Thunder's LMG Discussion


(Grave_Knight) #41

[quote=“Szakalot;115870”]disabling an entire team is never gonna happen, no team ever sits in one spot as 5 people. If they did, a frag grenade would get a multikill + severely damage the rest, so still better than concussion nade.

Disabling deployables is very minor too, as the only real deployable in comp is aura station, and frag grenade blows is it up just as well.[/quote]

You say that like people don’t bring Bushwhacker into Comp. Sure his turret might be squishy but still requires time to deal with. And in most cases it puts a few holes in whoever has to deal with it.

Also, Comp isn’t the only place Thunder is going to be used.


(GottaBeGreg) #42

I think that the LMG is actually in a pretty tidy spot at the moment and if you use it in the scenario in which Thunder thrives then you would want no other weapon. This thing is a great breach and clear for multiple stunned people, and the aforementioned 5 accurate starting shots are a massive assistance in any duel. Personally, having started off on the LMG, not liking it, moving to the Timik and then deciding to give the LMG another chance after some convincing, I have come to the conclusion that he absolutely should be used with his LMG. So many times I have flashed three people down a range of sight and unloaded into them while they walked into a wall. I certainly wouldnt be able to maniaclly laugh and destroy them all with a hail of bullets (with such ease) if I was using his Timik.


(sonsofaugust5) #43

People are saying the DPS is higher on Thunder’s LMG and I do not see how. I can kill enemies in half the time with Fragger’s LMG and I feel like Fragger’s LMG has way more bullets. 55 vs 85 but the 55 with higher damage are a lot more effective in my opinion. Thunder’s flash effects teammates as much as enemies making this mercenary useless at the moment unless you tell your team to look away every 15 seconds and can concuss well.


(SpinnerzNQ) #44

Well you know that’s wrong, and so does everyone else. Teammates get slight blindness (it rarely bothers me, but it does annoy me trying to attack at range with that white film over my screen) while enemies get completely blinded, slowed screen movement, swirly vision after the blindness clears, and overall a bad time. Don’t try to make up stuff to back up your point.
Though I do agree that Fragger’s LMG feels like it has more bullets. Thunder’s LMG has a crapton of bullets and you can actually be surprised that there are still bullets coming out after holding the left click button for like 3 years. But Fragger’s LMG slow firing along with a good 55 bullets just feels like the belt never ends. And when it does I usually think “Aw crap outta bullets!” and then think “Wait I ran out of ammo?!?!”


(sonsofaugust5) #45

Only if they are in the explosion radius do they get slowed movement. I doubt there is a difference between teammate blindness and enemy blindness because when I use thunder I get blinded for awhile if I don’t turn away or hide around a corner.


(Tanker_Ray) #46

http://i.imgur.com/3phCSNr.jpg

Image updated to today’s stat. kills per min got increased to 3.8 kills/min from 3.7.

For those who are going to say ‘MK.46 is good, and the reason why you suck with this gun is because you are bad skilled player’, this is my MK.46 stats until yesterday, starting straight from Thunder release.

And, Yes, even someone is having like 5,6 kills per minute with this gun, I don’t care. This thread is about this gun’s performance, not MY performance. I gotta speak the facts to all of you.

I can describe this gun with only few words.

HIGH BULLET SPREAD Kek-10.

11 damage, 725RPM, 132DPS.

K-121 has 17 damage, 477RPM, 135 DPS.

LOWER DPS than K-121 with LOWER DAMAGE. and has higher bullet spread. Nothing else to add.

Let’s say this gun had 135 DPS, same as K-121. Same DPS, and 6 damage difference. Which gun would you use???

Kek-10 has 11 damage, 700RPM, 128 DPS with much lower spread. It has 45 rounds.

I would just rather reload Kek-10 once, and shoot 90 rounds. Let’s not even talk about weapon movement speed.

I know this gun has great ironsight, but hell, Kek-10, and K-121’s ironsight isn’t worse than MK.46.

this gun’s recoil is not the problem. It’s about that fxxking aim bloom. Has to mow down people while they are concussed, and some people saying ‘You should have that much aim bloom when you shoot 85 rounds full-auto’. This is so absurd. Then give me that 145DPS that this gun had before, then I’ll understand with the bloom, the bullet spread. This gun’s hipfire is absolutely obnoxious when you fail to kill any enemies with first few shots with head, having much worse synergy with Thunder’s BAD HP stat, compared to his giant sandbag-bullet eating hitbox.

