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I think they got nerfed a long while back because they were too good at causing pilot injuries.
But MGs weigh almost nothing, do good damage, can fire when you melee stuff... not much bad about them other than the range.
+Critical damage means once a mech has lost armor on a section it is more likely to destroy components (it's nice if you set off ammo).
Inability to mount them preloaded, or ammo in half ton increments, is a downer, though.
3 flamers= 3 Tons
3 SLs=1.5 Tons
3 MGs=2.5 Tons
The chance to hit the head is very low though, so more shots = more chances.
(I think they nerfed it so MG doesn't get 5x as many head shots as other weapons though, I haven't really played in a year so can't really remember)
If you have an AC10+ (that does improved damage - need 61+damage/shot) you can 1shot anything you hit in the head with it, otherwise you can use knockdowns+lots of little hits to run the pilot out of hitpoints.
People like machineguns because they don't do mu h damage so you are less likely to kill a mech accidentally. Small lasers and machineguns are support weapons which fire automatically after a physical attack so you can do additional damage.
The critical hits refers to when armor is breached and you cause damage to the enemy's weapons or ammo. Ammo could explode when hit like that.
For 3 hp pilots you knockdown (1injury), use free called shots on prone mech to shooting his head with 4 MGs to get another, do it with another mech and he is done and you get full salvage.
Later on enemy mech pilots can have up to 6 hitpoints, so you need multiple knockdowns, called shots, etc.
It can be hard to kill a 6hp pilot without killing the mech with higher damage weapons...
A mech needs center torso + 1 leg to give full salvage.
You kill a mech by killing the pilot, destroying the head (which kills the pilot), breaking the center torso, or breaking both legs.
You lose a salvage part if you take out both legs, you lose 2 if you take out center torso.
Okay I think I get it that you have to use Called Shots for the MG to score Head Hits though.
(or break 1 of its legs)
I use King Crab with 4 MGs, SRMs, AC20, some medium lasers a lot.
If you spam enough shots you can get lucky and randomly hit the head, but it's like 1 in 81 chance...
(1 in 89 from the side, can't hit head from the back or with indirect fire, LRM clusters will never hit the head if the 1st shot in the volley doesn't.)
DFA or shooting down into the top of a mech should have a 1 in 7 chance of hitting the head.
I like to take a Dragon (it takes decent damage, but closes fast. Us whatever brawler you prefer though.) load it up with MG's. Then on the field. find that big boy with tons of Ammo bays. Weaken up the side, close with your brawler, slam through that arm or side torso with a melee attack, and open up with your MG's. Watch the fireworks as that slug thrower's ammo cooks off. That's what MG's are for.
But if you can afford the heat with good equipment then SLs with +dmg are much better. You kill much faster (safer) and Precision Shots become more effective.