Regarding Machine Guns Being Not Much Practical Use In Game.
#1
Posted 30 December 2012 - 02:26 PM
for 1.5 tons ( gun plus ammo ) you basically can fire the whole game without worrying ammunition depleted under normal game ( 2000 shot take full 200 seconds ).
the DPS is damn low ( 0.4 dps )… for similar weapon (lets use small laser to compare) 1 heat sink plus 1 small laser both use 2 critical slot, 1.5 tons, with similar engaging range, small laser win hands-down (dps 1.0 vs 0.4), I understand that machine guns are mean for using after armor is gone so please do not discuss this part first
What I wanted to suggest is, make the machine guns similar to MW4, MW4 group (3 for IS and 4 for Clan) machine guns together, they also having 1500/2000 round per ton, but only can practically fire 500 rounds, but with of course more reasonable dps at 2 tons per MG group
so, maybe PGI can allow us to fit in minimum 1 and maximum 4 machine guns ( 0.5 ton each ) into a single ballistic slot, for those who think 2 tons for short range MG is not worth , u can fell free to just install 1 MG into the ballistic slot , if this really happen, we are looking at 2 tons + 1 ton of ammo weapon system dealing 1.6 DPS in close range, with 500 shots ( which is more practical ) and crazy amount of potential critical damage after amor is teared off ( which is MG designed for )
I know some people will say, this is overpower blah blah blah… but u need to pay more tons MG… not only 0.5 tons but 2.0 tons, for those who pilot jenner should know, how powerful is 6 small laser ( 3 tons worth ) in close range, the DPS is definitely more than 1.6
thanks for reading , now please poll
ps: recreate a post because previous post was not reply able .
#2
Posted 30 December 2012 - 02:31 PM
#3
Posted 30 December 2012 - 02:34 PM
If they give it a critical hit boost, it'll have a useful, niche role. I'm hoping for good things, but I'm not holding my breath, either.
#4
Posted 30 December 2012 - 02:41 PM
You mentioned MW3/MW4, and indeed from what I know recently playing MW3, MG's actually do decent damage vs. Mechs in that game. I often use them to leg the AI Mechs in the Campaign. And that my friends is really all they need to do fix MG's in MWO, by retooling them and they should use the previous titles as examples.
#5
Posted 30 December 2012 - 03:09 PM
As for the Flamer, I'd have it so that it has refillable ammo (engine produces plasma) which then fires out and sticks to an enemy mech setting the other mech on fire for a period of time. That mech then has a multiplier to heat ect ect. Also firing into internals increases the chance of ammo cooking off and exploding.
#6
Posted 30 December 2012 - 03:09 PM
The machine gun array counts as a single weapon (Hardpoint in MWO lingo) and adds .5 tons and 1 critical to the stack.
Example: MGA with 3 machine guns would weigh 2 tons and take 4 critical slots.
Unfortunately this technology doesn't exist until 3068 in BT Canon. It's an interesting idea, and would certainly make lighter mechs with ballistics dangerous close up, but I don't know I feel about letting a Cicada mount 16 MGs...
#7
Posted 30 December 2012 - 03:10 PM
http://mwomercs.com/...34#entry1611934
Basically, it boils down to ignoring the timeline and replace current worthless Mguns with 3057 tech Mgun Arrays.
#8
Posted 30 December 2012 - 03:14 PM
#9
Posted 30 December 2012 - 03:36 PM
The legend says, in this fabled "Tabul Tawp", MGs did the same damage as AC2s in a turn..
#10
Posted 30 December 2012 - 03:49 PM
Jordax, on 30 December 2012 - 03:14 PM, said:
You forgot your /sarcasm tags.
On topic!
I'd prefer a simple damage boost TBH. The last thing this game needs is even more bullets bein fired a second.
#11
Posted 30 December 2012 - 03:57 PM
Macheiron, on 30 December 2012 - 03:09 PM, said:
The machine gun array counts as a single weapon (Hardpoint in MWO lingo) and adds .5 tons and 1 critical to the stack.
