... the Ember was the weakest FS9 by far pre-quirks and got what amounts to no quirks. Meanwhile the A and S are off melting faces.

#48 Fuggles

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Posted 27 July 2015 - 04:43 PM

i have 7 of them on my stupid shadowcat P, and no one is scared of it. i have to cower and poke the whole match with a LPL and hope i can target assist on a stripped mech that isnt shooting at me. basically escort duty for a direwhale or something.

thats the biggest part really, the constant face time. its a death sentence.

#49 pbiggz

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Posted 27 July 2015 - 04:49 PM

Better Idea: Give us machine gun arrays instead. (1 array has 3 machine guns for IS, 1 array has 4 machine guns for clan), they weigh the same as Machine guns in TT, but no mechs really mount them, so raising their weight to 3 times as much for IS and 4 times as much for clan wouldn't break any builds, and they also consume 3/4 times as much ammo as well.

#50 Bishop Steiner

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Posted 27 July 2015 - 06:15 PM

View Postpbiggz, on 27 July 2015 - 04:49 PM, said:

Better Idea: Give us machine gun arrays instead. (1 array has 3 machine guns for IS, 1 array has 4 machine guns for clan), they weigh the same as Machine guns in TT, but no mechs really mount them, so raising their weight to 3 times as much for IS and 4 times as much for clan wouldn't break any builds, and they also consume 3/4 times as much ammo as well.

all MG arrays do in TT is make them all hit the same location. They already do that here. Yes it would make limited ballistics hardpoints more viable, but only if the 3-4 MG per array aren't still useless to begin with. Plus maybe actually making the individual MG not useless first, would be a good start before worrying about arrays.

#51 Dino Might

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Posted 27 July 2015 - 07:03 PM

Video evidence shows that MGs are currently OP...



...compared to flamers

#52 Lightfoot

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Posted 27 July 2015 - 07:12 PM

I guess I missed that. I was wondering why my mechs die everytime I add MGs to the build now. Everybody else is carrying AC20's or UAC5's vs my MGs.

#53 El Bandito

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Posted 27 July 2015 - 07:19 PM

View PostRhazien, on 27 July 2015 - 02:59 PM, said:

So a machine gun with pin point damage. You do realize how unlikely that is, right? By their very nature, they are not accurate.


An autocannon is not pinpoint accurate either in real life. You are going to have to do better than that to convince others. ;)

What is wrong with having no CoF on a super short range, low DPS weapon anyway?

Edited by El Bandito, 27 July 2015 - 07:20 PM.


#54 Dino Might

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Posted 27 July 2015 - 07:21 PM

View PostEl Bandito, on 27 July 2015 - 07:19 PM, said:


An autocannon is not pinpoint accurate either in real life. You are going to have to do better than that to convince others. ;)


Careful. You are dangerously close to supporting the CoF heresy that will eliminate ALL skill from the game!

#55 Brody319

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Posted 27 July 2015 - 07:25 PM

Give them 1 DPS and remove the crit system, makes no sense anyway.
No armor means that section is probably dead anyway, crit or no.
And unless you get an ammo/gauss explosion there is no way to confirm that you got a critical hit so why bother with it at all?

#56 Cyborne Elemental

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Posted 27 July 2015 - 08:20 PM

View PostLightfoot, on 27 July 2015 - 07:12 PM, said:

I guess I missed that. I was wondering why my mechs die everytime I add MGs to the build now. Everybody else is carrying AC20's or UAC5's vs my MGs.


You mean Gauss + LPL + Medlas +StreakSRM6 + ERPPC vs your MG.

#57 Lucifaust

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Posted 27 July 2015 - 08:33 PM

I have an MG on my Direwhale. Yes I know. Common sense says MG on a dire whale is fail whale. Well I put it on for sh*ts and giggles after my build was complete and I now have some limited experience with the clan mg. What I can say, is that it is completely underwhelming, can't hit anything past a short distance, and needs ammo. The only reason I use it for is to keep the enemy under a constant stream of fire until my bigger weapons cooldown is finished. Even then I'm considering replacing it with a ton of ammo for my larger guns or even a flamer for the cool effect. The MG is not even worth the diminutive weight it boasts -1 ton for mg + minimum ammo-. It packs no bang for the buck and I never seem to crit anything with it in its supposed effective range.

I think the only way to redeem it is to give it more damage, comparable to a real life heavy MG, or more range. The tiny projectiles are very small and by the logic of this game, the rule of thumb that smaller ballistics travel farther/faster, the mg should travel farther in the game than it currently does. I mean who the hell makes a machine gun in reality, let alone in a super advanced hi tech version of the future, that is only good up to 120 meters? Heavy Machine guns of our present go to something like 1800 meters. I realize the need for balance, but 120 meters compared to real life 1800 meters? Really?

Edited by Lucifaust, 27 July 2015 - 08:36 PM.


#58 Revis Volek

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Posted 27 July 2015 - 09:10 PM

View PostBishop Steiner, on 27 July 2015 - 03:22 PM, said:

well, I'd settle for 6 of them actually being worth a dang at doing criticals. If you think they are doing ANYTHING now, it's called a placebo effect.



The only reason i fire them is because the mech im shooting is ready to drop and im too hot to shoot main weapons....1/3 time (maybe less) you get the kill w/ the MG's before you cool down enough to hit em with something real.

#59 Greenjulius

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Posted 27 July 2015 - 09:19 PM

View PostRhazien, on 27 July 2015 - 02:59 PM, said:

So a machine gun with pin point damage. You do realize how unlikely that is, right? By their very nature, they are not accurate.

MGs are far more accurate than they are portrayed in this game. I've fired around a dozen myself, and always find is amusing when they are portrayed as bullet hoses.



The mech MGs in Battletech are closer to the 23mm cannons on a Shilka however.


Edited by Greenjulius, 27 July 2015 - 09:28 PM.


#60 Deathlike

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Posted 27 July 2015 - 09:42 PM

View PostBishop Steiner, on 27 July 2015 - 03:22 PM, said:

well, I'd settle for 6 of them actually being worth a dang at doing criticals. If you think they are doing ANYTHING now, it's called a placebo effect.


Well, the "placebo effect" is the damage "inflation" through MGs.

The crit generation generally inflates the scoring and that's why people claim they are good.

The reality is that those numbers are like using Streaks. You can get great numbers, but you know how "effective" they truly are (not effective, other than killing lights/crit mechs or tickling big mechs).

That's the part where people don't pay attention to.





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