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Machine Guns -- Wasted Tonnage?

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#41 Y E O N N E

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Posted 13 April 2016 - 05:07 AM

View PostRhaythe, on 12 April 2016 - 12:24 PM, said:

I ran a 6MG, 4 MPL Jager for the longest time. Fun mech.


Physical impossibility, there are no Jagers with both six ballistics and four energy. The DD has six ballistics, but only has two energy...unless once upon a time it had four.

#42 FupDup

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Posted 13 April 2016 - 06:06 AM

View PostYeonne Greene, on 13 April 2016 - 05:07 AM, said:


Physical impossibility, there are no Jagers with both six ballistics and four energy. The DD has six ballistics, but only has two energy...unless once upon a time it had four.

No, it didn't. Jagers were always 8 weapon hardpoints since their introduction to MWO.

Verdict: Rhaythe's anecdote is invalid.

#43 TheCharlatan

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Posted 13 April 2016 - 06:40 AM

View PostFupDup, on 13 April 2016 - 06:06 AM, said:

No, it didn't. Jagers were always 8 weapon hardpoints since their introduction to MWO.

Verdict: Rhaythe's anecdote is invalid.


Probably 2 LPL instead of 4 MPL. Classic Dapperjager build:




(BTW, is this build still viable?)

Edited by TheCharlatan, 13 April 2016 - 06:41 AM.


#44 Narcissistic Martyr

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Posted 13 April 2016 - 06:59 AM

View PostFupDup, on 12 April 2016 - 11:46 AM, said:

The reason we can't have good Machine Guns is this:



As you can see, it would have an incredibly devastating effect to the back of an Atlas, similar to the 3-Second-Jenner.


6SRM6 Jenner IIC... who needs 3 whole seconds?

#45 Snowbluff

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Posted 13 April 2016 - 07:27 AM

View PostTheCharlatan, on 13 April 2016 - 06:40 AM, said:

(BTW, is this build still viable?)

Hey, you just saw me kill 3 guys in a match in a "Sadcat" with basically the same build. Posted Image

I don't call them sadcats anymore. I've actually gotten really good with them. I call them skitties now.
Posted Image

Edited by Snowbluff, 13 April 2016 - 08:19 AM.


#46 Tordin

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Posted 13 April 2016 - 08:19 AM

View PostBeaching Betty, on 12 April 2016 - 09:15 PM, said:

But my Arrow still kicks *** with 6 mg, and also them quirks! Posted Image


Try the Shadow Cat P variant with 7 mg. Who needs a gauss in the right hand really? I will assure you that your team might rip their hairs out and, or scream WHYYYYYYYYY?!

Critting Critter Cat I say! Posted Image

Edited by Tordin, 13 April 2016 - 08:20 AM.


#47 Mcgral18

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Posted 13 April 2016 - 08:24 AM

View PostTordin, on 13 April 2016 - 08:19 AM, said:


Try the Shadow Cat P variant with 7 mg. Who needs a gauss in the right hand really? I will assure you that your team might rip their hairs out and, or scream WHYYYYYYYYY?!

Critting Critter Cat I say! Posted Image


Arrow is better with 6, the 25% RoF bonus is better than an extra MG.
SadCat only gets pity quirks.

#48 Mad Dog Morgan

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Posted 13 April 2016 - 08:42 AM

View PostMcgral18, on 13 April 2016 - 08:24 AM, said:


Arrow is better with 6, the 25% RoF bonus is better than an extra MG.
SadCat only gets pity quirks.


I'd forgotten that the arrow skews results because of its 25% effective damage output increase over normal MGs, thereby making the mgs do 1dps.

#49 jss78

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Posted 13 April 2016 - 08:58 AM

View PostVaskadar, on 13 April 2016 - 08:42 AM, said:

I'd forgotten that the arrow skews results because of its 25% effective damage output increase over normal MGs, thereby making the mgs do 1dps.


Same for the CDA-3C, +25 % ROF, though for 4 MG only. So if anyone's wondering (but apart from PGI, is anyone?) whether a boost to 1.0 dps would break the game, feel free to try those mechs, they effectively have it already.

#50 The Amazing Spider Man

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Posted 13 April 2016 - 09:48 AM

View PostFupDup, on 12 April 2016 - 11:46 AM, said:

The reason we can't have good Machine Guns is this:

Posted Image

As you can see, it would have an incredibly devastating effect to the back of an Atlas, similar to the 3-Second-Jenner.


How long must I wait?!

#51 Mech Jager

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Posted 13 April 2016 - 10:34 AM

Did pgi ever announce fixing the MG cooldown issue that led to the nerf to damage.
Folks figured out that since machine guns did not have a cooldown they could put them on macros and double the damage (estimate).

I know you can slice through the ammo with this system, but I always thought that they found out how to limit the damage in a time period. Of course If they did you would think that the nerf would be reverted (or I am just wrong with the logic).

