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Mg Nerf Incoming / Confirmed


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#81 VitriolicViolet

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Posted 06 April 2018 - 09:56 PM

Im sure people will complain but they will no matter what solution is used. Its not possible to make 4 or less MGs viable without making 6+ ridiculous, short of some bizarre mechanics like:

For every MG over 6 you get some kind of lame heat penalty while firing
For every MG over 6 you get increasing reticle shake while firing, akin to using JJ (or increased spread for every MG over 6)
Make a hard limit of 6 MGs on any and all mechs regardless of hardpoints
Halve MG ammo per ton
On any mech that carries more than 6 MGs disallow other weapons
Reduce MG velocity by a certain percent for every MG over 6
Remove all crit chance from them and keep them the same (which doesnt address the 4 v 12 disparity)
Etc

Whatever solution is used a lot of people will be unhappy. I just hope they dont make them like they used to be, until the buffs they were really not used

#82 The Lighthouse

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Posted 06 April 2018 - 10:10 PM

So, now only viable light mechs are... like...



....hmmmm.....


Basically Wolfhound and Urbie really. As much as I like Wolfhounds and Urbies, I don't think this is a good idea.

#83 The6thMessenger

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Posted 06 April 2018 - 10:16 PM

View PostVitriolicViolet, on 06 April 2018 - 09:56 PM, said:

Reduce MG velocity by a certain percent for every MG over 6


... That's just visual effects.

MGs hit instantly.

View PostVitriolicViolet, on 06 April 2018 - 09:56 PM, said:

Im sure people will complain but they will no matter what solution is used. Its not possible to make 4 or less MGs viable without making 6+ ridiculous, short of some bizarre mechanics like:

For every MG over 6 you get some kind of lame heat penalty while firing
For every MG over 6 you get increasing reticle shake while firing, akin to using JJ (or increased spread for every MG over 6)
Make a hard limit of 6 MGs on any and all mechs regardless of hardpoints
Halve MG ammo per ton
On any mech that carries more than 6 MGs disallow other weapons
Reduce MG velocity by a certain percent for every MG over 6
Remove all crit chance from them and keep them the same (which doesnt address the 4 v 12 disparity)
Etc

Whatever solution is used a lot of people will be unhappy. I just hope they dont make them like they used to be, until the buffs they were really not used


Personally, I'm okay with limited crits/sec. Or diminishing return of crits.

Edited by The6thMessenger, 06 April 2018 - 10:17 PM.


#84 Lupis Volk

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Posted 06 April 2018 - 10:38 PM

And folks this is what we get for:

A. listening to community feedback.

B. Balance by community.

Edited by Lupis Volk, 06 April 2018 - 10:38 PM.


#85 The Lighthouse

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Posted 06 April 2018 - 10:40 PM

View PostLupis Volk, on 06 April 2018 - 10:38 PM, said:

And folks this is what we get for:

A. listening to community feedback.

B. Balance by community.


Technically, PGI does listen to community feedback (look at all of Piranha and machinegun whining threads here) and balance by community (nerfing machineguns so Piranha will be weak enough.) One stone for two birds!

#86 El Bandito

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Posted 06 April 2018 - 10:49 PM

View PostLupis Volk, on 06 April 2018 - 10:38 PM, said:

And folks this is what we get for:

A. listening to community feedback.

B. Balance by community.


Are you sure we are talking about PGI?

#87 El Bandito

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Posted 06 April 2018 - 10:52 PM

View PostNightbird, on 06 April 2018 - 08:49 PM, said:

Only because you need something due to tonnage limitations, QP stats do reveal your preferences. MG are useless when the target has armor. If PGI bumped DPS to 2, I don't care if there is no crit multiplier, but as is MG is ONLY useful when the target is cored.


I leg armored mechs just fine with the Piranha. Small DPS bump in return for crit reduction is what I always advocated for MGs, but asking for 2 DPS is simply not the right start.

#88 The Lighthouse

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Posted 06 April 2018 - 10:53 PM

View PostEl Bandito, on 06 April 2018 - 10:49 PM, said:


Are you sure we are talking about PGI?


As I said above, technically, PGI does.


1) People whined about Piranha AND machineguns, for a long time here.

2) PGI listened to it.

3) PGI decided to nerf machineguns which also technically nerfs Piranha as well.

4) People who whined about PIH and mg got what they want.


So yeah... technically yes.

#89 Requiemking

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Posted 06 April 2018 - 11:00 PM

View PostThe6thMessenger, on 06 April 2018 - 09:51 PM, said:


That's insane, Wolfhound is pokey with more armor, it has different playstyle.

Now if it were balanced with 4-MG locust vs 12-MG piranha, probably it's okay.

Exactly. As I keep trying to tell the guy, there is no way to remove MG crit mechanics without rendering them utterly useless or buffing their DPS to inane levels.

#90 HGAK47

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Posted 06 April 2018 - 11:59 PM

What a joke, not even the funny type. PGI are incredibly random / hit and miss when it comes to listening to player feedback, yet they listened to them this time....

