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Thoughts/experiences With New Mgs And Flamers?

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#1 bonapartist1

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Posted 19 February 2013 - 10:31 PM

Discuss. I'm curious myself and my 4 MG spider doesn't seem to be doing much more of anything.

#2 Deathlike

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Posted 19 February 2013 - 10:36 PM

If what Smurfy said in the his online mechlab thread is true... it's not working/enabled as intended.

#3 Jape

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Posted 19 February 2013 - 11:41 PM

MGs are still useless. Too bad. Didn't notice any change...

#4 Kmieciu

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Posted 20 February 2013 - 12:08 AM

My Gauss rifle was critted by machinegun fire and I died. It said so in the battle log:
damaged by machinegun
ammo explosion
side torso destroyed

Might just been a coincidence, but it never happened before.

#5 smurfynet

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Posted 20 February 2013 - 12:28 AM

View PostDeathlike, on 19 February 2013 - 10:36 PM, said:

If what Smurfy said in the his online mechlab thread is true... it's not working/enabled as intended.


i never said the mgs crits dont work, but based on the gamedata the critchance for mg and flamer is quite high especially for the 3x and 2x crits.

Here the gamedata:

//Flamer: missing i in critDamMulti and critchance is 14, 8 and 30!!! percent
critDamMult="1.1" critChanceIncrease="0.14,0.08,0.3"
//Lbx: looks good
critDamMulti="2.0" critChanceIncrease ="0.14,0.08,0.03"
//MG: again missing i and chance is 14, 80 and 30 % :lol:
critDamMult="12.5" critChanceIncrease="0.14,0.8,0.3"


not sure if the game uses this data at all or its hardcoded/correct on server...

phil

Edited by smurfynet, 20 February 2013 - 12:29 AM.


#6 Kmieciu

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Posted 20 February 2013 - 12:43 AM

Since I did not experience an increase in the LBX effectiveness, I would assume "critDamMult" is correct on MG and Flamer, and critDamMulti is incorrect on LBX.

No wonder they killed me so fast, with over 80% chance for a double crit and 12.5x damage multiplier.

Time to boat them machineguns before they fix that:-)

PS: I wonder if all the testing was performed using wrong numbers...

Posted Image

Edited by Kmieciu, 20 February 2013 - 12:49 AM.


#7 bonapartist1

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Posted 20 February 2013 - 02:44 AM

View PostKmieciu, on 20 February 2013 - 12:43 AM, said:

Since I did not experience an increase in the LBX effectiveness, I would assume "critDamMult" is correct on MG and Flamer, and critDamMulti is incorrect on LBX.

No wonder they killed me so fast, with over 80% chance for a double crit and 12.5x damage multiplier.

Time to boat them machineguns before they fix that:-)

PS: I wonder if all the testing was performed using wrong numbers...




Haha, what a laugh!

Now they're almost, barely, not even really worth using.

BTW why is machine gun range only around 200meters? An ancient browning M2 machine gun has an effective range of 2000M apparently so what the hell?

Edited by bonapartist1, 20 February 2013 - 02:57 AM.


#8 smurfynet

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Posted 20 February 2013 - 03:40 AM

They have a maxrange of 200 the optimalrange is <=90 every meter > 90 will have a damagefallof till 200 with zero dmg.

So yea they are crappy with range, but if they keep the crit values i think they will be usefull, have to test them soon.

#9 Inertiaman

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Posted 20 February 2013 - 03:52 AM

So I have a choice between a weapon that will do a guaranteed decent amount of damage, or a weapon that might do a decent amount of damage.

Tough choice.

#10 Stingz

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Posted 20 February 2013 - 05:04 AM

View PostInertiaman, on 20 February 2013 - 03:52 AM, said:

So I have a choice between a weapon that will do a guaranteed decent amount of damage, or a weapon that might do a decent amount of damage.

Tough choice.


+2 MGs/Flamers shred internals now, good time to stop using Gauss.

#11 Wolf Clearwater

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Posted 20 February 2013 - 05:08 AM

No noticeable change.

#12 Inertiaman

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Posted 20 February 2013 - 05:34 AM

View PostStingz, on 20 February 2013 - 05:04 AM, said:


+2 MGs/Flamers shred internals now, good time to stop using Gauss.

To be honest I've got kitted one since they got all their health taken away and the latency/netcode deteriorated to a point that hammered their effectiveness. Still not sure what makes a big row of electromagnets so volatile tbh ;)

#13 Zelus

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Posted 20 February 2013 - 10:35 AM

//Flamer: missing i in critDamMulti and critchance is 14, 8 and 30!!! percent
critDamMult=&quot;1.1&quot; critChanceIncrease=&quot;0.14,0.08,0.3&quot;
//Lbx: looks good
critDamMulti=&quot;2.0&quot; critChanceIncrease =&quot;0.14,0.08,0.03&quot;
//MG: again missing i and chance is 14, 80 and 30 % :lol:
critDamMult=&quot;12.5&quot; critChanceIncrease=&quot;0.14,0.8,0.3&quot;



I feel this needs more attention.

#14 Deathlike

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Posted 20 February 2013 - 10:45 AM

smurfy, my bad.

It's hard to tell when I haven't experienced enough mg+flamer damage to properly comment. I haven't touched mgs (mainly because they are still worthless) but I have used flamers before.... which didn't interest me that much after seeing how bad they are.

You would think that the major error in the flamer/mg data would actually increase abuse of the weapon... which doesn't sound like that is the case.

#15 ho1mes

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Posted 20 February 2013 - 12:20 PM

Put my spider 5K back into service with this patch. It feels pretty good when I have all 4MGs wailing on a slower mech with stripped armor. I use my LPL to crack the armor and work the internals with the MGs. Definitely feels like I'm making more progress with it than before. Pre patch 100 - 150 damage. Now, 200 - 300 damage. Not bad.

#16 Mazgazine1

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Posted 20 February 2013 - 04:20 PM

Flamers need a range extension to be useful... Though I attempted to use 2 on my 4P anda completely striped Trebuchet was flamed for 4 seconds without anything happening...

#17 Cest7

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Posted 20 February 2013 - 07:40 PM

My Cicada running 4mg saw ~25% dmg boost

#18 Kmieciu

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Posted 20 February 2013 - 11:17 PM

I tested machineguns with a friend yesterday. I used a Raven armed with only 2 machineguns. Damage to the armor was pathetic, but as soon as he lost the back armor, his ammo got critted in less than 1 second. He had 2 tonnes of AC10 ammo in the center torso, and he lost it almost immediately. The interesting part is, the ammo did not explode.
So I believe the "critDamMult" is the correct parameter name, and the MG really do have +80% chance to crit (for a total of 94% chance for 2 crits) and 12.5x crit multiplayer.
The sad part is, when it gets fixed the MG will be useless again.

Edited by Kmieciu, 21 February 2013 - 12:03 AM.


#19 PPO Kuro

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Posted 21 February 2013 - 12:55 AM

View Postbonapartist1, on 20 February 2013 - 02:44 AM, said:


Haha, what a laugh!

Now they're almost, barely, not even really worth using.

BTW why is machine gun range only around 200meters? An ancient browning M2 machine gun has an effective range of 2000M apparently so what the hell?


Because this is a game and not based on reallity.. :D

Haven't used the MG yet in this patch. But friend of mine used 2 on his Atlas and shredded the internals of an armor stripped mech, so the crits seem to work.

Haven't ever used a flamer, will test it asap.

#20 Zaptruder

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Posted 21 February 2013 - 01:07 AM

Still useless bottom tier weapons that you might toy around with if you have spare ballistics.

Better off with more armor/heatsinks.





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