For all of those who are saying this gun is decent, have you even tried fighting burst rifles or female merc with shotguns with this high-recoil, SMG-like gun?

I mean, let’s just don’t go far away. try using Kek-10 or Crotzni after using this gun, and there goes the answer.


(Tanker_Ray) #47

Well you know that’s wrong, and so does everyone else. Teammates get slight blindness (it rarely bothers me, but it does annoy me trying to attack at range with that white film over my screen) while enemies get completely blinded, slowed screen movement, swirly vision after the blindness clears, and overall a bad time. Don’t try to make up stuff to back up your point.
Though I do agree that Fragger’s LMG feels like it has more bullets. Thunder’s LMG has a crapton of bullets and you can actually be surprised that there are still bullets coming out after holding the left click button for like 3 years. But Fragger’s LMG slow firing along with a good 55 bullets just feels like the belt never ends. And when it does I usually think “Aw crap outta bullets!” and then think “Wait I ran out of ammo?!?!”[/quote]

Your feeling doesn’t always just comes up without any facts. Of course 11damage per round has to spend more bullets to kill, and even finishing enemies. 55rounds with more damage is more effective. Not an opinion, but fact.

Its not only RPM makes you feel MK.46 runs out of bullet easily. Damage is so bad that you just have to pour it more than you think, unlike K-121. we all prefer to finish off people with melee, because it will save much more bullets.


(sonsofaugust5) #48

Without any stats, I find the mk48 very hard to kill with. I mean he is an assault class so he should be good at killing. I’d take almost any other gun over this one.


(moonlitAbility) #49

[quote=“derpypenguinz19;114842”]
I heard somewhere that the MK46 has 11 damage… so it’s basically a giant Hochfir with way more recoil.[/quote]

is this confirmed? i came to this thread specifically to try to figure out the damage per bullet… hochfir is 9 btw


(Tanker_Ray) #50

[quote=“moonlitAbility;117867”][quote=“derpypenguinz19;114842”]
I heard somewhere that the MK46 has 11 damage… so it’s basically a giant Hochfir with way more recoil.[/quote]

is this confirmed? i came to this thread specifically to try to figure out the damage per bullet… hochfir is 9 btw
[/quote]

I tested by myself with friends in empty Asia server. MK.46 does exactly 22 damage to the head, which means it has 11damage. I will take screenshots tomorrow if you guys want.

it has exactly same RPM just like before, 725RPM, so 132 DPS confirmed.

p.s. MK.48 is 7.62mm version of M249. MK.46, the machine gun in DB is M249’s US SOCOM version.


(Tanker_Ray) #51

@titaniumCrouton I just stated the fact, and I know everyone can disagree me, but please tell me why. What did I wrote something wrong? Because there is no proof screenshot for MK.46’s damage? I’ll post it for everyone then. Not just for you. Also, if DPS is same, harder hitting one takes more advantage than weaker one is also FACT. What is the part that you disagree?

The reason why everyone doesn’t complain about the Dreiss’s 20 round mag, which is least in this game, is because it has serious amount of 26 damage, which makes you shoot less than low damage gun. What is the reason you disagree with this? This is about FACT, not my opinion. Never heard of low damage gun shoots less than high damage gun.

Please tell me why, before you just click disagree and state none of your reason&facts for your opinion.


(ASTOUNDINGSHELL) #52

@ThunderPro I have proof, got intoa server there was only anothe rpeson so after farming some credits he helepd me test damage, it is 11 body ad 22 head


(titaniumCrouton) #53

[quote=“ThunderPro;117879”]@titaniumCrouton I just stated the fact, and I know everyone can disagree me, but please tell me why. What did I wrote something wrong? Because there is no proof screenshot for MK.46’s damage? I’ll post it for everyone then. Not just for you. Also, if DPS is same, harder hitting one takes more advantage than weaker one is also FACT. What is the part that you disagree?

The reason why everyone doesn’t complain about the Dreiss’s 20 round mag, which is least in this game, is because it has serious amount of 26 damage, which makes you shoot less than low damage gun. What is the reason you disagree with this? This is about FACT, not my opinion. Never heard of low damage gun shoots less than high damage gun.

