What's Wrong With The Lmg?
Asal_The_Unforgiving
Join Date: 2003-03-26 Member: 14903Members
<div class="IPBDescription">My pretty little toy....</div> OK, lately there have been a lot of posts about shotties, HMGs, JPs, HA....even welders. Aren't we missing the LMG? What is wrong with that? It has a good rate of fire, respectable accuracy, and a very nice quick reload. I'll take that to any combat zone, with trust and respect, and it will get me out. Hasn't failed me too much, that's always me. So what's wrong with it? I can't see any reason for this dishonorable treatment of my favorite weapon.... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> It'll kill anything that moves, so I'll take it with me anywhere.
Comments
But my dear friend, our lmgs put out 10 dmg per bullet at lvl 0 weapons upgrade; 11 dmg with lvl 1 weapons upgrade; 12 dmg and 13 dmg at lvl 2 and lvl 3 weapons upgrade, respectively.
Not that this is a problem, a skulk would be dead in 7-8 bullets with lvl 0; which isn't bad.
"Respectably accurate" my ****, my friend. NS randomly places the bullets around your crosshair, even though it acts as if they are all going at the point you're looking.
You can never kill that uncarapaced skulk in 7 bullets, not in 8 either. You need to either fire bullet by bullet (paralyzed skulk? heh!), or you need to spend at least 12-15 bullets per skulk.
The game doesn't have a dynamic crosshair system (like the one in CS) to let us know that our bullets will be going places we haven't thought of, BUT the bullets do, in fact, go to other places than our initial intention.
So how does the HMG beat the LMG in this respect?
It has the same **** problem (nothing to show where the bullet is going, look above), BUT, it gives +10dmg.
A vanilla HMG will give out 20 dmg per bullet. Thats 100% more than the vanilla LMG (it will add +10dmg to the upgraded levels of LMG, the raise is not based on ratio, but based on a static increase (lvl1=+1, lvl2=+2, etc).
The problem with the LMG is, combined with its respectively low dmg output and "invisible to the naked eye" recoil system, its a waste of time against lvl 3 carapaced skulks, and fades (even though, theoretically the LMG is capable of bringing 500 hp damage to a skulk (if all bullets hit)). The HMG might have more "invisible" recoil, but at least it delivers 2 times the damage.
I must re-underline (see next sentence) a fact: <u>I am not the "anti-LMG" n00b whining for a HMG or "sg" on the server</u>. But facts are facts. :>
actually the vanilla HMG does 18 dmg.
Also it is percentage based values that are added to the weapon damage through upgrades.......
So after all that, the fact that the HMG does more damage, has a faster ROF, larger clip and it can take down a hive in about 2 clips, makes it more of a choice.
The LMG is good, but ti take THIRTEEN clips to kill a hive. Also if you take on large groups, you have to reload often due to the ammo capacity.
Besides the LMG is not really given out for a tactic, as it is vanilla.
We specifically tested the HMG on a skulk with 0 armor (in a controlled environment/private server).
The damage randomly went +/-2 from 10 on a skulk with armor.
Of course, you should have at least wep2 if your team hasn't/can't lock down a 2nd hive. Then, of course, you just rush fades..... going off topic.
The rectangle that your bullets will hit inside, is not much bigger than a skulk even at long range.
Not to mention that the rate of fire makes the lmg very very good for hitting moving targets (unlike the clunkier hmg, which needs fourteen yards of mouse movement per game yard)
A team of five lmgs can take down a hive in under a minute...
...all this for free?
lmg > me
But i prefer the HMG/Shotty/Pistol/Welder to the LMG
The LMG donst have that high of a kill rate than HMG and Shotty...
I find it is superb against fades, just cus they are a big target.
level 0 lmg always takes 19 bullets to kill level 3 cara skulks.
On avg I can kill 3 uncara skulks with one lmg clip coming at me even if they come at me from different directions. If I am expecting them already (like from MT or something) I can probably down 4 of them with no problem.
against level3 cara skulks, if the skulks are really good I can only kill one and badly damaging another before I have to switch to pistol.
It deals out pretty good considering it's for free, and as already said, with some wep upgrades, you'll hunt down Fades in groups of two or three without much of a problem...
Every weapon in this game is useful in on situation or another, and I think all should be respected!
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
To the everlasting glory of the infantry........Shines the name, shines the name of Roger Young!
LMG can take out lots of things. Basically, what the marine starts off with (LMG, Pistol and Knife) is enough equipment if you know how to use it.
LMG: Use it when you want to get close to something or something is charging you from a medium range distance
Pistol: Snipe with it. If you waste the clip, you always have the LMG as your backup.
Don't use a LMG for: Killing fades (unless you're in a group), onos (unless you're in a group) and hives (unless you're in a group)
The LMG packs quite a punch in the first 3 -5 mins. it works even better with the weapon upgrades. And do you know whats even better, you don't lose speed, so you can run away from aliens without losing your 25 res.
GO LMG!!!
its good against anything under level three (aliens that is).
and....the best thing is its free and comes with 300 bullets total damage 3000 (8may be wrong, im too lazy to check) and thats unupgraded.
so my conclusion it can be the most useles weapon, when used by marines who are playin **** aliens (the film) and bein like "OMg rruUNn!!!!!!!1" while trying to hit a skulk.
in my eyes lmg gunners are either suicidal or plain leet/real men
It cost like 35 res to upgrade the armory plus 25 for each HMG. Is it really wroth it? This res could be spent on motion, level upgrades, health spams, and JP,s. I am trying to perfect a teck rush (not a JP/HMG rush) and with this information I might change the order in which I make things.
It cost like 35 res to upgrade the armory plus 25 for each HMG. Is it really wroth it? This res could be spent on motion, level upgrades, health spams, and JP,s. I am trying to perfect a teck rush (not a JP/HMG rush) and with this information I might change the order in which I make things. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
as far as upgrades , I can only recommend armour before weapons, as armour is in practice, i.e. the marine survives THREE skulk bites instead of TWO <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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err I don't understand are you trying to say that the HMG gets:
20x1,1x1,2x1,3??
(that's 18 + 10%, then + 20% of that, then another +30%. roughly 34 dmg instead of 20)
I thought it was always 10% added from the original, then that same 10% (total = 20% from original) then once more that same 10%. Which would make 26 dmg. 8 damage less than your theory (and it seems much more reasonable)
ah yes, the 20 dmg bullets come from the NS manual, so changes aside, it should be 20