Machine Gun Buff?
#261
Posted 12 December 2012 - 06:50 PM
Why should mechs with extra laser hardpoints get the advantage of using a few extra small lasers while the ballistic mechs do not get to use a filler weapon? The Dragon 5N and the YLW are prime examples of this. I would *love* to put 2 MGs on those mechs to work with the big guns, but to do that the MG must be useful.
If the MG does 0.8-1.0 DPS (I think 0.9 would be good), weighs 0.5 tons +ammo, is short range and ammo limited, then it would be a useful (but no where near OP) weapon.
#262
Posted 12 December 2012 - 06:54 PM
Tickdoff Tank, on 12 December 2012 - 06:50 PM, said:
Why should mechs with extra laser hardpoints get the advantage of using a few extra small lasers while the ballistic mechs do not get to use a filler weapon? The Dragon 5N and the YLW are prime examples of this. I would *love* to put 2 MGs on those mechs to work with the big guns, but to do that the MG must be useful.
If the MG does 0.8-1.0 DPS (I think 0.9 would be good), weighs 0.5 tons +ammo, is short range and ammo limited, then it would be a useful (but no where near OP) weapon.
Basically this. My Hunchback 4G craves for 2 machine guns to go with its AC/20. I'd use a half ton of ammo, probably.
Oh yeah, but we need half tons of machine gun ammo, first.
#263
Posted 12 December 2012 - 06:55 PM
#264
Posted 12 December 2012 - 07:00 PM
Franklen Avignon, on 12 December 2012 - 06:25 PM, said:
Good point.
Except that I talked about all the coming weapons before.
Your sarcasm add so much. Thank you.
So, strip your machine guns (like every one else does) and fit more useful equipment than anti-infantry weapons. Problem solved!
So you want the machine guns removed from MWO?
#265
Posted 12 December 2012 - 07:01 PM
Franklen Avignon, on 12 December 2012 - 01:33 PM, said:
Considering that armored fighting vehicles were specifically designed to defeat machine guns in trench warfare, I think I know what I'm talking about.
Oh, and let's look at BT lore MGs. Two points of damage to armored vehicles, MASSIVE BUFF AGAINST INFANTRY.
its not currently doing 2 points of damage (i.e. same damage as ac/2).
#266
Posted 12 December 2012 - 07:06 PM
#267
Posted 12 December 2012 - 07:16 PM
There is a perfectly good reason as to why machine guns were nerfed from the beginning............And that reason is dangerous pilots like ME!
I love machine guns, I love my cicada C 4mgs and a flamer....... to give MG a buff is to court death!
If they buff MGs I predict it will last only 2 days. Cause its gonna be OP. It will open the legendary can of whip cream.
Day one will be a horrific carnage, day 2 everyone is gonna show up with a cicada-3c.
And then some WHINER is gonna be like lets just get rid of mgs and flamers cause its not my taste of getting my butt handed over this way. You know that upity elitist whiner im talking about. Fellah who memorized his k/d ratio.
I suggest if your gonna buff it do it only for against unarmored. Or make longer range......or more ammo per ton.....
Example if a mech has lost his outer shell/armor, maybe MG ought to be the grand master vs unarmored.
If my mech has lost his head armor shell (you know that outline) and someone shoots mg at my mech's head.......maybe I should be in deep poop.
Personally i'd leave it alone. See we MASTER mech pilots need to have fun too. Flamers and MGs is where vets go when they are done with thier god-mode mech spree.
Its like a new challenge a whole new game. MG/flamer kills is very gratifying.
I LOVE mgs just the way they are.
I rather have longer range MG then higher damage.
MG and Flamers are like JEDI weapons........your not ready for it......it requires decades of ninja training!
If you went to a fight where everyone showed up with only mgs and flamers........you would witness the most epic mechwarrior fight of all.
Have mercy on your fellow pilots........do not buff MGs. Think of the noobies!
#268
Posted 12 December 2012 - 07:17 PM
Seriously?
SERIOUSLY?
#269
Posted 12 December 2012 - 07:18 PM
#270
Posted 12 December 2012 - 07:21 PM
#271
Posted 12 December 2012 - 07:28 PM
#272
Posted 12 December 2012 - 07:28 PM
http://www.sarna.net/wiki/Piranha
It's capable of doing three large lasers worth of damage with it's ANTIMECH MACHINE GUNS ALONE.
