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If Machine Gun Damage Won't Be Increased...


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#61 Krzysztof z Bagien

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Posted 18 January 2013 - 05:29 PM

View PostThontor, on 18 January 2013 - 05:17 PM, said:

You may be right, I don't know. But why not post on your real account?

Maybe she/he is not real at all :)
Oh, yeah, I forgot: MGs desperately need a damage boost.

#62 Solis Obscuri

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Posted 18 January 2013 - 05:30 PM

They could use a little love, but I'm not really seeing a good reason to give to MGs better DPS than an AC/20.

#63 Zaljerem

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Posted 18 January 2013 - 05:48 PM

Man, I thought this guy was going to burst a blood vessel after he called me a noob for using machine guns, and I told him I was running my "clownshoes" mech (Cataphract 4X - 4 MG, 2 MPL, 1 LRM 5, AMS - more effective than you'd expect, actually). He started ranting about how it was totally unacceptable, that I'm a liability, scum of the earth, blah blah blah.

Take it easy dude! It's a game.

For the record, I don't generally min/max anyway. You'll never see me in a boat. I have a number of 'Mech loadouts that I both enjoy and are extremely functional and versatile. If I choose to run a clownshoes build in PUG land, that's my business. If the dude is so concerned about me being a liability to his team, he should be in a pre-made somewhere.

Anyway, MGs could use a bit of love. Nothing too over the top though.

#64 shintakie

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Posted 18 January 2013 - 06:15 PM

View PostSolis Obscuri, on 18 January 2013 - 05:30 PM, said:

They could use a little love, but I'm not really seeing a good reason to give to MGs better DPS than an AC/20.


Who in the world has ever said MG's need a dps of 5? The highest I've ever seen was 2 and most reasonable people said that was far too extreme. The common number so far is to make it either equal or slightly higher dps wise to the small laser. In number terms, 1 to 1.2 dps per MG. Considerin the severe limitations to the MG that should be the bare minimum they should do.

#65 General Taskeen

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Posted 18 January 2013 - 06:16 PM

Take down an enemy in 80 seconds (firing at their cockpit), yeah MG's are dumb in this game



I remember when MG's used to be good in Mech Warrioring adventures

http://www.youtube.c...2eiMsYh40#t=43s

#66 Corison

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Posted 18 January 2013 - 06:28 PM

Yep, I find it amazing that MG's are just this bad. But then, the same team thinks the current implementation of ECM is just fine. :)

#67 Solis Obscuri

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Posted 18 January 2013 - 06:44 PM

Consistent DPS as the Small Laser sounds about right.

#68 Anyone00

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Posted 18 January 2013 - 07:31 PM

Well, you can look at them as the ballistic weapon that has the highest DPS per ton (although knife fight range and no alpha to speak of) so they might actually be somewhat dangerous of it was 3068 and machine gun arrays were available.
I think damage needs to at least bit doubled and the "crit seeking" functionality added.

Coordinated double team with lrm carrying light and a SPD-5K: slip in the back of the enemy formation, wait for them to get into a postion where they have the choice of heavy lrms from the front or light lrms from the rear, try to strip an enemy mech's back or any section armor with the lrm, and send the 5K to come in to take some pot shots and run away hoping to do some internal damage. Not alot a room for error with a SPD though.

#69 AlexWildeagle

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Posted 18 January 2013 - 07:38 PM

Well if they can change the useage of missiles why not MGs?

#70 One Medic Army

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Posted 18 January 2013 - 07:47 PM

View PostSolis Obscuri, on 18 January 2013 - 05:30 PM, said:

They could use a little love, but I'm not really seeing a good reason to give to MGs better DPS than an AC/20.

Well, seeing as an AC/20 has a DPS of 5, they would need to be boosted by a factor of 12.5 to be even equal to an AC/20.

