When You Buff The Mg, Please Do It Properly
#241
Posted 10 January 2013 - 05:25 PM
#242
Posted 10 January 2013 - 05:41 PM
The Battletech MG is an anti-armor weapon, always has been. The fact that it's superbly effective against infantry does not make it any more specifically an anti-infantry weapon then it does the Plasma Rifle, Plasma Cannon, or Inferno SRM.
Keep screaming that when a Clanner walks up to you, waves, and then unloads his piddily 4 ton load of machine guns at you and chews off more armor then a pair of gauss rifles would take off in the same time span.
The MWO MG is rediculously "under-powered". As the OP said, a 300% increase in damage is in order, and also serves to bring the damage per ton of ammo back into it's proper range.
#243
Posted 10 January 2013 - 05:47 PM
Novawrecker, on 10 January 2013 - 04:44 PM, said:
However, buffing the MG in this game beyond .5 damage is borderline too much. It truely does not need it.
It truly does, albeit from a different approach. From my idea earlier, the MG/Flamer Useful Weapon Buffs/Adjustment Numbers™. The problem area is that they both have 0 cool down. Change this, and the rest just falls into place to find the sweet spot of balance.
Reduce Ammo Per Ton to 200 or 400 or 600
Change Damage Per Bullet to 0.6 (or 0.8)
Change Cooldown to 0.3 (or 0.2)
(0.6 with 0.3 CD is 2DPS; 0.8 with 0.3 cool down is 2.66DPS) (0.8 / 0.3 is basically an MW3 MG in MWO, better approach since the DPS is more reflective if the bullet actually hits compared to a lazer)
(0.6 with 0.2 CD is 3DPS; 0.8 with 0.2 cool down is 4DPS) (approaching over buff!)
For the Flamer:
Damage Per Flame (lul) to 2 (+5 Heat Transfer)
Heat Per Shot to 3
Range 90
Cool Down changed to 1 or 2 or 2.25
(or use similar damage/cooldown per MG + add heat transfer ability + heat per shot for the "continuous" flamethrower that cause massive heat build up, but still do something)
Edited by General Taskeen, 10 January 2013 - 05:50 PM.
#244
Posted 10 January 2013 - 05:49 PM
Lots of theory crafting here, does anyone use them beside me, and have a reason for it? They should not be a primary choice in my opinion, thought 6MG was fun in what MW2? I would love any boost to them.
The problem as I see it, so many theory craft, that they dont actually ever play anything. For instance, if I run my 4G as a AC20/3ML build, everyone nods, yep that is solid. Its not, its terrible. Its slow, its hot, its vunerable. Now when I run my 3MPL/3MG, it gets laughed at. Forget that it usually doubles the damage of the AC model (any AC model). MG are something to add additional damage, when you cannot affort to mount a heavy ballistic.
I dont think range helps the MG enough, I would like damage increase, or to a lesser extent, crit increase.
I will concede, those who hate MG's, will die inside if they become more prevelant and start killing there beloved "traditional" mechs.
#245
Posted 11 January 2013 - 03:45 AM
Machinegun - DONT BUY THIS WEAPON!
I have fond memories of the intro from Mechwarrior2, where the Dire Wolf (Mad Cat) opens up with machineguns at one point...Ever since watching that intro MGs were an integral part of many of my builds in all the various Mechwarrior games, because they were actually usable...
Buff the machinegun properly!
#246
Posted 11 January 2013 - 04:22 AM
KerenskyClone, on 11 January 2013 - 03:45 AM, said:
Machinegun - DONT BUY THIS WEAPON!
I have fond memories of the intro from Mechwarrior2, where the Dire Wolf (Mad Cat) opens up with machineguns at one point...Ever since watching that intro MGs were an integral part of many of my builds in all the various Mechwarrior games, because they were actually usable...
Buff the machinegun properly!
You know, When I started playing BattleTech in 86. The original Box Set had...16 Mechs. It wasn't till the release of CityTech that Machine Guns really had a use. That was because of infantry being brought into the game. Sure it is future speculation but it is quite possible that at a later date We may see infantry (even Elementals) on the Battlefield. Flamers are wonderful for making Elementals cook off and go pop. MGs should be pretty good v them too.
BTW I just rewatched the MW2 intro to be sure i was thinking of the right intro. I was, That MG didn't appear to do a lick of damage compared to the PPCs and other weapons fired.
Edited by Joseph Mallan, 11 January 2013 - 04:27 AM.
