I wonder if its technical issues...
Because these two weapons just happen to be the only weapons that have near infinite fire-rates with no CD.
Reoh, on 15 November 2012 - 06:47 AM, said:
I was under the impression a MG would be good for scoring critical hits (after a mech's armor was removed). Is this not true? In this case, they could be a good follow up combination. Crack the enemy open, then while you're higher on heat use the no-heat MG to salt the wound and try to blow things up.
As for flamers, well they can help you shut down an opponent mech. Last I heard they were problematic though, as they raised the ambient heat levels and then capped out. I never did like that, especially when they cause you more heat than your target. Was that changed at all?
This is true in the board game. Or a mechwarrior game that exactly adapted critical hit rules from TT.
However, when a piece of equipment was "crited" it would instantly be disabled (aside from engines)
In mwo, equipment have 10 hp, when an equipment is "crited" the critting damage is multiplied by 1x or 2x or 3x.
Considering one bullet from the MG does 0.04 damage...
Edited by XenomorphZZ, 15 November 2012 - 07:44 AM.