Now for the sake of argument, I am using the values that are listed as if they are being fired at their optimal range
1.small laser
3.25 damage
2.25 cooldown
0.75 duration
= 20 shots/60s = 65damage/60s
heat=20.20
1.mg
1/s damage
60damage/60s
Now right off, i see the small laser has a higher damage count by about five points, in contrast to the mg, But the thing is the small laser has a heat build of 1.1 per laser, in contrast to that of a MG. So i played around with the numbers a little more to get feel for it.
6.small laser
6x65=360damage/60s
heat=121.2
9.small lasers
9x65=585damage/60s
heat=180
12.small lasers
12x65=780damage/60s
heat=242.4
6.machinegun
6x60=360damage/60s
9.machineguns
9x60=540damage/60s
12.machineguns
12x60=720damage/60s
Again, the MG is lagging behind the small lasers damage output but only 60 points, but as we see the small laser heat will climb with the number of lasers added, This can be mitigated with skills,quarks, and equipment. But what this means tho is if the pilot isn't careful they run the risk of over heating quickly, But not the mg, the mg is able to keep firing non-stop until it no longer has ammo to spend This being the weakness of a ballistic weapon its easy to understand.
Now you ask me why i went through the trouble to explain all this to you yes? Well PGI scaled most of the damage and rules from the rpg/table top game in to a shooter, So with that being said The mg is able to out shoot laser based mechs who have to control their heat or shot down. meaning so long as the mech as enough ammo it is able to out preform laser based weapons in a blink of an eye, This is no includeing the heavy MG, with has a damage of 1.5.
I have to say this becouse my king crab with six hmg's is able to dish out 540 damage in 60 seconds in close range with no heat climb, while a piranha useing a total of 12 is able to deal 720. This dose seem alittle off balance, when you can compair this to an RAC 2/5
1.RAC/2
6.538damage/s
6.538d x60s=392.28damage
heat 2/sx60s=120
1.RAC/5
10.913/s
10.913d x60s=654.74damage
heat4/sx60s=240
As we can see with the basic math,RAC's are insane when it comes to damage But this is not taking in to respect, Overheating and jamming two things MG's do not have. When we take both of these in to play, MGs can still out preform RAC's at close range becouse of heat scaling and jam chance.
I point all this out because i am starting to feel the Mg's need to be revisited and be re-tweaked to fit the game better
Edited by LDTorroc, 22 February 2019 - 04:41 AM.