#247
Posted 11 January 2013 - 04:29 AM
I've been saying for a while now, MGs simply need to do .1 damage per bullet. Nothing else needs to change. That brings it up to 1.0 DPS, which to me seems pretty much perfectly balanced with other lightweight weapons available.
As for the flamer, they just need to make it not cause heat for the pilot using it, or even possibly reduce heat by a very small amount (perhaps have it remove .1 to .25 heat per second).
#248
Posted 11 January 2013 - 04:48 AM
#249
Posted 11 January 2013 - 04:53 AM
Joseph Mallan, on 11 January 2013 - 04:48 AM, said:
Absolutely I'm OK with that. That's barely more than most ballistic ammo does per ton. I'd just use the same tactics I currently use: put the ammo in the legs and/or use CASE.
#250
Posted 11 January 2013 - 04:56 AM
#252
Posted 11 January 2013 - 05:00 AM
That is my thought.
That's .66 damage per MG for 2 dmg per rack of 3 MG.
When a jam happens, and that could be the whole rack is jammed, as they are all tied to the same ammo feeding belt like a gattling gun, and then within that jamming event, there is a chance for it to explode. which would take out the whole rack if they are all connected to the same feed, as this would jam the feed mechanisms. Or in this scenario, it could cause jamming to occur more frequently with each malfunction, until it is totaled.
Edited by Aphoticus, 11 January 2013 - 05:03 AM.
#253
Posted 11 January 2013 - 05:04 AM
Joseph Mallan, on 11 January 2013 - 04:48 AM, said:
OK, the guass rifle I use does that more times then not when it explodes as well. I still use it.
(not saying gauss rifle does 200, just the explosion tends to knock me out)
#255
Posted 11 January 2013 - 05:06 AM
Joseph Mallan, on 11 January 2013 - 04:48 AM, said:
As I've mentioned on many MG threads before. They don't need to touch the damage, they don't need to alter the ammo, they don't need to touch the crits.
All that is needed, is to triple the rate of fire, that means the ammo still only explodes for the same amount of damage at the moment.
If you want to boat them, fine, but with that fire rate, it's gonna cost you a stupendous weight of ammo compared to using them as an auxilary weapon, where they'll be in a nice spot comparable to a small laser.
Edited by Rippthrough, 11 January 2013 - 05:07 AM.
#256
Posted 11 January 2013 - 05:10 AM
Rippthrough, on 11 January 2013 - 05:06 AM, said:
As I've mentioned on many MG threads before. They don't need to touch the damage, they don't need to alter the ammo, they don't need to touch the crits.
All that is needed, is to triple the rate of fire, that means the ammo still only explodes for the same amount of damage at the moment.
If you want to boat them, fine, but with that fire rate, it's gonna cost you a stupendous weight of ammo compared to using them as an auxilary weapon, where they'll be in a nice spot comparable to a small laser.
So you're fine with getting a maximum damage potential of 80 per ton? Because I sure the heck am not. I practically never die to ammo explosions because I put them in the legs where it's not an issue, and otherwise I make room for CASE. It's only .5 ton and 1 crit FFS.
#257
Posted 11 January 2013 - 05:13 AM
#258
Posted 11 January 2013 - 05:18 AM
Joseph Mallan, on 11 January 2013 - 05:13 AM, said:
Isn't that what case is for?
#259
Posted 11 January 2013 - 05:24 AM
A costly mistake.
#260
Posted 11 January 2013 - 05:25 AM
Rippthrough, on 11 January 2013 - 05:06 AM, said:
As I've mentioned on many MG threads before. They don't need to touch the damage, they don't need to alter the ammo, they don't need to touch the crits.
All that is needed, is to triple the rate of fire, that means the ammo still only explodes for the same amount of damage at the moment.
If you want to boat them, fine, but with that fire rate, it's gonna cost you a stupendous weight of ammo compared to using them as an auxilary weapon, where they'll be in a nice spot comparable to a small laser.
This is also acceptable, and also very easy to implement. No one is asking for something unreasonable here. All we want is a weapon that is usable in the game, drawbacks included.
When I can roleplay my clan, faction whatever, when the fights start to have meaning and we are defending or invading territory, planets whatever, when there are proper objectives in the missions instead off very simple 8v8 deathmatch scenarios and most importantly when there is INFANTRY (in other words when hell freezes over) in the game then maybe we could accept the machine gun as it is. Right now there is no good reason that the MG and the Flamer even exist in their current states...
Edited by KerenskyClone, 11 January 2013 - 05:27 AM.
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