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Flamers/machine Guns


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#41 Salient

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Posted 15 November 2012 - 11:08 AM

I think a new weapon has to be created, 'heavy machine gun', 1 ton, close to small laser in terms of performance/heat.

As for flamers, drop the heat buildup on your mech, up it on the enemy mech.

EZ, DONE, k thx bai.

#42 Cato Phoenix

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Posted 15 November 2012 - 11:09 AM

I put 9 flamers on my Hunchie 4P.

It does not work too well. Although overheating the Atlases was kind of fun, the mechs don't stay shut down long enough to not just squash you.

#43 shintakie

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Posted 15 November 2012 - 11:15 AM

View PostRippthrough, on 15 November 2012 - 10:54 AM, said:

There are two very easy ways to balance machineguns.

They are:

A) Double the rate of fire. DPS moves to where it should be, ultimate damage potential unchanged as the ammo drops twice as fast. As the ammo is heavier than the gun itself it'll also stop boating as lots of ammo will be heavier compared to the guns.

OR:

:wacko: Give it 1000m range at it's current fire rate. Making it still pretty poor damage wise, but very useful as a weapon to fill that last bit of spare tonnage and annoy/distract guass/LRM boaters.


Both of those solutions are terrible.

The netcode is cruddy as is. You don't want a gun firin 20-80 times a second. The second means its a useless weapon anyway because an lrm 5 user with only a single lrm 5 will be able to outdamage 4 MG's.

#44 Dr Warp Effect

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Posted 15 November 2012 - 12:08 PM

To avoid netcode problems with high RoF just have client produce graphics and sound of individual bursts but only have server-side track "bundles of bullets" that do not stress server. Voila!

#45 wanderer

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Posted 15 November 2012 - 12:16 PM

View PostSalient, on 15 November 2012 - 11:08 AM, said:

I think a new weapon has to be created, 'heavy machine gun', 1 ton, close to small laser in terms of performance/heat.

As for flamers, drop the heat buildup on your mech, up it on the enemy mech.

EZ, DONE, k thx bai.


HMG's don't exist till later, flamers are not weaponized heat sinks- generating the plasma is not a 100% efficient process and forces the engine to run to replace what's being fired harder- thus, it puts more heat out than it lays on the target.

But see the latest Paul post. Both are getting a buff, just not the way you're stating.

#46 Taryys

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Posted 15 November 2012 - 12:24 PM

The Devs posted about Machine Gun and Flamer fixing here:

http://mwomercs.com/...apon-balancing/

#47 Imagine Dragons

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Posted 15 November 2012 - 01:29 PM

Well, its about dam time.

/happyhappyjoyjoy

#48 Tickdoff Tank

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Posted 15 November 2012 - 01:32 PM

View PostXenomorphZZ, on 15 November 2012 - 01:29 PM, said:

Well, its about dam time.

/happyhappyjoyjoy




#49 Imagine Dragons

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Posted 15 November 2012 - 01:50 PM

... and I HATED that cartoon.

#50 shintakie

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Posted 15 November 2012 - 05:33 PM

View PostTaryys, on 15 November 2012 - 12:24 PM, said:

The Devs posted about Machine Gun and Flamer fixing here:

http://mwomercs.com/...apon-balancing/


WOOOOOO!!!

My future Cicada with 4 MGs and some form of laser will be useful. Woooooooo.

#51 SpiralRazor

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Posted 17 November 2012 - 07:47 AM

Quit giving the Open Beta excuse pls, they have been useless for months.


Finally theres a dev post saying they will get some work...and you know what caused it? Exactly posts like this one.


MG's need more damage, however thats accomplished... I dont want super long range MGs though. 4+ MGs should be a reallll threat to light mechs.


Flamers need to actually be a real threat, especially on CV. Massed flamers is something that should be feared.

#52 Rumjaku

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Posted 02 January 2013 - 01:29 PM

View PostTaryys, on 15 November 2012 - 12:24 PM, said:

The Devs posted about Machine Gun and Flamer fixing here:

http://mwomercs.com/...apon-balancing/


Awesome! I didn't even know this thread existed! All of my current builds incorporate SSRM's, MG's, and sometimes Flamers. My future planned builds will be using Guass and other ballistics.

While I don't worry about my builds not being OP after changes, I do care if they get nerfed. So if in the end they are still viable on an equal level then I will be happy.

View Postshintakie, on 15 November 2012 - 05:33 PM, said:


WOOOOOO!!!

My future Cicada with 4 MGs and some form of laser will be useful. Woooooooo.


Hell yeah! My Cicada sucks ***, first purchase, regret it at the moment. Wasted about 4-5 mil setting it up, only to find out my direct-tv satellite dish arms are immensely vulnerable to being blown off, and thus rendering 90% of it's damage output LOL.





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