Edited by Awesome Master, 27 December 2012 - 07:42 AM.
Machine Guns Buff?
#1
Posted 27 December 2012 - 07:18 AM
#2
Posted 27 December 2012 - 07:20 AM
and they are alrdy annyoing like hell.... for such a low heat and an huge amount of ammo per ton..
i did vote no
Edited by siLve00, 27 December 2012 - 07:26 AM.
#4
Posted 27 December 2012 - 07:25 AM
#5
Posted 27 December 2012 - 07:26 AM
#6
Posted 27 December 2012 - 07:29 AM
#7
Posted 27 December 2012 - 07:31 AM
Edited by Gen Kumon, 27 December 2012 - 07:34 AM.
#9
Posted 27 December 2012 - 07:41 AM
siLve00, on 27 December 2012 - 07:20 AM, said:
and they are alrdy annyoing like hell.... for such a low heat and an huge amount of ammo per ton..
i did vote no
You realize you can only do a maximum of 80 damage per ton of ammo, if every shot hits, right?
#10
Posted 27 December 2012 - 07:43 AM
siLve00, on 27 December 2012 - 07:20 AM, said:
and they are alrdy annyoing like hell.... for such a low heat and an huge amount of ammo per ton..
i did vote no
remind me again, what is the heat for a weapon that does 15 pts damage at what 1000 meters? 1? And machine guns only go to 90 meters. I don't think a little buff would be too much to ask. That is as long as they don't get carried away with it.
#11
Posted 27 December 2012 - 07:47 AM
#12
Posted 27 December 2012 - 07:49 AM
Personally, I want to see MGs buffed, but not by much. Giant armoured robots really shouldn't have much to fear from a few small chunks of lead when they can shrug off storm clouds of missiles and super heated laser blasts.
I would rather see them still suck against armoured parts, but get a substantial buff against internals or an improved chance to crit and ruin equipment. I see that as the best way to improve the MGs.
- Logically consistent. Terrible against armour, causes a bunch of ricocheting chaos inside a mech.
- Adds a skill indexed element to them (not much, but smart pilots will know to use them to aim at exposed components and not just spam)
- Prevents them from becoming too powerful with boated. I would hate to see an Atlas taken down by a Cicada wielding 4 overly buffed MGs.
Now whether they can make that kind of adjustment with the way they have internal damage and critting set up is another question.
#14
Posted 27 December 2012 - 07:55 AM
siLve00, on 27 December 2012 - 07:20 AM, said:
and they are alrdy annyoing like hell.... for such a low heat and an huge amount of ammo per ton..
If you think 80 dmg per ton with a 90m range and 1.6dps with 4 WHOLE machingeguns is a lot, I would compare it with another weapon like for example an AC2 which shoots every 0.5secs doing 2 dmg per shot with a 750m optimum range and a 4dps and 75 ammo per ton doing 150dmg per ton and some heat. I would say that for 5.5tons extra its much better than having 0.4dps with no heat and 90m optimum range.
it would take 10 manchineguns to have the same dps as an AC2, and 10 manchingeguns isnt possible to fit on any mech atm (dont know if there are going to be any mechs with lots of balistics), + 10 machingeguns would run through all its ammo in (2000/10 shots per sec 200, 200/10 machineguns (20 secs)) making it run into 1 ton of ammo in 20 secs.
Those 10 machingeguns would weigh 5 tons comparing to an AC2 which weighs 6 tons for the same dps some heat and about 8x the range of a machinegun.
Edited by Awesome Master, 27 December 2012 - 07:57 AM.
#15
Posted 27 December 2012 - 08:31 AM
Edited for spelling. Cellphone.
Edited by Malevolent Twitch, 27 December 2012 - 08:33 AM.
#16
Posted 27 December 2012 - 08:35 AM
... ok, sure. Im going to play the counter tablejockey card and say they need a MASSIVE range increase. *in real(fake giant robot) life these things are only able to blah blag blah.* .... k well in the real world similar designed shells also travel kilometers... so give me that range, ill fill up my hunchie with ammo like a LRM cat if need be.
They do need a DPS buff aswell though, not sure what everyone is scared of. Do you really get a little scared when you hear them firing.... No not likely you probably giggle a bit inside. Like me. I use them a lot but either to add ambiance to the fight or make my opponents soil their pants with laughter and have to change them mid fight only to realize I also have flamers and will need a second changing.
#17
Posted 27 December 2012 - 08:35 AM
The problem with machine guns is that it's very, very rare to make full use of them during a match. You have to close to 90 meters AND be in a position to hold your crosshair on an enemy constantly. Presemably you're being shot up while you do this.
So you're basically being asked to sacrifice a hardpoint and at least 1.5 tons of space for a weapon that will only come into play for a small percentage of engagements... so it can't really compete with an extra heatsink, with is useful in nearly 100% of engagements.
I like that it's a niche, super-short-range weapon. I don't think a range buff is the right answer; it should remain a specialty weapon that's hard to use. A damage boost of 100% is not out of the question IMO. That would increase the damage-per-ton of ammo to 160, which is on par with other weapons (about 150 for autocannons, about 250 for SRMs).
#18
Posted 27 December 2012 - 08:54 AM
It seems like they want to be a crit seeker weapon (In TT they can do this fairly well on MG heavy builds like the piranha in addition to anti infantry/light armor) like an LBX the problem being unlike TT we cannot get penetrating hits and their damage is far to low to justify using one.
#19
Posted 27 December 2012 - 08:57 AM
Malevolent Twitch, on 27 December 2012 - 08:31 AM, said:
Edited for spelling. Cellphone.
So you are against making a weapon useful in a Mech vs. Mech game? I'm confused. MG's/Flamers are obviously here to stay since PGI decided to add variants that had them in 'canon,' they now need to be made useful for Mech Vs. Mech combat. There is no way around it and no amount of "but,... BUT they are anti-infantry!" is going to change that.
#20
Posted 27 December 2012 - 08:59 AM
Malevolent Twitch, on 27 December 2012 - 08:31 AM, said:
Edited for spelling. Cellphone.
2 damage a turn, the same way it was in BT, MW2, MW3, MW4, etc.
I'd even say as much as an AC/2 would, but now they do 4DPS, so...
I think 2DPS is plenty. That said maybe increase it incrementally, as we wouldn't want them to actually become a viable weapon choice, right? It's much better to just have an option to mount a weapon that doesn't ******* do anything. At least it is to many people on here.
I think 2DPS or 2x range and 1.2 DPS would be fine.
It should be comparable to a small laser that takes ammo, except worse in every way apparently. Maybe crit-seeking will make up for it.
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