|
Post by reconnecting on Sept 23, 2023 14:23:24 GMT -5
I bought MG6 and it surprised me that it needs to wind up for about 1.5 seconds before firing. This seems awkward in battle. How do you deal with this windup weapon on your mechs?
|
|
|
Post by Danny Linguini on Sept 23, 2023 16:34:20 GMT -5
I had these on my other account, and they took some getting used to. I used to just wind it up before getting a red in the line of fire. If there were multiple reds around, I just kept the trigger button mashed, and kept an eye on the ammo level. Once it started getting low, assuming the mech was still alive, I’d start backing off and look for cover to duck into, make a pot of coffee and reload. I put them on the Bastion, because that mech was the one most able to stand toe-to-toe while unloading that enormous clip. It was good in a crowd of reds - spin up the guns before moving in, then just keep firing while switching targets. They definitely need to be on a shielded mech.
|
|
|
Post by Redfiend on Sept 23, 2023 17:30:40 GMT -5
Spinning up is progressive, if it starts spin up,it takes the same time to fully stop spinning. It's 1 second(shot delay). It is possible to keep it spinning without firing by tapping the button, but the turn speed penalty is active while the barrel is spinning, even during startup/wind down. The sound cues are synched to how it works.
It's "hit cone" also functions differently, it works more like shotguns than Pulse/Fusion cannons. It's using hit-scan, the "projectiles" are just visual. It's why they don't run into "The Punisher" problem War Robots had when it first introduced punishers winding up. It's also why high level AI can kill you with them before you realize something is hitting you.
Pick a lane, line up, wind up while stepping out, spray until you or whatever is in the lane is dead.
|
|