Example: MGA with 3 machine guns would weigh 2 tons and take 4 critical slots.
Unfortunately this technology doesn't exist until 3068 in BT Canon. It's an interesting idea, and would certainly make lighter mechs with ballistics dangerous close up, but I don't know I feel about letting a Cicada mount 16 MGs...
What is funny, is that giving a Cicada 16 machine guns wouldn't be OP. 3 Machine guns act like one slightly weakened medium laser dps-wise, and would actually be a lot less powerful in actual practice.
#12
Posted 30 December 2012 - 03:58 PM
http://mwomercs.com/...the-next-patch/
http://mwomercs.com/...ff/page__st__40
http://mwomercs.com/...chine-gun-buff/
http://mwomercs.com/...e/page__st__100
http://mwomercs.com/...ine-gun-damage/
http://mwomercs.com/...l-to-game-lore/
http://mwomercs.com/...ballistic-spot/
http://mwomercs.com/...onmg-ammo-1ton/
http://mwomercs.com/...hy/page__st__20
http://mwomercs.com/...ssiles-and-mgs/
http://mwomercs.com/...he-machine-gun/
http://mwomercs.com/...ve/page__st__20
http://mwomercs.com/...gs-and-flamers/
http://mwomercs.com/...7-flame-and-mg/
http://mwomercs.com/...un/page__st__20
http://mwomercs.com/...ne-gun-buff-in/
Edit:
But to be constructive I vote "Fix the machine gun so it does the same DPS as an AC2 or a 1.5xSL within 90m"
So this means between 1.5 and 4 DPS.
Currently it is 0.4 DPS.
Edited by Red squirrel, 30 December 2012 - 04:13 PM.
#13
Posted 30 December 2012 - 03:59 PM
Davers, on 30 December 2012 - 03:57 PM, said:
What is funny, is that giving a Cicada 16 machine guns wouldn't be OP. 3 Machine guns act like one slightly weakened medium laser dps-wise, and would actually be a lot less powerful in actual practice.
Errr...3 Machine Guns are just slightly stronger than a single Small Laser dps wise. If you include bullet spread they're weaker than a single Small Laser.
#14
Posted 30 December 2012 - 03:59 PM
Jordax, on 30 December 2012 - 03:14 PM, said:
OMG, this old one again?
A Machine Gun in the table top game dealt the exact same damage as an AC/2, it just had a much bigger range. It also eixsted in the game before there were rules for infantry. Once there were rules for infantry, MGs kept their damage values but got special rules that made them even more effective against infantry.
The OP's idea unfortunately will not do much - it's not the hard point cost that is making Machine Guns worthless - if you could fit in 5 for the price of one hard point, they would still be terrible for their weight. THe only way to fix Machine Guns is raising their damage. The idea that they might also deal more critical damage is neat and all, but it's pointless to equip a weapon just for its effectiveness when you get your enemies already hanging in the ropes without armour. And even then, you still need to compete with weapons that could deal 2 (AC2, with a 1x Crit Multiplier fo damage) to 60 (AC/20, with a 3x Crit Multiplier) points of damage to your 10 hit point internal components with each shot.
#15
Posted 30 December 2012 - 04:17 PM
shintakie, on 30 December 2012 - 03:59 PM, said:
Errr...3 Machine Guns are just slightly stronger than a single Small Laser dps wise. If you include bullet spread they're weaker than a single Small Laser.
I was thinking 4 damage every 10 seconds, times 3. Compared to a ML fired roughly 3 times in 10 seconds.
#16
Posted 30 December 2012 - 04:28 PM
So , MWO stand for mech warrior origin? What is the reason that it take so many years for mech technician to realize MG in small number is just crap
Why not make MG is like utility slot , just like AMS slot?
#17
Posted 30 December 2012 - 04:31 PM
For 3 tons I get 4 mgs and a ton of ammo per ballistic hard point. So I have a cataphract 4x so that means that I can mount 16 mgs (4mgs x 4 hardpoints) for 12 tons which is 6.4 dps; now each bullet has a chance to crit so i get 160 chance to crit per second all for 0 heat.
