Machine Guns, Does Velocity Effect Them?
#1
Posted 04 October 2017 - 04:50 AM
Do velocity skills/quirks effect machineguns in any positive way?
#2
Posted 04 October 2017 - 04:51 AM
#3
Posted 04 October 2017 - 06:10 AM
Thanks EL........ I hope you're wrong but I guess, you aren't......as usual. (mumble, mumble, mumble....)
Let's see, the entire game has velocity tied to Skill Points; every nerf, buff, change, patch, balance pass; and, tactical computers and yet, MG's aren't included???
Why the heck not.......... Good grief, no wonder we can't seem to be consistant..............
#4
Posted 04 October 2017 - 06:34 AM
#5
Posted 04 October 2017 - 06:36 AM
#mistlynx4life
#6
Posted 04 October 2017 - 06:38 AM
Rate of fire probably just ups the damage by 20% (the % in most cases)
Edited by JackalBeast, 04 October 2017 - 06:41 AM.
#7
Posted 04 October 2017 - 07:00 AM
Dum da dumb dumb dumb...
#8
Posted 04 October 2017 - 07:05 AM
ZacharyJ, on 04 October 2017 - 07:00 AM, said:
80m/0s and 300m/0s are technically the same velocity
#9
Posted 04 October 2017 - 07:25 AM
OR have ROF MG specific quirk nodes. The flamer got uniqe specific nodes for it, why couldnt the machine guns get something similar? Like upping the rate of fire by 30 % each or something, if they do %.
#10
Posted 04 October 2017 - 07:29 AM
Tordin, on 04 October 2017 - 07:25 AM, said:
OR have ROF MG specific quirk nodes. The flamer got uniqe specific nodes for it, why couldnt the machine guns get something similar? Like upping the rate of fire by 30 % each or something, if they do %.
Thing is, Clans can boat 8 of them already and 12 MG Piranha is gonna hit the market soon. 30% RoF would be bonkers.
#11
Posted 04 October 2017 - 07:38 AM
It took YEARS before the standard MG we have now, got more useful. Think it was last year in a spring/ summer patch that the MG got its cone of fire reduced by 60%. I almost got an heart attack!
#12
Posted 04 October 2017 - 07:51 AM
Tordin, on 04 October 2017 - 07:38 AM, said:
It took YEARS before the standard MG we have now, got more useful. Think it was last year in a spring/ summer patch that the MG got its cone of fire reduced by 60%. I almost got an heart attack!
Thing is, MGs are pretty un-fun weapon system. I had my weapons stripped by them in less than a second--literally few grazes, and all of my torsi weapons (4xSRM6s) were destroyed. My back was open due to a strike but otherwise my mech was at 93%. It is pretty damn stupid to walk around without any weapons at 93%. I personally think the critting part should be reduced and damage part should be increased for MGs--just so it would become less situational.
Edited by El Bandito, 04 October 2017 - 08:00 AM.
#13
Posted 04 October 2017 - 07:58 AM
What I would change?
Revert the changes for the LMG
Buff the MG dmg/ s from 1.0 dmg/ s to 1.4 dmg/s. Which is the dmg the HMG have now.
THEN buff the HMG dmg from 1.4 to 2.8.
The HMG are riskier to use due to its short range. Doubling its dmg should be very useful. Also the HMG while still being a crit weapon, favors dmg over critting of the three variants.
It might be beyond annoying and un-fun to get your weapons murdercritted. But that part of what makes them useful and/ or as no heat dmg weapons besides the critting part. Especially for the MG nad HMG.
I wont complain if I get murdercritted, I will adapt and overcome such, force myself to become a better pilot. To find a way to deal with the critters.
Edited by Tordin, 04 October 2017 - 08:01 AM.
#14
Posted 05 October 2017 - 10:14 PM
I dont know how hard itd be for PGI to do (they have garnered a reputation for being unable to program a good deal of cool stuff that should have been in game, ammo switching, ect), but even setting their velocity to super high would help make the projectiles less distracting/annoying and make them sorta be more akin to hitscan. I thing something like 1000-2000m/s velocity would make them appear hitscan (many other games with hitscan weapons use super fast tracers which dont ruin immersion, they just need to incredibly fast flying).
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