Thoughts/experiences With New Mgs And Flamers?
#1
Posted 19 February 2013 - 10:31 PM
#2
Posted 19 February 2013 - 10:36 PM
#3
Posted 19 February 2013 - 11:41 PM
#4
Posted 20 February 2013 - 12:08 AM
damaged by machinegun
ammo explosion
side torso destroyed
Might just been a coincidence, but it never happened before.
#5
Posted 20 February 2013 - 12:28 AM
Deathlike, on 19 February 2013 - 10:36 PM, said:
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
Posted 20 February 2013 - 12:43 AM
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...
Edited by Kmieciu, 20 February 2013 - 12:49 AM.
#7
Posted 20 February 2013 - 02:44 AM
Kmieciu, on 20 February 2013 - 12:43 AM, said:
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
Posted 20 February 2013 - 03:40 AM
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
Posted 20 February 2013 - 03:52 AM
Tough choice.
#10
Posted 20 February 2013 - 05:04 AM
Inertiaman, on 20 February 2013 - 03:52 AM, said:
Tough choice.
+2 MGs/Flamers shred internals now, good time to stop using Gauss.
#11
Posted 20 February 2013 - 05:08 AM
#12
Posted 20 February 2013 - 05:34 AM
Stingz, 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
Posted 20 February 2013 - 10:35 AM
//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"
I feel this needs more attention.
#14
Posted 20 February 2013 - 10:45 AM
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
Posted 20 February 2013 - 12:20 PM
#16
Posted 20 February 2013 - 04:20 PM
#17
Posted 20 February 2013 - 07:40 PM
#18
Posted 20 February 2013 - 11:17 PM
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
Posted 21 February 2013 - 12:55 AM
bonapartist1, 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..
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
Posted 21 February 2013 - 01:07 AM
Better off with more armor/heatsinks.
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