#273
Posted 12 December 2012 - 07:30 PM
udoshi, on 12 December 2012 - 07:28 PM, said:
http://www.sarna.net/wiki/Piranha
It's capable of doing three large lasers worth of damage with it's ANTIMECH MACHINE GUNS ALONE.
James Cameron would be proud.
#274
Posted 12 December 2012 - 08:45 PM
udoshi, on 12 December 2012 - 07:28 PM, said:
http://www.sarna.net/wiki/Piranha
It's capable of doing three large lasers worth of damage with it's ANTIMECH MACHINE GUNS ALONE.
All that Dakka is one of the reasons why I want to join Diamond Shark.
Fastest way to make MGs OP is TACs (Though Armour Criticals). Spray a component loaded with ammo, and watch it explode within a few seconds.
#275
Posted 12 December 2012 - 08:54 PM
Shard Phoenix, on 12 December 2012 - 01:48 PM, said:
So, far into the future when there are giant robots with advanced weapons, why wouldn't there be a machine gun of a large caliber which could serve a dual purpose role of anti-infantry and anti-mech?
As for MG's in the Mechwarrior Universe..
They were useful to some degree in MW2 and MW3 (never played 4). Not as primary weapons for taking down a DireWolf, but they were pretty good for taking down lighter mechs or finishing off a critically damaged opponent.
In MW:O they, again, shouldn't be some kind of beastly weapon that strips armor off in a heartbeat, but they should be useful for punching through parts of mechs that aren't heavily armored. On top of that, if armor is stripped machine guns should be an excellent weapon for ripping exposed internals to shreds.
1: What this guy said
2: BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT
#276
Posted 12 December 2012 - 09:10 PM
Lt XKalibur, on 12 December 2012 - 08:54 PM, said:
1: What this guy said
2: BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRT
I was wondering why I has a scroll bar on the bottom now...
#277
Posted 12 December 2012 - 09:15 PM
Franklen Avignon, on 12 December 2012 - 06:25 PM, said:
So, strip your machine guns (like every one else does) and fit more useful equipment than anti-infantry weapons. Problem solved!
of all the things unbalanced and broken in this game you choose this to complain about. really... really?
some simple facts for even the most short sighted
They weigh .5 tones EACH, have you seen a 500kg machine gun and whats its capable of? even weapons that weigh half that amount shred tanks in seconds.
by TT they are meant to do 2 damage per turn... thats 2/3 of a small laser. They currently dont.
due to hard points in this game you cant ridiculously boat them so there isnt the possibility of stupid MG builds.
So what exactly is your problem again?
#278
Posted 12 December 2012 - 09:45 PM
(MadCat legs another MadCat by finishing it off with an array of 4 MG's)
(Player uses MG's to leg a light mech)
Granted the MG in MW3 shoots sort of in bursts, like the other AC's in that game, but very fast, and very damaging at extreme close range as it should be. Its essentially the equivalent of a Micro Small Laser with the same range disadvantage, although with ammo dependency, but with no heat buildup. Since MWO only has Mech vs. Mech combat, MG's really need to be made viable like that.
Edited by General Taskeen, 12 December 2012 - 09:47 PM.
#279
Posted 12 December 2012 - 11:51 PM
Edited by Ryolacap, 12 December 2012 - 11:58 PM.
#280
Posted 13 December 2012 - 12:24 AM
Thontor, on 12 December 2012 - 04:46 PM, said:
exactly, and with MWO's extended range, this is even more plausible.. as opposed to doing damage at 90 meters and no damage at 91 meters..
in MWO it does full damage out to 90m, but past that, it doesn't have enough energy to do that much damage to mech armor, so it's damage is reduced in a linear fashion, out to 200m, past that it just doesnt have enough energy left to do any damage at all to mech armor
Could say the MGs use ferro-steel hollow points or something since you are going for maximum damage and they don't travel as far as other types of rounds. FMJs wouldn't work since they would just punch through the armor and continue on and sabots are designed to kill the vehicle's crew so that wouldn't work either.
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