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Old 2012-01-27, 08:40 PM   [Ignore Me] #16
Hmr85
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Re: MCG shot


I can't wait to see the muzzle flash on that thing at night.
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Old 2012-01-27, 08:49 PM   [Ignore Me] #17
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Re: MCG shot


I hope i can wave it with one hand when i do the vvv macro!
IT'S ALL IN THE DETAILS MAN!!
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Old 2012-01-27, 09:33 PM   [Ignore Me] #18
BlazingSun
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Re: MCG shot


Hmmm .. I like it! I hope the NC stuff is as cool!
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Old 2012-01-27, 09:43 PM   [Ignore Me] #19
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MINE!!! GIMMIE GIMMIE GIMMIE!!!!!!!
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Old 2012-01-27, 09:52 PM   [Ignore Me] #20
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Re: MCG shot


Looks great! I hope being drum fed will allow it reasonable reload times.
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Old 2012-01-27, 10:00 PM   [Ignore Me] #21
Hmr85
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Re: MCG shot


Originally Posted by ratfusion View Post
Looks great! I hope being drum fed will allow it reasonable reload times.
My guess is that the reload time will probably be about the same as it is in PS1.
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Old 2012-01-28, 12:34 AM   [Ignore Me] #22
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Re: MCG shot


Originally Posted by ratfusion View Post
Looks great! I hope being drum fed will allow it reasonable reload times.
Now I'm confused... That certainly looks like a drum on the underside of the MCG, but this page on Planetside2.com states that it's belt-fed. ..

Wha.....?

Looks good tho. You can definitely see it's heritage in the design when you compare it to the model on PS1's site. Definitely worthy of the MCG title.

I just hope that it's truly a close range weapon this time 'round and not a "not-quite-HA-but-not-MA-either" one like it was in PS1.
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Old 2012-01-28, 01:28 AM   [Ignore Me] #23
ratfusion
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Re: MCG shot


Originally Posted by Erendil View Post
I just hope that it's truly a close range weapon this time 'round and not a "not-quite-HA-but-not-MA-either" one like it was in PS1.
I don't think the noobhammer effect will be as bad if we're not fighting in as many cramped stairwells and hallways. The better range of the MCG should be a real advantage.

It wouldn't make sense for it to be arbitrarily crippled at medium ranges, unless its some hybrid MCG firing pistol rounds. It should be firing the same round as the cycler, and have the same effective range, just less accuracy and less recoil.
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Old 2012-01-28, 02:19 AM   [Ignore Me] #24
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Re: MCG shot


Originally Posted by Erendil View Post
Now I'm confused... That certainly looks like a drum on the underside of the MCG, but this page on Planetside2.com states that it's belt-fed. ..

Wha.....?

Looks good tho. You can definitely see it's heritage in the design when you compare it to the model on PS1's site. Definitely worthy of the MCG title.

I just hope that it's truly a close range weapon this time 'round and not a "not-quite-HA-but-not-MA-either" one like it was in PS1.
likely the motor.
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Old 2012-01-28, 02:21 AM   [Ignore Me] #25
Erendil
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Re: MCG shot


Originally Posted by ratfusion View Post
I don't think the noobhammer effect will be as bad if we're not fighting in as many cramped stairwells and hallways. The better range of the MCG should be a real advantage.

It wouldn't make sense for it to be arbitrarily crippled at medium ranges, unless its some hybrid MCG firing pistol rounds. It should be firing the same round as the cycler, and have the same effective range, just less accuracy and less recoil.
Actually I'm as much concerned about it overshadowing MA rifles at medium range again as I am about it being trumped by the JH up close. The TR had very little reason to carry the Cycler in PS1 and I'm hoping that will change in PS2.

The MCG doesn't necessarily need to be limited to short range only. It just needs to be molded more closely in effectiveness to its VS/NC counterparts, esp since there won't be weapon looting in PS2. In PS1 it was too accurate at range and didn't pack a strong enough punch up close. IMO both issues need to be addressed in PS2.


Originally Posted by SKYeXile View Post
likely the motor.

Yeah I thought about that too, but if so that is a huge freakin' gearbox for such a small weapon.

Last edited by Erendil; 2012-01-28 at 02:23 AM.
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Old 2012-01-28, 02:29 AM   [Ignore Me] #26
SKYeXile
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Re: MCG shot


Originally Posted by Erendil View Post
Actually I'm as much concerned about it overshadowing MA rifles at medium range again as I am about it being trumped by the JH up close. The TR had very little reason to carry the Cycler in PS1 and I'm hoping that will change in PS2.

The MCG doesn't necessarily need to be limited to short range only. It just needs to be molded more closely in effectiveness to its VS/NC counterparts, esp since there won't be weapon looting in PS2. In PS1 it was too accurate at range and didn't pack a strong enough punch up close. IMO both issues need to be addressed in PS2.


Yeah I thought about that too, but if so that is a huge freakin' gearbox for such a small weapon.
well yea.. i looked up some picks of real MCG's...and for one thats belt fed...the TR sure know how to go overboard...infact my guess is there is probably a second player required to be inside the MCG to wind it.

they said its the TR's king of close range weaponry, i think it will be much like the Heavy in TF2, while you might hit somebody at range...you probably wont, or not enough to do any real damage to them...in close range though, you mow right through them.
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Old 2012-01-28, 02:34 AM   [Ignore Me] #27
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Re: Official Site Updated with MCG!


Looking great. Can't wait to get mowed down by that... again >.<
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Old 2012-01-28, 02:53 AM   [Ignore Me] #28
Aractain
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Re: Official Site Updated with MCG!


looks a bit small really...

To illustrate my point I prepared this informative slide:



(thats what she said)


Oh btw, when it runs out of ammo instead of reloading straight away; keep the barrels spinning until we untape the mouse button.

Last edited by Aractain; 2012-01-28 at 03:22 AM.
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Old 2012-01-28, 03:48 AM   [Ignore Me] #29
CutterJohn
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Re: Official Site Updated with MCG!


This extreme effectiveness comes at high weight cost though, making reinforced power armor a must for wielding it efficiently.
Does this imply that non rexos can carry one, but there will be penalties?



I'm still holding out hope that the weapons have far more range/role overlap. The stratification of effective ranges in PS1 was absurd. There are other things you can do besides reducing damage or making the things stupidly inaccurate.

Sure, the thing is a close range powerhouse, but that doesn't mean it needs a cof the size of a barn. The style of weapon has its own balancing built in.

Its big and heavy. You move slower, turn slower. Maybe you can't run while shooting.

Its held at waist level. You cannot crouch behind cover and shoot.

It has no sights. You have to walk the tracers to the target, or use a laser sight that gives your presence away.

It has no secondary utility slots. No grenades or laser pointers or anything of the sort.

Even if it is plenty accurate and quite damaging, there are plenty of downsides that can be logically assigned to the weapon to make sure its not OP.
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Old 2012-01-28, 04:39 AM   [Ignore Me] #30
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Re: Official Site Updated with MCG!


^yea i was wondering about that wording myself, if the other classes can use the weapon.
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