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I Am Calling It - Boating Mgs Is Op


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#101 MechaBattler

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Posted 16 August 2017 - 02:08 PM

Good work Basilisk222.

13 seconds for one leg. Testing grounds I think the Atlas are stock configuration. Which is 82 armor. 82 armor in 13 seconds. Granted it wasn't moving or firing back. It would take longer with the light presumably circling and juking to avoid return fire. But it does give an approximation of what is happening.

It is harder for a 45 ton mech to get in range and stay in range to use MGs than it is for a light.

Edited by MechaBattler, 16 August 2017 - 02:10 PM.


#102 Jay Leon Hart

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Posted 16 August 2017 - 02:10 PM

View PostAlphaEtOmega, on 16 August 2017 - 02:07 PM, said:

Blackjacks can boat 6 MG and Shadow Cats can boat 7 MG for a long time now. Why is it suddenly problematic when one of the worst Mechs in the game can boat 8 MG?

Something something ... LIGHTS OP! ... something something ... HIT REG! ... something something ... KNOW YOUR ROLE! ... something something

TBH I'm having more fun with my 4 SPL, ECM, LAMS MLX than my 6 LMG, 2 HML, ECM ACH.

#103 Luminis

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Posted 16 August 2017 - 02:29 PM

View PostMechaBattler, on 16 August 2017 - 02:08 PM, said:

13 seconds for one leg.

So, close to half a minute to kill an Atlas by legging under ideal circumstances, before bonus armour and structure from the survival tree.

That's a damn long time to expose yourself as a Light.

#104 Jay Leon Hart

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Posted 16 August 2017 - 02:54 PM

A few "TTK Leg" comparisons;

6 IS SRM2 ~11s (~10s with 10% cooldown quirk)

6 IS SL ~22s

8 IS SL ~15s

6 IS SPL ~16s

8 IS SPL ~12s

6 Clan SRM2 ~12s

8 Clan ERmL(ERuL) ~22s

6 Clan ERSL ~19s

8 Clan mPL(uPL) ~14s

6 Clan SPL ~14s

#105 Rovertoo

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Posted 16 August 2017 - 03:00 PM

View PostJay Leon Hart, on 16 August 2017 - 02:54 PM, said:

A few "TTK Leg" comparisons;

6 IS SRM2 ~11s (~10s with 10% cooldown quirk)

6 IS SL ~22s

8 IS SL ~15s

6 IS SPL ~16s

8 IS SPL ~12s

6 Clan SRM2 ~12s

8 Clan ERmL(ERuL) ~22s

6 Clan ERSL ~19s

8 Clan mPL(uPL) ~14s

6 Clan SPL ~14s


Thats really helpful actually. Assuming ammo reliance is roughly similar to heat.managment by way of balance, mgs seems to pretty much were they should be. I could still see a possible slight slight reduction in crit chance or maybe ammo capacity if they are deemed out of hand

#106 Khobai

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Posted 16 August 2017 - 03:20 PM

its also kindve misleading since you should only be firing machine guns into unarmored sections

machine guns get huge bonuses vs structure so why wouldnt you aim them at exposed structure?

if youre firing machine guns at armored legs when torso sections are stripped of armor youre doing it completely wrong

machine guns are an opportunistic weapon for taking out locations that have already been stripped of armor. thats all theyre really good for. theyre subpar if taking out armor is involved.

Edited by Khobai, 16 August 2017 - 03:23 PM.


#107 Ruar

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Posted 16 August 2017 - 03:49 PM

View PostKhobai, on 16 August 2017 - 03:20 PM, said:

its also kindve misleading since you should only be firing machine guns into unarmored sections machine guns get huge bonuses vs structure so why wouldnt you aim them at exposed structure? if youre firing machine guns at armored legs when torso sections are stripped of armor youre doing it completely wrong machine guns are an opportunistic weapon for taking out locations that have already been stripped of armor. thats all theyre really good for. theyre subpar if taking out armor is involved.


Correction. LMG and MGs are subpar.

HMGs are actually pretty good DPS against armored sections.

#108 Mcgral18

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Posted 16 August 2017 - 03:55 PM

View PostRuar, on 16 August 2017 - 03:49 PM, said:


Correction. LMG and MGs are subpar.

HMGs are actually pretty good DPS against armored sections.




Incorrect

The Range of the LMG makes it superior to the Damage of the HMG when reality comes into play

#109 Ruar

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Posted 16 August 2017 - 04:15 PM

View PostMcgral18, on 16 August 2017 - 03:55 PM, said:




Incorrect

The Range of the LMG makes it superior to the Damage of the HMG when reality comes into play


I keep seeing people gripe about range... yet I consistently get in closer than 100m with a Quickdraw. Not sure how people running around in 90+KPH mechs find it difficult to get into close range.