/fml

#91 Lupis Volk

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Posted 07 April 2018 - 01:26 AM

View PostEl Bandito, on 06 April 2018 - 10:49 PM, said:


Are you sure we are talking about PGI?

When it comes to squeaky wheels, then yes. PGI does listen.

#92 STEF_

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Posted 07 April 2018 - 01:30 AM

View Postjustcallme A S H, on 06 April 2018 - 03:54 PM, said:


So I hope you're all satisfied!

RIP cSPL
RIP IS SPL
RIP MGs


ooooohhhhh look!! All the weapons good for OP light mechs :D

FOR COURSE potatoes from brown sea are satified!!!

cannot aim, cannot pilot, cannot position, so NERF NERF NEEEEEEERFF!

#93 Mighty Spike

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Posted 07 April 2018 - 01:32 AM

View Postjustcallme A S H, on 06 April 2018 - 03:54 PM, said:

Well HERE IT IS... Nerf incoming.


Shout-out to all the low skill players who have continually whinged about something that kills you because you simply have no basic map awareness or how to shield/twist.

And to those that don't understand the real underlying issues as to WHY MGs are a little bit good - and no, they don't need a nerf at all.

So I hope you're all satisfied!

RIP cSPL
RIP IS SPL
RIP MGs

You are your own fault, because boating weaponsPosted Image Posted Image Posted Image Posted Image Posted Image Posted Image


Posted Image

Edited by Mighty Spike, 07 April 2018 - 01:33 AM.


#94 Lupis Volk

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Posted 07 April 2018 - 01:45 AM

View PostMighty Spike, on 07 April 2018 - 01:32 AM, said:

You are your own fault, because boating weaponsPosted Image Posted Image Posted Image Posted Image Posted Image Posted Image


Posted Image

So we aren't allowed to arm our Battlemechs to their fullest potential? Charming.

#95 Antares102

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Posted 07 April 2018 - 02:21 AM

View PostLupis Volk, on 07 April 2018 - 01:45 AM, said:

So we aren't allowed to arm our Battlemechs to their fullest potential? Charming.

Na you have to have at least 4 different weapon system otherwise you cannot drop with you mech.
Ah.. and btw one of them needs to be LRM and some sort of small laser as "backup".
Lulz... I am laughing at my own writing :D

Edited by Antares102, 07 April 2018 - 02:21 AM.


#96 Sjorpha

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Posted 07 April 2018 - 02:22 AM

If it's something like a minor nerf to cMG crit percentage I'm ok with it.

IS mgs need buffs rather than nerfs, I hope they manage to make the distinction there and at least leave IS mgs alone.

#97 Mystere

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Posted 07 April 2018 - 03:22 AM

View PostShadowFire, on 06 April 2018 - 05:33 PM, said:

I know many will disagree but my two bits say mg's should do jack versus armor. Real life and the Battletech books both say mg's are only useful vs. light skilled/unarmored targets.


What in Hades' name are you talking about?

View PostMystere, on 06 April 2018 - 08:06 AM, said:

12 MGs is a stock BT load out and described aptly as:

The Piranha's main threat is its twelve Series XII Rotary Machine Guns. These are a serious threat to any foe on such a speedy 'Mech, especially if a Star of Piranhas operate in a pack, and such a large array allows the 'Mech to chew through an opponent's rear armor almost instantly.





(emphasis mine)


And the real life equivalent of a Mech machine gun is more like this:

Posted Image


and less like this:

Posted Image

#98 Moadebe

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Posted 07 April 2018 - 03:26 AM

I am sure it will still be FINE. Geez the doom and gloom of it all is almost comical. The only real issue I see with machine guns is STILL the crit chance and how it can crit out a whole ST worth of equipment before you can respond. That is it. The damage is fine...and DO NOT nerf the spread anymore. Hell if anything dont even touch the crit chance of the MG but buff the health of weapons.

#99 The Basilisk

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Posted 07 April 2018 - 03:28 AM

Cool down ppl MG's are still the most overbuffed weapon in MWO.
Where other weapons like PPCs, large ACs and Gauss who require a large tonnage and critspace investment do less than doubble the dmg of their TT lore specs, MGs, that where never meant to do any real dmg versus Battlemech Armor, do 5 to 7 times more damage than the true weapons.

@Mystere...The gun you've shown may actually perform more like a AC2 than like an MG

Edited by The Basilisk, 07 April 2018 - 03:29 AM.


#100 roekenny

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Posted 07 April 2018 - 03:40 AM

View PostMoadebe, on 07 April 2018 - 03:26 AM, said:

I am sure it will still be FINE. Geez the doom and gloom of it all is almost comical. The only real issue I see with machine guns is STILL the crit chance and how it can crit out a whole ST worth of equipment before you can respond. That is it. The damage is fine...and DO NOT nerf the spread anymore. Hell if anything dont even touch the crit chance of the MG but buff the health of weapons.

The light community have been hit hard with the nerf bat far too many times to see otherwise as we know how this song and dance ends. As the time to to kill increases for other weight classes we always get ours increased and are not allowed new toys or keep our old ones. Case and point people already whining about flamers due to solaris incoming so another <1 ton will get the hammer after that drops.





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