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Old 2013-06-11, 05:57 PM   [Ignore Me] #31
Ghoest9
Lieutenant Colonel
 
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by Tom Peters View Post
Except it doesn't seem to be an exploit because if you read the patch notes it says, "Removed spool up time for MCG."

Though it was not ACTUALLY removed, I'm pretty sure this method is what they meant.

And, it's been in the game for ages. And its well known. Wouldn't they have fixed it by now?
Its an exploit.

Its not over powered but its still an exploit.

They wanted to improve it but it does not work as intended.
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Old 2013-06-11, 06:14 PM   [Ignore Me] #32
Rumblepit
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by Ghoest9 View Post
Its an exploit.

Its not over powered but its still an exploit.

They wanted to improve it but it does not work as intended.



they wanted it to fire from the start but it would not be full speed, then it would crank up to full speed after x amount of rounds. thats like a nerf at this point lol. cant imagine the mcg being any worse than it already is.
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Old 2013-06-11, 07:14 PM   [Ignore Me] #33
Whiteagle
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by AThreatToYou View Post
I want underslung MCG. Even if it is no better, stats-wise, than the current MCG. How often do you shoot those things over railing, anyway? If your answer is "quite often", then damnit, I still want to see underslung MCGs.

The JH.. I don't know what to do with it other than completely re-design and re-purpose the gun. We have enough shotguns, NC doesn't need even more shotguns where you can choose other shotguns that might be superior, even if in only one regard.
What if it shot shotgu-I mean recursive ammunition?
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Old 2013-06-11, 11:48 PM   [Ignore Me] #34
Tom Peters
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by Rumblepit View Post
i know how to use it lol, what should i use it for? movement speed is awful for close range,cof is massive, and rof is the same as many of our other weapons. so there are many better weapons than the mcg for close range.

use it long range then? nah then you have to contend with the spin up to get the small cof, but then again we have many better guns than the mcg for long range. you get it? mcg has no place, its garbage, and its still broken.

so how about we have the devs fix the mcg ,which has been broken since launch. before they buff the jackhammer for a third time.

you want some perspective?..... there are smgs in this game that hit for 143 and have a rof 800 .... just as good as our mcg, has no spin up, badasss cof and a infil can use it. lol and you think the mcg is good? lol my infil kicks my assss with a smg lol
I decimate smg infiltrators all day with my MCG. I'm not sure we're playing the same game.
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Old 2013-06-12, 09:53 AM   [Ignore Me] #35
Dragonskin
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Hate to make my post bigger than they normally are, but for the sake of discussion I pulled the major stats from all TR LMGs and put them in the qoute below. I didn't put SMGs or shotguns in the data because they are not Heavy Assault exclusive.

So what I see is that the minigun has uniform damage. It has middle of the road reload times. Awesome ammo capacity at 100/300 unlike some LMGs. It has uniform ADS on the move which only the NS-15m beats for TR. 800 RPM!!!!!! OMG! it's basically a carbine/assault rifle rate of fire. Worst velocity by far.

Overall I like the MCG because it does have a place. It's an amazing suppression tool like the Lasher, but without AOE damage that causes grief. Pre-firing around corners or before going into doorways can make it worth using in CQC. It also has great accuracy if you are ADS and standing still allowing you to hit targets at mid to long range for the first 10 or so bullets.

The empire specific heavy weapons are not supposed to be THE BEST weapon for that class, but the TR's MCG is by far my favorite empire specifc heavy weapon because it is less situational than the NC or VS options.

MSW-R TR LMG
Max/Min Damage
143 @ 10m 125 @ 65m
Short/long reload
3.045s 3.65s
Ammo Capacity
50 200
ADS on the move
0.5x
RPM
750
Velocity
580

T7 Mini-Chaingun TR HEAVY WPN
Max/Min Damage
143 @ 10m 125 @ 65m
Short/Long Reload
3.4s 4s
Ammo Capacity
100 300
ADS on the move
0.5x
RPM
800
Velocity
550

T9 CARV TR LMG
Max/Min Damage
143 @ 10m 125 @ 65m
Short/Long Reload
5.4s 6.2s
Ammo Capacity
100 300
ADS on the move
0.5x
RPM
750
Velocity
600

TMG-50 TR LMG
Max/Min Damage
167 @ 10m 143 @ 75m
Short/Long Reload
4.24s 5.225s
Ammo Capacity
75 225
ADS on the move
0.5x
RPM
577
Velocity
615

T32 Bull TR LMG
Max/Min Damage
143 @ 10m 125 @ 65m
Short/Long Reload
3.195s 3.565s
Ammo capacity
60 180
ADS on the move
0.5x
RPM
652
Velocity
600

NS-15M NS LMG
Max/min Damage
143 @ 10m 125 @ 65m
Short/Long Reload
2.15s 2.5s
Ammo Capacity
55 220
ADS on the move
0.75x
RPM
625
Velocity
640

