Mg Nerf Incoming / Confirmed
#321
Posted 10 April 2018 - 02:02 PM
LOL, YA THINK?!
#322
Posted 10 April 2018 - 02:08 PM
Kaeb Odellas, on 10 April 2018 - 09:34 AM, said:
The MG's crit bonuses are the reason mass MG boating has been a problem. If they'd replace the crit bonus with just bonus damage to structure (or heck, a straight damage buff) MG boating wouldn't be an issue.
The problem with just a straight damage buff is that it's just the same boring "same old, same old". Why can't (sub)weapon types do something different for a change?
#323
Posted 10 April 2018 - 02:12 PM
#324
Posted 10 April 2018 - 02:15 PM
Nightbird, on 10 April 2018 - 02:12 PM, said:
And that is the problem right there, assuming that QP is the true test of mechs and not FP.
#325
Posted 10 April 2018 - 02:15 PM
FupDup, on 10 April 2018 - 10:23 AM, said:
It's kind of both, the distinction is that most current mechs can't carry enough MGs to take advantage of their mechanics. That doesn't mean that the base MGs don't have that capability, it just means that the number of platforms which can fully leverage them is a very short list.
It's kind of like how twin PPC + twin Gauss was never a concern at all until the Dire Whale showed up.
With that being said I would prefer the Piranha just get some quirk nerfage rather than risk collateral damage against other "innocent" mechs like the Shadow Kitty and Viper.
If lights were occupying 25% of the queue, with the Piranha occupying 50% of that, I would agree.
But with lights occupying only 10-15% ...
#326
Posted 10 April 2018 - 02:18 PM
Just.......
lol
I Give up.
#327
Posted 10 April 2018 - 02:19 PM
UnKnownPlayer, on 10 April 2018 - 02:15 PM, said:
And that is the problem right there, assuming that QP is the true test of mechs and not FP.
In FP Piranhas are less potent than in QP, since you can predict when they're brought out and can be countered with streaks, and it's also harder to flank in FP.
#328
Posted 10 April 2018 - 02:27 PM
Mystere, on 10 April 2018 - 02:08 PM, said:
The problem with just a straight damage buff is that it's just the same boring "same old, same old". Why can't (sub)weapon types do something different for a change?
MGs are plenty different without the crit bonus. What other weapon fires continuously with no heat generation or cooldown?
#329
Posted 10 April 2018 - 02:49 PM
Yosharian, on 10 April 2018 - 02:02 PM, said:
LOL, YA THINK?!
FYI:
In regard to the upcoming nerfs, Chris specifically said:
"If I was to be going after the Piranha specifically, its existing leg structure quirks would be the first thing on the chopping block not the Machine Guns. (Maybe something worth looking into later if people feel like the Piranha specifically is an issue.)
As I said in the stream, what is being targeted is it's performance against alternative weapons within a similar tonnage range, while also minding the baseline balance between the Clan version of the weapon compared to its IS counterpart that comes in at double the tonnage."
According to this position as articulated by the balance overbeing, the Piranha and its leg structure, are for the moment, just fine. The position is that Clan MG performance... not 12 MGs, not a few variants boating MGs, not any particular mech or variant that carries MGs, but merely clan MG performance on its face, needs some sort of yet unknown nerf so as to account for its individual performance relative to IS MGs and alternative clan weapons within a similar tonnage range (e.g other ~.25 ton clan weapons).
So according to the devs, and their presumed laser like monitoring of in game performance, the Piranha 1 is no more OP than a Viper running 4 MGs or any other MG running clan mech. C MGs vs IS MGs vs C .25 ton weapons is the issue nothing else. If you believe Chris then the Piranha and its feeble leg structure are safe from the nerf hammer.
Edited by Bud Crue, 10 April 2018 - 02:51 PM.
#330
Posted 10 April 2018 - 02:55 PM
Nightbird, on 10 April 2018 - 02:12 PM, said:
Just had a match where my MDD armed with Beagle Active probe and Targeting computer plus 4 streak SRM 6 engaged a running Piranha in the water (no intervening terrain) and well within max range (no failure to hit). It took 3 full volleys to drop the Piranha and at least 15+ seconds of action, something that a second Piranha did to me soon afterwards in the match in less than 5 seconds.
One volley?!...............maybe if one full boated a Cyclops with 7 Streak SRM6s.
#331
Posted 10 April 2018 - 03:00 PM
Duncan Aravain, on 10 April 2018 - 02:55 PM, said:
One volley?!...............maybe if one full boated a Cyclops with 7 Streak SRM6s.
Why do you not have 6 Streak6s? User error. Also, Targeting Computer gives no bonuses to streaks.
Edited by Nightbird, 10 April 2018 - 03:01 PM.
#332
Posted 10 April 2018 - 03:05 PM
Nightbird, on 10 April 2018 - 03:00 PM, said:
Why do you not have 6 Streak6s? User error. Also, Targeting Computer gives no bonuses to streaks.
my commando begs to differ....
yes i know it dosnt have MG's but its a powerhouse
#333
Posted 10 April 2018 - 03:11 PM
Nightbird, on 10 April 2018 - 03:00 PM, said:
Why do you not have 6 Streak6s? User error. Also, Targeting Computer gives no bonuses to streaks.
So to prevent or reduce Piranha attacks, all one needs to do is boat 6 Streak SRM6s......sounds easyí ½í¸‰
#336
Posted 10 April 2018 - 03:16 PM
Duncan Aravain, on 10 April 2018 - 02:55 PM, said:
One volley?!...............maybe if one full boated a Cyclops with 7 Streak SRM6s.
Nightbird, on 10 April 2018 - 03:00 PM, said:
Hmm. I did not need 6 SSRMs6's during the Piranha event. 4 were plenty enough.
#337
Posted 10 April 2018 - 03:16 PM
Edited by Grus, 10 April 2018 - 03:17 PM.
#340
Posted 12 April 2018 - 10:01 AM
kuma8877, on 08 April 2018 - 10:49 AM, said:
So, do the machine guns do the same amount of damage per shot or per ton of ammo? If the former, yeah, mg's would be ridiculously OP if they behaved like rapid-fire AC2s at short range. Per ton of ammo, that seems far more reasonable (and less intimidating)
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