#110 Gas Guzzler

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Posted 16 August 2017 - 04:21 PM

View PostRuar, on 16 August 2017 - 04:15 PM, said:


I keep seeing people gripe about range... yet I consistently get in closer than 100m with a Quickdraw. Not sure how people running around in 90+KPH mechs find it difficult to get into close range.


You must not have people with 60-90 damage alphas on the other team that can also aim. I think that's the crux of the issue.

#111 Ruar

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Posted 16 August 2017 - 04:24 PM

View PostGas Guzzler, on 16 August 2017 - 04:21 PM, said:


You must not have people with 60-90 damage alphas on the other team that can also aim. I think that's the crux of the issue.


Or... I use that cover stuff and make sure the terrain I'm at favors me instead of the other guy.

#112 Revis Volek

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Posted 16 August 2017 - 04:25 PM

View PostRuar, on 16 August 2017 - 04:15 PM, said:


I keep seeing people gripe about range... yet I consistently get in closer than 100m with a Quickdraw. Not sure how people running around in 90+KPH mechs find it difficult to get into close range.




I can do some pretty amazing things against tater tots as well.


Try it against competent opposition and let me know how it goes.

#113 LordNothing

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Posted 16 August 2017 - 04:47 PM

better get me a lynx then lol

#114 mistlynx4life

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Posted 16 August 2017 - 05:33 PM

Listen. I can't speak to Faction Play because I'm QuickPlay only (occasional Scouting maybe for an event). Firing MGs into armored sections is an excellent tactic if you have the ammo for it because it worries the junk out of jumpy pilots. Opening fire with even just three HMGs on a yellow armored component will get attention quick because the moment if runs out that pilot knows it's going to pop. It's not efficient from a damage/ammo standpoint but from a psychological warfare perspective it works brilliantly. I could tell you stories... ;)

And for those who are talking about range... I guess it's personal playstyle but no matter my weapon loadout I simply don't seem to engage much beyond 200m. It feels... gross? I'm always point blank face-tanking. When you have good agility and lots of jumpjets you don't need terrain to find cover - you literally just keep jumping over your target. Again, whatever works for you, but if there's a mech to prove the 'Definite Light Strategies' wrong, it's the Lynx. <3

The LMGs, for me, are simply a waste of space. Regular MGs are efficient to boat with a smidge of patience, HMGs not so much. Nice with a mixed loadout though. Just some thoughts.

#mistlynx4life

#115 InfinityBall

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Posted 16 August 2017 - 05:57 PM

View PostRevis Volek, on 16 August 2017 - 04:25 PM, said:




I can do some pretty amazing things against tater tots as well.


Now I want to eat tater tots. Why did you do that to me when I'm too drunk to drive?

#116 SOL Ranger

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Posted 16 August 2017 - 05:58 PM

View PostLordNothing, on 16 August 2017 - 04:47 PM, said:

better get me a lynx then lol


I prefer the 6xLMG ACH, it is much more practical and does the same job with more options and ammo and it even has ECM.

#117 Basilisk222

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Posted 16 August 2017 - 06:30 PM

View PostMechaBattler, on 16 August 2017 - 02:08 PM, said:

Good work Basilisk222.

13 seconds for one leg. Testing grounds I think the Atlas are stock configuration. Which is 82 armor. 82 armor in 13 seconds. Granted it wasn't moving or firing back. It would take longer with the light presumably circling and juking to avoid return fire. But it does give an approximation of what is happening.

It is harder for a 45 ton mech to get in range and stay in range to use MGs than it is for a light.


Well, really I'd say it was closer to 110 armor, since the bonus to internals and the fact that the leg has 82 armor + internal structure which I think is 1/2 max armor.

In any sense, 8 HMG's Burns through Ammo wicked fast, I blew over 1100 rounds just in that clip. You NEED back up weapons. The MLX cannot feed those guns for very long, and you get about 3 solid tons of ammo space, 2 if you fill it with backups. I managed to get around it somewhat and get a free 1/2 of ammo, effectively getting 3 tons with clips from skill tree and stripping just enough armor for an extra 1/2 ton of HMG ammo, while dedicating 1 ton to 4 micros, but, much more armor stripped and you'd be really hurting the mech's already paper like protection.

You CAN make this build work and it IS effective, especially on front loaded armored mechs because you'll make a mess of their internals really quick so it's a solid assassin build if you can pull it off, but OP?

Hell no.

Edited by Basilisk222, 16 August 2017 - 06:33 PM.


#118 BattleGnome

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Posted 16 August 2017 - 08:49 PM

Not only should we give all MG types Ghost heat, but they should share ghost heat with all lasers.

#119 RestosIII

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Posted 16 August 2017 - 08:58 PM

View PostBattleGnome, on 16 August 2017 - 08:49 PM, said:

Not only should we give all MG types Ghost heat, but they should share ghost heat with all lasers.


Okay, since this is the internet, and I can't really tell through text format... That's sarcasm, right?

#120 Yellonet

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Posted 16 August 2017 - 10:50 PM

I'm ok with this as long as I can run 8xMG on an IS light.





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