burst vs big punch
#21
Posted 27 January 2012 - 12:34 PM
#22
Posted 27 January 2012 - 12:37 PM
DPS when you can have someone constantly repair you...
Big Punch everywhere else.
#23
Posted 27 January 2012 - 12:39 PM
Rapid-fire weapons for little things, or to **** off big enemies. Heavy hitters for doing some real damage to big targets.
#24
Posted 27 January 2012 - 12:40 PM
#25
Posted 27 January 2012 - 12:47 PM
#26
Posted 27 January 2012 - 01:45 PM
#27
Posted 27 January 2012 - 09:07 PM
#28
Posted 27 January 2012 - 09:23 PM
#29
Posted 27 January 2012 - 09:53 PM
#30
Posted 27 January 2012 - 09:58 PM
For me? I like balanced weapons that score hits across a range of distances. My favorite InnerSphere design the CPLT-K2 Catapult has this. Twin PPCs for long range punch, two Medium lasers to add to the damage when closing in, then switch to combining the lasers and machine guns for close in knife fighting. Three critical ranges. Long range = PPCs. Medium range = PPCs and M Las. Short range = M Las and MGs. It's heat sinks can generally handle an alpha strike without shutting down. Plus it's moderate amount of mobility and armor make it suitable for joining up against an opponent with my buddies.
As for MGs. Anyone that's played Tesla System 3.5 (Virtual World before the Firestorm update) knows that you can immobilize and blind an opponent with a pair of MGs before completely destroying them. Rush up and hold down the trigger. 200 damage with hardly any heat. Almost as fun as blasting a leg with a gauss rifle to watch them spin and run right into a wall!
#31
Posted 27 January 2012 - 10:22 PM
#32
Posted 27 January 2012 - 10:26 PM
#33
Posted 30 January 2012 - 01:22 PM
Lets take the Warhammer builds for example:http://www.sarna.net/wiki/Warhammer
I quote:" WHM-6D...the 6D removed the Machine Guns and the SRM-6 launcher..."
"WHM-6K - Another basic modification to the Warhammer, the 6K removes the Machine Guns..."
"WHM-6L - The 6L is a very basic weapons swap of the 6R model. The two Machine Guns have been removed..."
"WHM-7A - The Machine Guns and Small Lasers of the standard version are replaced..."
I could go on but I think the pattern here is that the smaller weapons are proving more of a hinderance than anything else.
So If I could choose between a couple of small lasers and couple tons of armour, I would definatley go for the latter.
Edited by Commraid, 31 January 2012 - 08:16 AM.
#34
Posted 30 January 2012 - 09:22 PM
Fit those in a fast Heavy or Assault chassis, and you've got a 'Mech that is good at both prolonged combat at all ranges and at raiding.
In other words, why not Take a Third Option?
#35
Posted 30 January 2012 - 09:40 PM
Commraid, on 30 January 2012 - 01:22 PM, said:
Lets take the Warhammer builds for example:http://www.sarna.net/wiki/Warhammer
I quote:" WHM-6D...the 6D removed the Machine Guns and the SRM-6 launcher..."
"WHM-6K - Another basic modification to the Warhammer, the 6K removes the Machine Guns..."
"WHM-6L - The 6L is a very basic weapons swap of the 6R model. The two Machine Guns have been removed..."
"WHM-7A - The Machine Guns and Small Lasers of the standard version are replaced..."
I could go on but I think the pattern here is that the smaller weapons are proving more of a hinderance than anything else.
So If I could choose between a couple of small lasers and couple tons of armour, I would definatley go for the latter.
Thanks for mentioning this.
Machine guns and smaller weapons need a place in MWO. Hopefully they include something like small vehicles or infantry that give them an additional use. They were very powerful in Mechwarrior 2, but I'm not sure if that really emulates a TT experience due to the fire rates being extremely powerful on those guns (something like 5-10 rounds of ammunition every second. They were very strong and could shred even the heaviest mech). They were also pretty useful in Mechwarrior 3. I had some funny all machine gun builds that tore through almost any given enemy.
Perhaps machine guns being bad in the games was only Mechwarrior 4's problem?
#36
Posted 31 January 2012 - 05:13 AM
Omigir, on 27 January 2012 - 09:46 AM, said:
Well, the Clans eventually develop the Light Machine Gun (3060) and the Heavy Machine Gun (3059).
The IS develops versions of both in 3068.
As for the GAU-8 (A-10 gun) equivalent...
The range of calibers of BT ACs is ~30mm to ~203mm.
Given that and the durability of BT armor (as BT ACs are classed by damage output rather than by caliber), the BT equivalent of the GAU-8 would (IMO) most probably be the RAC-2 (introduced by the FedSuns in 3062, copied by the Clans in 3069), or (IMO) somewhat-less-probably the RAC-5 (introduced by the FedSuns in 3062, copied by the Clans in 3069).
#37
Posted 31 January 2012 - 05:19 AM
Strum Wealh, on 31 January 2012 - 05:13 AM, said:
I would have to agree, with that information you provide, RAC - 2! Wow, good info!
#38
Posted 31 January 2012 - 08:29 AM
Ye I've only experienced Battletech through MW4 and MC2, so I have only used small weapons like MG's for laughs (A machine gun only Atlas is interesting). I suspect it might be difficult to keep small weapons like that balanced and realistic at once though. Perhaps it could work if they bring in the battle armour such as the elemental?
Edited by Commraid, 31 January 2012 - 08:30 AM.
#39
Posted 31 January 2012 - 06:02 PM
#40
Posted 31 January 2012 - 06:17 PM
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