T9 CARV-S TR LMG
Max/Min Damage
143 @ 10m 125 @ 65m
Short/Long Reload
5.11s 6.11s
Ammo Capacity
100 300
ADS on the move
0.5x
RPM
698
Velocity
600

T16 TR LMG
Max/Min Damage
143 @ 10m 125 @ 65m
Short/Long Reload
3.96s 4.925s
Ammo Capacity
100 300
ADS on the move
0.5x
RPM
652
Velocity
640
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Old 2013-06-12, 10:05 AM   [Ignore Me] #36
moosepoop
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


they should make the current mcg available to all classes as a "carbine" mcg. then introduce the underslung behemoth for heavy assault.
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Old 2013-06-12, 11:04 AM   [Ignore Me] #37
Nur
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Yes, the name of the actual gun should be change to "MiniMini Chaingun for Kids".

:facepalm:
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Old 2013-06-12, 11:46 AM   [Ignore Me] #38
GeoGnome
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


MCG needs to be done as was advertised some time back, no spin up speed but the COF increased faster, as did the ROF. And why in the world is it a Mini Chain Gun, a gun that should have the fastest ROF in the game... yet it doesn't?

As to Underslung... this is mostly an aesthetic thing... I wouldn't mind if they did it, because the current MCG design looks kind of silly.

I just want the thing to work without the exploit, don't care much about anything else.
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Old 2013-06-12, 12:09 PM   [Ignore Me] #39
diLLa
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


I trialed it yesterday for funzies, and thought it was pretty decent actually. It's not so good at range, but that was what I expected anyway. At close it rips through people.
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Old 2013-06-12, 12:12 PM   [Ignore Me] #40
moosepoop
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by GeoGnome View Post
As to Underslung... this is mostly an aesthetic thing...
mcg was the main terran infantry weapon, bro. its a terrible disrespect.
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Old 2013-06-12, 01:59 PM   [Ignore Me] #41
SturmovikDrakon
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Those mentioning the MCG's problem with cover:

If they can change the point of origins for the shells on tanks and ESFs, they can do it for infantry weapons

The most probably reason as to why it is the way it is, is most likely because they couldn't get the animations right.

A lot of weapons clip through terrain and behind cover, and yet they haven't "fixed" those. The Prowler is the most obvious example and it's been so for a very long time.

Last edited by SturmovikDrakon; 2013-06-12 at 02:01 PM.
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Old 2013-06-12, 02:54 PM   [Ignore Me] #42
Baneblade
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


MCG Fix: rmb to spool up without firing (means no more ads) and change extended mag cert into belt feeder that 'front loads' all the ammo.
JH Fix: 10 round base capacity (+4), 30 round drum option (200 cp), and make it automatic with no burst mode and a higher fire rate than other autoshotties.
Lasher Fix: Alt fire mode that turns 15 rounds into an energy grenade (5 shots from full base mag) that does a fusion of emp, concussion, and minor damage. Refire rate roughly equal to an underslung noobtube (no more than 20% faster).
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Old 2013-06-12, 03:16 PM   [Ignore Me] #43
GeoGnome
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by moosepoop View Post
mcg was the main terran infantry weapon, bro. its a terrible disrespect.
Well it is a terrible disrespect because it is a crappy weapon... not because it isn't underslung.

Again, where the weapon barrel is, up or down... this is mostly an aesthetic thing. Really not going to influence bullets coming out, or people falling down.
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Old 2013-06-12, 08:32 PM   [Ignore Me] #44
Dragonskin
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Originally Posted by Baneblade View Post
MCG Fix: rmb to spool up without firing (means no more ads) and change extended mag cert into belt feeder that 'front loads' all the ammo.
JH Fix: 10 round base capacity (+4), 30 round drum option (200 cp), and make it automatic with no burst mode and a higher fire rate than other autoshotties.
Lasher Fix: Alt fire mode that turns 15 rounds into an energy grenade (5 shots from full base mag) that does a fusion of emp, concussion, and minor damage. Refire rate roughly equal to an underslung noobtube (no more than 20% faster).
First 2 sound good. I want those changes.

The lasher change EMP/CONC with minor damage. The ability for VS HA's to fire a grenade that takes away enemy HUD/Shield/ability energy and takes away mobility while further blurring vision..... while causing damage..As much as I would love to rock it on my VS that just would be game breaking. I could see it now. HA's with lashers blast a room and then ZOE MAXES rush in... everything dies.. period. LOL
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Old 2013-06-12, 08:58 PM   [Ignore Me] #45
Baneblade
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Re: How to fix the TR mini-chaingun (and the other HA weapons)


Well, it could just be an energy nade, maybe even make it stronger against vehicles or something. Or moderate damage with a significantly larger aoe.
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