#71 Deathz Jester

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Posted 18 January 2013 - 11:29 PM

If they changed the Lrms original max range from 800 meters to 1000 meters (not sure on the minimum) and buffed the damaged, tweaked the spread, and upped the amount of ammunition per ton. You'd think they could spare a couple of damn buffs for the MG, like upping the damage, and the range.


On a side note Lrms maximum range in canon (lore) is 800 meters, but that got thrown out the window for the sake of making them "balanced"

#72 Corison

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Posted 19 January 2013 - 07:43 AM

LRM's are not the only weapon tweaked in range. Look at every other weapon you will find they have doubled most of them. Can you say range 66 or so for Gauss? That makes the lrm range changes look like nothing. ;)

#73 Broceratops

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Posted 19 January 2013 - 08:03 AM

i get that machine guns are anti infantry and there's no infantry in this game.

but the proper thing to do is to stop making anti infantry mechs like the ballistic spider which in effect has no role in this game and then force us to play them because we have to get 3 spiders for mastery

i really wouldn't give a crap that machine guns are useless but in unlocking the module for every mech, i had a terribly boring time of it with the cicada 3c and now having to repeat it with the spider is pretty tedious. and the 3c was 10 tons heavier so I could at least make a mech with an autocannon, whereas the spider if you want to go anywhere near max speed you cant even fit in an AC/2.


it's bad design when im going to grind this mech out, get pretty much 0 kills out of it and be a liability to my team for the 50 games it'll take with double exp, and then literally never ever play it again. how does that make the dev feel that made this useless mech? all it does is waste everyone's time involved.

Edited by Broceratops, 19 January 2013 - 08:12 AM.


#74 Corison

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Posted 19 January 2013 - 08:23 AM

If MG's worked as designed (read above they _DO_ do real damage to mechs) then both that Cic and Spd would both be more useful.

#75 Gamgee

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Posted 19 January 2013 - 08:55 AM

These machine guns are more akin to rapid firing canons. So they should have some effect on mechs, but just get bonuses against infantry because duh multiple projectiles. Imagine if they fix them? Oh my god that will be the day. I won't be forced to use light lasers.

#76 NewAge

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Posted 19 January 2013 - 09:53 AM

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They should hit for 2/3 of what a small laser does. End of story.

#77 shintakie

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Posted 19 January 2013 - 11:57 AM

View PostNewAge, on 19 January 2013 - 09:53 AM, said:

They should hit for 2/3 of what a small laser does. End of story.


In all honesty they should do slightly higher than that of a Small Laser due to the often mentioned weaknesses the Machine Gun has.

#78 Solis Obscuri

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Posted 19 January 2013 - 12:09 PM

View PostOne Medic Army, on 18 January 2013 - 07:47 PM, said:

Well, seeing as an AC/20 has a DPS of 5, they would need to be boosted by a factor of 12.5 to be even equal to an AC/20.

Whenever I see someone say "they should just do 2 damage" I begin thinking "2 damage per what?" At 2 DPS a pair of MGs would catch up an AC/10 already, for way less weight... So the question is a combination of how much damage, over what interval and crit bonus y/n.

#79 One Medic Army

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Posted 19 January 2013 - 12:16 PM

View PostSolis Obscuri, on 19 January 2013 - 12:09 PM, said:

Whenever I see someone say "they should just do 2 damage" I begin thinking "2 damage per what?" At 2 DPS a pair of MGs would catch up an AC/10 already, for way less weight... So the question is a combination of how much damage, over what interval and crit bonus y/n.

2 DPS would be fine, in my opinion. (Personally I'd aim for 1.2-1.5)
A single AC/2 does the same DPS as an AC/10, and does it at longer range. The big difference is that the AC/2 does it in chunks of 2, whereas the AC/10 does it in chunks of 10.
You can't compare weapons DPS for DPS, damage concentration has a role to play as well, as do range heat and ammo.

#80 Dr B00t

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Posted 19 January 2013 - 12:31 PM

as was said earlier this topic is a waste of time...please use the search function for forums before you make misinformed posts...wasting space and time





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