You told us you're thinking about some tweaks for machine guns.I have several ideas whose maybe'll help you in this task.
Well,let's look at some real-life example at first and ammunition for it.
As we see,if used with AP or SLAP ammo this gun is pretty viable against armored vehicles.And all of that taking in mind it weight only 38 kg.Machine Gun in MWO weights 500 kg,so an assumption it'd be far more potent can be safetly made.
So,at this point it has been proven there are logic clues to make MGs a viable weapon.
Well,let's start with range.
Browning M2 has effective range 1800m,and maximum 4200m.If so,I think you can increase MGs effective range up to 270m without any imbalance.Moreover,it'd fit to MWO universe,where smaller callibers have far better ranges (but it'd be a bit too much if you'd made MGs range greater than AC2's one).Maximum range should be 810m.
Now damage.
It is clear MGs should get some damage buff,but it can't be thinked out theoretically,you have to make much tests to figure it on your own what number is correct.Just like Paul did for heat values tweaks for lage lasers and ppcs.
And the final,special MG feature.
Well,you mentioned something MG will have a high critical chance to deal extra damage and destroy internals when used against a section already stripped of armor.But the problem is,if someone has a weapon capable to strip the armor off,it does not need MGs to damage internals.
I propose a bit different approach,wchich would make MG unique weapon which still follows your assumption.
As mentioned in ammunition link,there are variety of AP ammunitions for currently existing guns.So why not to assume that MWO MG uses this kind of ammo?I'd tell more,it sounds logical to take such kind of ammo if you're going to fight against armored vehicles.
How it would work?
Each bullet should have a % chance not only to damage armor,but also internals covered by it.To make that even more realistic,both the chance and transferred damage amount should be calculated in formula whose basic should be armor value in the struck section.Of course,the bullets should retain your assumed increased critical chance,but toned due to the formula as well.
I see it like such now:
Critical damage if pierced through armor - 150% up to 200%
Critical damage if attacked a piece without armor - 300% to 500%
This way MG would be pretty good weapon with its unique flavor,viable to do something against fully healthy targers and very potent against heavily damaged ones.
Please devs,consider these ideas deeply.
Kind regards,
MasterBLB
Edited by MasterBLB, 08 February 2013 - 03:48 AM.