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Machine Guns
So today I played this guy twice in random, and twice my M60 cost me the game. Between both games, I would shoot about three times with my Colt, maybe 1-2 Milkor shot(s), and then for the kill... my M60 does a lousy 25, and 39 between the two games. Both of those shots cost me both of those games, which sucks! I love Machine Guns, they are probably my favorite weapon line, but they need major tweaking. Either I just have bad luck, or Machine Guns are unreliable and need tweaking. Both of my shots were about 8 cells away which is usually really good accuracy for a M60. But I can't figure out for the life of me why the Machine Gun line should be able to shoot that low when they are one of the most powerful weapons!
What I'm trying to say here is, Machine Guns (or at least the M60) needs its minimum damage raised massively, or some type of tweak. They are a great underrated weapon line that could be just as good as the grenades and 40mm out there, but the reliability on this weapon is stupid. I shouldn't have to think twice when it comes down to a final 8 cell M60 shot with 90%+ accuracy to win the game - but shoots a lousy 39-. I love the Machine Gun line because of the blast radius they have, the cheap cost, and the high-capable damage these weapons are capable to do, so please save this gun and increase minimum damage!
Thanks a bunch for reading.
EDIT: Maybe the M60 is the only Machine Gun like this, can I get some feedback on the MG4 reliability from some high levels?
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In my experience (which isn't much, i've only played for 1 year and a half-2 years) m60's are naturally unreliable, but they compensate with good criticals and a broad specter of fire (i.e. can shoot multiple targets). It is what is it. I honestly don't think it will ever be tweaked.
A tip i can give you is try to shoot the m60 FIRST, so you can calculate (or estimate if you don't have the insightful perk) the amount of damage you need to kill that unit. Sometimes it's just not worth the risk of a low damage shot or a scratch, just back up.
Sometimes battles are just a game of patience and usually you need to see the cons and pros of a move.
My opinion is, in the long run, the unlucky scratches are just as usual as that critical shot that gives you a win.
Good luck 😉
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In my experience (which isn't much, i've only played for 1 year and a half-2 years) m60's are naturally unreliable, but they compensate with good criticals and a broad specter of fire (i.e. can shoot multiple targets). It is what is it. I honestly don't think it will ever be tweaked.
A tip i can give you is try to shoot the m60 FIRST, so you can calculate (or estimate if you don't have the insightful perk) the amount of damage you need to kill that unit. Sometimes it's just not worth the risk of a low damage shot or a scratch, just back up.
Sometimes battles are just a game of patience and usually you need to see the cons and pros of a move.
My opinion is, in the long run, the unlucky scratches are just as usual as that critical shot that gives you a win.
Good luck 😉 at later levels there is the perk bullet hell which will make your shots 100% even when blind, but in my experience with minigun, its either a game winner or a fail. at the closest range i can hit 160 to a guy with armor or i can hit for 80 damage. -.- machine guns have a wide damage range that can piss you off sometimes. at max range i can still hit 100-120 points of damage or just 30. its all a matter of chance.
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Thanks for the info, final. It's always nice to hear from veterans.
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I think the chance of an M60 winning you the game are much lower than the opposite, because twice my M60 cost me the game. I still think minimum damage needs a tweak. I mean after all, you are spending 9 AP for a "chance" shot that could win or lose you the game. 9 APs is way too much for a gamble in my opinion. Either lower the Machine Gun AP cost or increase the minimum damage. The only reasons I continue to use the M60 is because of the nice wide radius I get when shooting, and because it's cheap.
A tip i can give you is try to shoot the m60 FIRST, so you can calculate (or estimate if you don't have the insightful perk) the amount of damage you need to kill that unit. Sometimes it's just not worth the risk of a low damage shot or a scratch, just back up.
I shot first with the M60 first in both games, and since I did, I couldn't back up with my other units simply because my M60 unit was left wide open and couldn't move after he shot (9 APs), so backing up would have been pointless with my other units - had to go all out to put pressure.
Let me put it into perspective. Say my opponent has a unit I can kill with around 160-180 HP. I have a Milkor shot, and 3 Colts, and an M60 shot. Let's go ahead and calculate the possible Milkor-Colt damage: 1 Milkor: 50≥, 3 Colts: 70≥ = 110-120≥ damage. I would need my M60 to shoot at an estimate, a 40 or higher shot. Both times my M60 failed to do this about 8 cells away. That is why the M60 minimum damage should be increased or the M60 AP should be decreased so I can run away. Even if I shoot with my M60 first, I can't move him therefore he is still going to die, forcing me to go full with my other 2 units.
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Fist of all you need additional ap or mp for your mg-unit. So skill on shootgun, uzi or melee. I would prefer melee because ne reduced weight.
The advantage of mg is long range and you can hit different unit staying close together. The disadvantages are many ap and big difference between lowest and highest damage.
You need stay close to opponent and you will hit with hugh damage.
But if you would hit always and at every range with big damage this weapon would be overpowered.
You should always shoot with mg at first and kill with other units or hide again.
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MG's r better for team games becuz:
MG += long range,wide range of fire
MG -=much ap cost, random damage
in 1x1 u attack full to kill 1 unit but if its still alive, cuz ur mg hits bad, u lose
In team games u need to make some dmg and ur teammate Will kill or u have to finish if u Miss; np cuz u made ur shot from far away and he cant kill u
Example:
I had doc colt melee/mg melee miner/ svd thumper bat and i had stats:35 lose 70 win
With other acc: doc colt melee/ uzi miner melee/ svd bat thumper my stats r: 30 lose 150 wins
But mg and Phytton is very powerfull in 1x1
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Both times my M60 failed to do this about 8 cells away... I can't move him therefore he is still going to die, forcing me to go full with my other 2 units. Besides doing what other people said (idk what level you are, but without giving up too much hp you can get a 13 ap m60/benelli m4 build by level 12 or 13) you should never be too close to your enemy with your m60.
Too many times i too shot when they were too close (i got greedy) and even with 13 ap I only had 4 ap to run away, leaving my m60 guy too vulnerable.
If you had a shotgun, or even a melee weapon AND you're 8 spaces away, sometimes it's better to change to your secondary weapon and rush (this is better done with a benelli m4 or a neo, in my opinion).
It also helps if you put a splash damage resistance perk. Many players use explosives and sometimes that 10% can really help you alot.
Sometimes it's better just to run away and try and shoot some other time. Use binoculars or scopes to help you shoot without getting too close to your enemy's team (always move your m60 closer first before using binos)
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