#52 Omi_

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Posted 13 April 2016 - 12:55 PM

Guys, I have the answer. Inverse ghost damage.

#53 Madcap72

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Posted 15 April 2016 - 12:23 AM

LOL I used to love to boat MG's on MW4 and just chew through dudes wholesale.

The only thing better was running a NARC raven and watching my score shoot to the moon as all the missiles homed in on it.

#54 man du

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Posted 15 April 2016 - 04:13 AM

I know the trend is to run a LCT-1V with a single big laser of some kind in the CT, I love the 1 ML, 4 MGs build. Hurt a lot of feelings in that 'Mech. Machine Gun range mod FTW!!!! Posted Image

#55 Triordinant

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Posted 15 April 2016 - 05:23 AM

View PostRhaythe, on 12 April 2016 - 12:24 PM, said:

I ran a 6MG, 4 MPL Jager for the longest time. Fun mech.

All Jagers have only 8 hardpoints. That one has 6 ballistic and 2 energy. Posted Image

#56 SOL Ranger

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Posted 15 April 2016 - 09:09 AM

I'm open for any kind of solution or combination really, right now they're a bottom drawer weapon with almost all the drawbacks of practical damage application and dependencies, CoF spread damage, short range requirement to apply, ammo dependency and detonation hazard, 100% face time hazard, for application nullifies defensive maneuvers such as damage spreading and anything else taking your fire away for any amount of time, they have virtually no alpha damage, they demand multiple hardpoints to become even remotely useful in anyone's back, and yet still outbursted by every other weapon even with my suggestion buff.

All this with just one benefit, no heat... this when heat can easily be made dissipate on the superior weapons, a heatless weapon really doesn't mean anything at that point when within the context heat isn't a problem in the first place and the damage is in every way impractical to apply to boot. Just fill a mech with HS's and put some lasers or heavier missiles/ballistics on and you're infinitely much better off in every way over virtually any number of boated MG's, even the MG boating mechs rely not on the massive number of MG's but on their real primary weapon, the LPL's or equivalent to do the real damage, in reality doing well despite of carrying MG's.

I suggest this MG fix:
  • Increase damage by 50% to 0.12 from 0.08
  • Increase range by 100% to 240m(480) from 120m(240)
This way MG's has a use as a short/mid-range sustained damage weapon providing some suppressive effect and not quite the current godawful ineffective dps, making it an applicable generic secondary weapon even when tonnage becomes an issue. It offers some well needed range and gives it a less useless damage capability, but is still far worse alpha/burst than the alternatives in terms of raw performance, while still retaining the CoF dispersal mechanic of firing it making it again move more into a suppressive role.

Alternatively do something else, just do something.

#57 cazidin

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Posted 15 April 2016 - 10:28 AM

View PostHornsby, on 13 April 2016 - 12:55 PM, said:

Guys, I have the answer. Inverse ghost damage.


A new, unnecessary and convoluted mechanic to fix something that you only need a few XL edits for? Brilliant! Give this man a raise, a medal and a cookie!

#58 Mole

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Posted 15 April 2016 - 11:11 AM

I like my Machine Guns. I put them quite often on 'mechs that have ballistics hardpoints that I'm just not going to be using for an Autocannon or Gauss Rifle. My Firestarter uses them quite well. It has two of them with 6 Medium Lasers. There's been plenty of occasions where I have opened up an enemy 'mech with my lasers and gotten the kill while my lasers were on cooldown because I hosed off their internals with my MGs. MGs suck against armor but they are terrifying against internals. I've also been the victim of the laser boat + quad MG Nova before, where they peel open my armor with their lasers and then just completely trash me with those four MGs.

Edited by Mole, 15 April 2016 - 11:13 AM.


#59 Timuroslav

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Posted 16 April 2016 - 06:52 AM

View PostFupDup, on 12 April 2016 - 11:57 AM, said:

It was actually a 6 MG Spider that Paul/Bryan were afraid of.

An 8 MG Spider would be the end of all life and civilization as we know it.

Posted Image

Meet the Piranha it has 12 machines guns 2 ER medium lasers and 1 Small laser on one variant. It also goes 151 km/h
Worse yet.. It's a 3051 Mech with three variants.

Edited by Timuroslav, 16 April 2016 - 06:56 AM.


#60 cazidin

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Posted 16 April 2016 - 07:06 AM

View PostTimuroslav, on 16 April 2016 - 06:52 AM, said:

Posted Image

Meet the Piranha it has 12 machines guns 2 ER medium lasers and 1 Small laser on one variant. It also goes 151 km/h
Worse yet.. It's a 3051 Mech with three variants.


Great. PGI will release the Piranha and then nerf Machine Guns out of fear that they'll tear apart an Atlases back!





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