

Machine Gun Catapult?
#1
Posted 14 November 2012 - 05:34 AM
Very happy with it, but then during a match when I got killed and went spectator, I saw a mech of some kind with machine guns and that right there was love at first sight/sound...really hooked on getting a mech with machine guns now.
My question is though: Would it be possible to throw such weapons on a K-2? and would it even be a build that would be somewhat viable?
Just wanna check before I throw more money after it.
#2
Posted 14 November 2012 - 05:36 AM
SafetyTurtle, on 14 November 2012 - 05:34 AM, said:
Very happy with it, but then during a match when I got killed and went spectator, I saw a mech of some kind with machine guns and that right there was love at first sight/sound...really hooked on getting a mech with machine guns now.
My question is though: Would it be possible to throw such weapons on a K-2? and would it even be a build that would be somewhat viable?
Just wanna check before I throw more money after it.
No mech is viable with machine guns. They're by far the least efficient weapon in the game, with a meager 0.08 DPS.
#3
Posted 14 November 2012 - 05:42 AM
Thanks for the quick reply though.
#4
Posted 14 November 2012 - 05:46 AM
-> 4 shots per second.
And they are really devastating when in the right hands.

#5
Posted 14 November 2012 - 05:47 AM
#6
Posted 14 November 2012 - 05:48 AM
And like I said, the machine guns just sound awsome..but if they aren't viable at all, ACs may be the way to go.
#7
Posted 14 November 2012 - 05:52 AM
Basically, their purpose (as with flame throwers) is anti-infantry which is not useful in this game.
If you would like to have them as an option for your own enjoyment I recommend a K2 build with ppcs / lasers. Placing two tons aside for machine guns and one block for ammunition you can spray for your own amusement.
When an enemy is close, you can spray their body with machine rounds whilst focus firing one area with your heavy weapons, this may hide your target from your opponent preventing them from taking evasive action.
In all reality though you would probably want to use the extra two tons on heat sinks.
The k2 comes with machine guns as standard, try using the stock model for a bit and see what you think.
#8
Posted 14 November 2012 - 05:53 AM
#9
Posted 14 November 2012 - 05:58 AM
#10
Posted 14 November 2012 - 06:00 AM
- Implement Heavy Machine Gun for double damage instead, or
- Make it so, that you can manually shoot down missiles with them likely to AMS
- Incorporate a game mode where you need these to fight off the conventional infantry.
- Make MG's critical hits somehow more noticeable.
As for now, MGs are playing just estetic role and nothing more.
Other than that, you might get Cicada with 4x MachineGuns, which still might work only against Lights with 0.16 Damage bulletstorm. Surprisingly, rate of fire on these weapons is just pathetic compared to today's Vulcan battery, which would eat an entire ton of our MG's ammo (2000 rounds) in 12 seconds.
#11
Posted 14 November 2012 - 06:03 AM
#12
Posted 14 November 2012 - 06:36 AM
#13
Posted 14 November 2012 - 07:47 AM
Ragor, on 14 November 2012 - 05:46 AM, said:
-> 4 shots per second.
And they are really devastating when in the right hands.

The dual AC/2 loadout can be pretty nasty, I agree. Assuming you can keep them landing and hit the target, it's one of the higher DPS ballistic weapons. It's more of a DOT-based DPS vs the front-end oomph of say an AC/20 or a Gauss. It also has impressive range as well.
And pretty much gives the target a nice simulation of a seizure.
I ran my K2 with that for a while. Now I run mine more as a backstabber and stalker with an AC/20. I sneak up on targets of opportunity and nail them with that. I do have a machine gun in the 2nd slot though as more of a novelty.
#14
Posted 14 November 2012 - 07:55 AM
One thing I know for use is I'm not going with the gauss which seems to be what every other Cata pilot is going with.
#15
Posted 14 November 2012 - 10:12 PM
#16
Posted 14 November 2012 - 10:20 PM

#17
Posted 14 November 2012 - 10:50 PM
Shortcircuit42, on 14 November 2012 - 05:52 AM, said:
DivineEvil, on 14 November 2012 - 06:00 AM, said:
BattleTech included Machine Guns before it ever included infantry, so trying to say that FASA intended for Machine Guns to be ineffective vs Mechs is pretty ridiculous. FASA even made some of the canon Solaris VII mechs that were meant for only mech vs. mech arena gladiatorial combat boat 6-12 MGs. As it is in MWO right now, it is pretty much completely useless against mechs, and considering that there will never be infantry, the MG needs a buff.
Aquilus, on 14 November 2012 - 05:36 AM, said:
In TT they did 0.2 DPS (2 damage every 10 second turn), which was the same as the AC/2, but I do not think MWO's MGs should be buffed to the same DPS 4 of the current AC/2s, nor really should the AC/2s be doing that much...
Since in TT they were Small Laser with ammo and 2/3rds damage for no heat they should be doing 2/3rds of the SL's DPS here, which would be put it at around 0.66 DPS. Though the argument could be made that it should do more DPS to counter balance the slower ballistic qualities of the bullets compared to the laser beam, and that the MG's "beam duration" is longer than the SL's making it more likely that the damage will shatter across more locations on the target.
#18
Posted 14 November 2012 - 11:02 PM
#19
Posted 26 January 2013 - 03:21 AM
#20
Posted 26 January 2013 - 03:26 AM
XL 315
2 Large Laser - arms
2 Med. Pulse - torsos
2 Machine Guns - torso
It's fast, does great constant damage, and I love it.

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