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machine guns in small amounts would be an extremely good investment ...

if this
game had infantry

#30 Heavy Money

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Posted Yesterday, 08:27 AM

View Postpattonesque, on 01 July 2021 - 07:43 AM, said:


machine guns in small amounts would be an extremely good investment ... if this
game had infantry

Even then, can't you just sweep them with lasers?

#31 Khobai

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Posted Yesterday, 12:24 PM


machine guns do double damage to infantry if you go off battletech rules

thats basically the only use for machine guns in battletech

#32 FupDup

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Posted Yesterday, 02:21 PM

View PostHeavy Money, on 01 July 2021 - 08:27 AM, said:

Even then, can't you just sweep them with lasers?

Or even just ignore them outright, because (AFAIK) the best anti-mech weapon that
infantry can carry is a one-shot SRM2 that only has a max range of 90 meters.

#33 Alex Morgaine

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Posted Yesterday, 03:02 PM

View PostCaptain Caveman DE, on 30 June 2021 - 11:46 AM, said:


ECM is a giant problem ..
that is: if you ONLY play lockon-stuff, you got no TAG and you're only doing IDF.
anybody else? don't care about ecm very much.

having problems with ecm? try a direct-fire-approach, as you should in the first
place.

Even better is when you can view enemies at 2-300m, blind fire at thier feet and
watch the panic as the missiles rain down on them since they thought ecm was all
they need and didn't bring ams :3

Infantry? Well basic infantry, but Iirc motorized units can drag 2 ac20s (one
attacks worth of weapon at 1 soldier =1 ton equivalent so at full 28 personnel...]
iirc, and anti mech trained units you don't want near your precious legs...

Edited by Alex Morgaine, Yesterday, 03:06 PM.

#34 Drenath

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Posted Yesterday, 06:03 PM


Re: Streaks
Homing mechanism can be nice for chasing very fast mobs but damage spread/lock time
makes them only worse than regular SRM's generally, yet streaks are more tonnage.
And half of the lights you would shoot them at have ECM/Stealth you get
interference with and they won't even fire.

Proposal: Make them more like regular SRMs

Same damage
Same cooldown
Same TONNAGE
Let me fire without a lock and it acts like regular SRM

How they're different:


+1 crit slot
Missiles track toward point of aim when you have a target locked (with R, not
missile lock) So basically they are smart weapons that are dumb-fire and post-
guided. Holding your lock/point of aim will increase chance of a hit and help them
find a particular component. This makes them much more effective at doing what they
are supposed to do - kill lights because you can fire pre-lock and they aren't
hard-countered by ECM/Stealth. Could also enable you to do cool stuff like shoot
them at your locked target while your lasers/etc fire at whatever is on your cursor

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