Now I still have crit space and heat to spare, so lets put in an srm4 with a ton of ammo, and 2 MPL. Ok this is build should still run cool.
This is the way this mech will play srm 4 = 10, 2 x MPL = 12 and 16 mgs = 6.4 making a total of 28.4 dps and an insane crit chance.
I'm thinking OP.
#18
Posted 30 December 2012 - 04:37 PM
Bluescuba, on 30 December 2012 - 04:31 PM, said:
For 3 tons I get 4 mgs and a ton of ammo per ballistic hard point. So I have a cataphract 4x so that means that I can mount 16 mgs (4mgs x 4 hardpoints) for 12 tons which is 6.4 dps; now each bullet has a chance to crit so i get 160 chance to crit per second all for 0 heat.
Now I still have crit space and heat to spare, so lets put in an srm4 with a ton of ammo, and 2 MPL. Ok this is build should still run cool.
This is the way this mech will play srm 4 = 10, 2 x MPL = 12 and 16 mgs = 6.4 making a total of 28.4 dps and an insane crit chance.
I'm thinking OP.
Well MG are meant for critical hit, and my suggestion are just idea haven fine tune
I actually love to use catapult K2 , with both AC20, usually take me 2 shot ( 4 ammo) to get a kill, does not even go into critical hit phase, so shall I say AC20 even more OP?
#19
Posted 30 December 2012 - 04:38 PM
Jordax, on 30 December 2012 - 03:14 PM, said:
I really, REALLY wish that this myth would just DIE. MGs were always supposed to be effective against mechs. ALWAYS. The recieve a *bonus* to attacking infantry, but a bonus against one type of target does not mean it is ineffective against another target. MGs do the same damage as an AC2 (in TT) and only 1 point less than a small laser.
The MG fills the same "niche" as the small laser, low damage, short range filler weapon. The MG and SL both weigh .5 tons, the SL needs 1 heatsink to be heat neutral and the MG needs 1 ton ammo. They are both designed to hurt a mech.
Hopefully the upcoming buff to the MG will make them a useful weapon.
#20
Posted 30 December 2012 - 04:45 PM
Bluescuba, on 30 December 2012 - 04:31 PM, said:
For 3 tons I get 4 mgs and a ton of ammo per ballistic hard point. So I have a cataphract 4x so that means that I can mount 16 mgs (4mgs x 4 hardpoints) for 12 tons which is 6.4 dps; now each bullet has a chance to crit so i get 160 chance to crit per second all for 0 heat.
Now I still have crit space and heat to spare, so lets put in an srm4 with a ton of ammo, and 2 MPL. Ok this is build should still run cool.
This is the way this mech will play srm 4 = 10, 2 x MPL = 12 and 16 mgs = 6.4 making a total of 28.4 dps and an insane crit chance.
I'm thinking OP.
Ummm...for 9 tons (16 machine guns and 1 ton of ammo) you would get better dps with 1 ac/2. Not exactly OP.
Tickdoff Tank, on 30 December 2012 - 04:38 PM, said:
I really, REALLY wish that this myth would just DIE. MGs were always supposed to be effective against mechs. ALWAYS. The recieve a *bonus* to attacking infantry, but a bonus against one type of target does not mean it is ineffective against another target. MGs do the same damage as an AC2 (in TT) and only 1 point less than a small laser.
The MG fills the same "niche" as the small laser, low damage, short range filler weapon. The MG and SL both weigh .5 tons, the SL needs 1 heatsink to be heat neutral and the MG needs 1 ton ammo. They are both designed to hurt a mech.
Hopefully the upcoming buff to the MG will make them a useful weapon.
People love quoting that, but if machine guns are anti-infantry weapons, so are pulse lasers.
Edited for all kinds of weird multi-quoting.
Edited by Davers, 30 December 2012 - 04:48 PM.
6 user(s) are reading this topic
0 members, 6 guests, 0 anonymous users