5LeafClover, on 29 December 2015 - 04:08 PM, said:
The problem is, PGI cheated (*gasp*) when they implemented the MG. It's NOT a ballistic weapon, it is implemented as a hit-scan weapon (just like a laser) with bullet graphics and sound (which incidentally has nothing to do with actual hit registration, so don't rely on those if you're using MGs, just point straight at your target and fire away)
If you want to test this yourself, it's very easy to do; just drop on a Training Ground map with a MG-equipped 'mech, stand at max range for your MGs from a target, aim at it, look at its paperdoll, and pull the trigger. The paperdoll immediately lights up, it doesn't take 2.4 seconds for the allegedly 100 m/s "projectile" to reach out to 240 m.
So the solution to the MG's woes could to re-implement it as a proper ballistic weapon.
Heck, just make it a shorter-ranged AC/2 like it should properly be. Max effective range 90m, damage drop-off to 0 at 120m.
Wouldn't you assault pilots just love having two of those to stop those pesky lights from knee-hugging you?
Not that it's very likely to happen, seeing as weapon balance is in the hands of the guy who thought specialized "crit weapons" would be a good idea in a game where every weapon already critted at a rate of 42%,
I mean, these are the guys that said the MG couldn't be buffed because of the damage a 6 MG Spider would do to the back of an Atlas, then turned around and gave us the 4 MG + 4 ML Firestarter without batting an eye.
Edited by stjobe, 30 December 2015 - 02:30 AM.
























