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Balancing The Machine Gun


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#1 focuspark

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Posted 23 November 2012 - 02:18 AM

Purchased a Cicada today (well honestly it was yesterday) and purchased the one with 4x ballistics + 1x energy hardpoints. Have to day I feel a bit like I was tricked. The reason I feel this way is that the natural fit for the 4x ballistic hardpoints are machine guns but they currently feel more like special effects than weapons. (Kudos to the people who did the machine gun fire animation, it looks great)

Seems to me that machine guns should be comparible to small lasers in damage. They weigh the same and take up the same amount of space. Small lasers generate more heat but machine guns require ammo (1 space + 1 ton).

I understand that in the TT version of BT machine guns were mostly a joke and generally included as a yard stick so that you could understand how powerful BT weaponry was supposed to be, but this is a modern video game and you can't have a weapon that isn't useful or you're going to **** people off.

My recommendation, keep machine guns as is but get their DPS to be equal to small lasers. They fire a lot more often, but you have to keep the stream on the target longer than a small laser. Perhaps less ideal than having a small laser, but still a lot better than what machine guns are now.

Also, I keep seeing this mention that machine guns are supposed to be extra good against internals but experience tells me otherwise. Perhaps if this were working as intended then I would feel that machine guns belong in the game.

PS
I'd hate to see the machine gun removed from the game. It's the only small, light ballistic weapon and mechs with many ballistic hardpoints can't alwasy fit a ton of AC/2s.

#2 Deadoon

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Posted 23 November 2012 - 02:39 AM

Dude, BT machine guns were insanely powerful for their weight and ammo amount, an array(not implemented nor made yet) of 4 weighed only 2.5 tons for is gave you 8 damage and at low range. These things added up quickly when they got to the point of 4 arrays on a light mech and 2 tons ammo, sure you only got 25 shots but each shot did a massive 32 damage and generated no heat.

Sure they had a immensely low range but that was enough to make them balanced, otherwise you'd just be getting almost everything with an array that could fit one up until assault classes.

By themselves however, they need to treat them like small lasers of ballistics, which they practically are.

Edited by Deadoon, 23 November 2012 - 02:40 AM.


#3 Anthracis

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Posted 23 November 2012 - 02:47 AM

I think an easy first step would be allowing purchasing half tons of MG ammunition. It was possible in TT as 1 ton of ammo was 200 shots, almost impossible to use all of them. In MWO its similar, I never had the situation where I ran out of MG ammo and my raven has two MGs.

So basically, one could run a few MGs and purchase only a half ton of ammo, using the other half ton for armour etc. basically improving the damage/ton ratio of MGs a bit.

#4 Sen

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Posted 23 November 2012 - 05:04 AM

Can't say anything about MGs themselves, but I'd LOVE to see ammo loadable in .5 ton allotments!

#5 deadeye mcduck

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Posted 23 November 2012 - 05:07 AM

Taken from Command Chair:
http://mwomercs.com/...apon-balancing/

Quote

MG's will be getting a damage boost.






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