Difference between revisions of "Machine Gun"
Bird Thing (talk | contribs) m |
m (→Gameplay: small additions) |
||
Line 87: | Line 87: | ||
{{Version tag | Width = 1540px | Footnote1 = *Max rate of fire | tech = | Version = 0.11.3}} | {{Version tag | Width = 1540px | Footnote1 = *Max rate of fire | tech = | Version = 0.11.3}} | ||
− | ==Gameplay== | + | ==Gameplay & Hints== |
− | It is worth noting that | + | *It is worth noting that Machine Guns have no spin up time mechanic; they begin firing immediately. |
+ | |||
+ | ===Machine Gun=== | ||
+ | *[[Damage types| Kinetic damage]] deals some bonus damage against air units. | ||
+ | |||
+ | ===Heavy Machine Gun=== | ||
+ | *[[Damage types| Light Kinetic damage]] makes the HMG more effective against vehicles. | ||
==History== | ==History== |
Revision as of 17:11, 11 January 2020
Contents
Overview
The Machine Gun or MGun/MG, is a rapid fire Ballistic Weapon. It is comparable to contemporary machine guns (with caliber less than 20mm, above it's AC2), simply upscaled to Mechwarrior standards. Its rapid fire and fast projectile movement speed makes it an effective counter to Battle Armor. However it does little damage against any other target, unless used en masse over a long period of time. With that being said do not dismiss the MG particularly while other weapons are reloading or are out of range. A smart pilot ensures that the MG's are tied to every weapon group, as a hail of bullets against a heavy damaged opponent just may score you a kill or increase your C-Bills to the next rank.
Weapon Stats
Weapon | Max Range | Dmg Drop Range |
Dmg Drop /m |
Hit Damage |
Damage Type |
Shots /min |
Sustained DPS |
Burst DPS |
Speed (m/s) |
Heat /Shot |
Cooldown Time |
Jam Duration |
Ammo /ton |
Ammo cost /ton |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BA Claw MG | 600m | --- | --- | 7 | Kinetic | 1000 (1200)* | 140 | 168 | 2000 | --- | 1s | 3s | --- | --- |
BA Medium MG | 550m | 50m | 0.04 | 20 | Kinetic | 583 (700)* | 233 | 280 | --- | 1s | 3s | |||
Machine Gun | 1600m | 250m | 0.001 | 4 | Kinetic | 667 (1000)* | 53 | 96 | 0.003 | 4s | 6s | |||
Heavy MG | 400m | 250m | 0.05 | 14 | Light Kinetic | 240 (360)* | 78 | 118 | 0.5 | 4s | 6s |
*Max rate of fire | All stats are current as of release 0.14.10 |
Gameplay & Hints
- It is worth noting that Machine Guns have no spin up time mechanic; they begin firing immediately.
Machine Gun
- Kinetic damage deals some bonus damage against air units.
Heavy Machine Gun
- Light Kinetic damage makes the HMG more effective against vehicles.
History
Heavy Machine Gun added in release 0.11.0
Canon
The Machine Gun is the quintessential anti-infantry weapon, issuing a stream of bullets at a high rate of fire to cut down opposing soldiers, while still being effective at damaging BattleMechs. Vehicular-scale machine guns mounted on BattleMechs can lay low entire platoons in just a few passes thanks to their high rate of fire, though they are more commonly found on Combat Vehicles and ProtoMechs.
As its name implies, the Heavy Machine Gun is a larger version of the standard Machine Gun. First introduced by Clan Smoke Jaguar, their demise hastened its dissemination to the other Clans, while the Taurian Concordat was able to perfect the Inner Sphere version of the weapon. Twice as heavy as its more traditional cousin, the Heavy Machine Gun does half again as much damage, though at the cost of a third of the already short range.
Usage
The following assets equip Machine Guns:
MG (Mechs)
|
MG (Vehicles and air assets)
|
HMG | |||
---|---|---|---|---|---|
Inner Sphere
|
Clan
|
Inner Sphere
|
Clan
|
Inner Sphere
|
Clan
|
All lists are current as of release 0.14.10 | |