Now apparently PGI have after reading feedback reduced HMG to 1.4 dps from 1.5 dps, but we can safely say that of course the problem won't be solved because the issue was never the raw dps of it as such. There is hardly any difference to speak of in terms of how quickly you can hollow out targets nor how much structure damage is being done between this version and the previous one; Also ironically not much different compared to regular MG's either. With HMG's and MG's amassed you hug an assault and clear its internals instantly after armour peeling it, only rarely does something installed in a component survive for any longer amount of time.
So one has to ask the question how far will they go with this to get the "desired result" if only dps is what they will change. To solve the issue this way and insisting on retaining the crit system beneath they will need to reduce dps to ~1dps and even below where MG's are already.
We need to think about what the point of this weapon is supposed to be, is it supposed to be some carbon copy from TT and shoehorn old dysfunctional elements such as the critical system in numerous indistinguishable copies without modification, to see them be DOA, extremely excessively polarised functionally, niche or just wholly unused or is it to make fun weapons that can be used by the players in general for the greater good of the game. I would like it to be the latter and I hope others agree with that. We already have two other MG's doing the crit part perfectly well, I would urge just leaving LMG's for that role even because it's well enough if given 0.8dps.
My suggestion:
What needs to be done is to remove the critical properties from the HMG and make it a practically applicable medium range low weight sustained damage ballistics weapon, offering decent dps and being easily equipped and projected but also used as a supplementary and even suppressive weapons on heavier chassis.
With adding some practical good range, moderate dps and efficiency properties the weapon becomes both balanced and practically available for all kinds of mechs and notably does not become extreme in the aforementioned niche situations of crits.
In my opinion the same could be done to the MG and let only the LMG be the crit seeking weapon while we get two lower weight ballistics weapons with varying properties such as projection and damage.
HMG
- ~1500ammo/t - Making it very ammunition efficient and practically usable for longer range chassis and for a supplementary fire role.
- ~480m range - Allowing it to project damage over reasonable ranges and assume a suppressive role as much as a supplemental ballistics sustained damage weapon.
- ~1.8dps - Offering moderate raw sustained damage for its tonnage, being a streamed perpetually burn duration with ammo requirement it needs a raw power incentive to be desirable.
- No longer has additional critical properties - Does not hollow out structure exposed components, no longer does increased damage to structure nor does RNG play part in its usage anymore.
I believe this would be the best solution while also offering new interesting ways to play the game, players can then pick which kinds of ballistics they want even on the lower spectrum.
Reserved for all the human things, values are examples and placeholders that can be adjusted.