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Machineguns Need Damage Buff To Make Some Mechs Viable!


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#21 Butane9000

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Posted 25 January 2013 - 08:30 AM

I refer you here for Paul's attempt at balancing the Machine Gun and Flamer.

#22 Stingz

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Posted 25 January 2013 - 08:35 AM

View PostButane9000, on 25 January 2013 - 08:30 AM, said:

I refer you here for Paul's attempt at balancing the Machine Gun and Flamer.


The MG better crit every shot, and get a massive crit damage bonus. Armour is x2 internals, and internals are killed fast anyways.

#23 Hou

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Posted 25 January 2013 - 08:39 AM

Entirely inadequate to make them meaningful weapons.

#24 Phades

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Posted 25 January 2013 - 08:54 AM

View PostStingz, on 25 January 2013 - 08:28 AM, said:

Second-line Clan mech, Diamond Sharks. Could probably be made with IS tech, but at 30-35 tons.</p>
Even if there was a spider hero variant that allowed for 3 energy and 12 ballistic hard points, you would be overweight by 1.5 tons after putting on 12 half ton machine guns and 2 medium lasers with the 300xl engine required to reproduce the basis the chassis was derived from (assuming full armor). This does not include the large amount of ammo you would need to carry, the extra small laser, etc. Things that made that machine work required machine guns that weighed half as much as IS versions saving 3 tons in the process (10% of chassis weight on a spider, even more on a 20 ton mech that it was on originally).
It is just clan pixie dust at work here. Even if it were to be released, it wouldn't be balanced against the current spider option.

#25 Deadxero

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Posted 25 January 2013 - 08:59 AM

Personally I could care less about how they stack up to BT/Canon....

From a functional stand point they are useless as is at this point. They either need buffed, or removed and those ballistic hardpoints on lights converted over to energy.

Really wish the would just buff them. They look/sound awesome.





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