Please tell me why, before you just click disagree and state none of your reason&facts for your opinion.[/quote]

Well first off, there is plenty of sources for weapon’s damage, one of which is this which is updated by the mods themselves…so I don’t get what you’re trying to say, perhaps it’s because English doesn’t seem to be your first language and I’m just struggling to understand you…so for the sake of settling that, have this link: http://dirtybomb.gamepedia.com/WeaponStats

Secondly you’re honestly wrong? If DPS is the exact same then rather which one wins would be down to numbers, HP, etc. for example Fragger vs a Thunder, thunder would win because there DPS is so close that there TTK is damn near identical but Thunder has a 10 hp buffer which would allow him to win the engagement. But relatively speaking the harder hitting weapon would only win out against the extremely squishy targets by about one bullet’s worth of damage because the longer a fight goes, the more the damage normalizes (Since that is just how it works) so if you’re talking against something like Rhino then the higher damage per shot would become pointless IF the DPS was the same…which it isn’t but I felt like addressing that o-o. It’s why in MMO’s the fast, soft hitting classes can keep up over long raid fights with the slow, hard hitting classes and even surpass them in damage done/DPS… Just as an example.

In terms of these two weapons against each other…lets look at the numbers.

K-121: 135
MK46: 133

Two DPS difference. So yes, objectively speaking the K-121 is stronger…but barely. Barely enough that Thunder still would more than likely (I would need hard numbers in relation to TTK to say for 100% fact, but since I don’t know how to translate that into numbers…I can’t. Sorry) still win a head on duel just because of the 10 hp buffer.

The TTK between the weapons are extremely similar across the board and yes, although you’d pull ahead in the overall damage done SLIGHTLY very slightly, across longer fights (I.E vs a rhino as an example, assuming we’re all 100% accurate) It would rarely be enough to make much of a difference.

Now one thing i see people saying (and I think you?) is a term such as “What Mk does in 10 bullets fragger can in 3” which is, by and large, a completely worthless and useless statement as the amount of bullets in this case is irrelevant. Why? Because while true you’re also forgetting that by the time fragger gets those three bullets out, the MK has already spat it’s 10+ bullets out. The fact it’s a high RoF weapon vs low RoF weapon means you can’t just compare the damage per bullet like that and call it done.

The one point I see that is valid (but misguided and I’ll explain why) is the range/accuracy issue. But I don’t find it an issue. Why you ask? Because frankly it’s meant for close and medium ranges. It does not need to be good at long range because that is not what the weapon is supposed to be. Close/medium range the weapon is devastating and yes at the farther effective ranges of the weapon you do have to use your iron sights to tighten up the grouping but that is simply part of it’s play style and in my opinion not a problem. It’s part of it’s identity and fully intended I believe.

Close range, in a realistic scenerio it utterly destroys most weapons. It has more bullets, decent spread (which can be a good thing in most CQC engagements…lasers are actually weaker close up.) and while it can afford to miss 2-3 bullets here and there due to the high RoF, missing one or two bullets on say the K-121 is goddamn devastating and why it doesn’t do CQC well.

Medium range the gun is plenty accurate with 5-8 bullet burst or full auto+iron sights so long as you ease up after roughly 20 bullets. The weapon fills it’s niche perfectly and really that is what it comes down to that I don’t think people understand.

K-121: Better at medium-long range engagements due to it’s harder hitting, slower firing nature. It punishes misses pretty harshly because of it, but that is what this weapon is good for. Up close it is extremely weak due to the harshness of missing a few shots and it’s very low RoF. This is rather common knowledge.

The MK46: Close-medium range fights are what it’s best at. it’s combination of Kek’s damage, One of the highest RoFs in the game for a full-auto weapon and the largest magazine in the game (rhino doesn’t count …) makes it extremely hard to beat at the ranges it’s meant to be used in.

it’s weakness is longer ranges, because yes, that is when the accuracy will kick your ass.

Point of all this: The weapons are actually on extremely even ground. Realistically both are good in different situations and would beat each other in different situations. The weapon is rather balanced all around. i don’t know why people are having such a hard time realizing this, I feel they simply get by the fact K-121 hits hard per bullet. There is so much more to the guns than just it’s DpB. On paper, yes. the K-121 would, assuming 100% accuracy win most (not all) engagements more but in reality that just isn’t how it plays out.

Now if I may address on other thing, i saw people suggesting we buff the damage of the gun by 1…that would be a mistake…lets assume we do that. 12 body damage, 24 Hs.

New Dps: 145

K-121: 135

The K-121 would now be objectively worse at everything but long range engagements and it would lose EVERY single time in 100% accuracy situations. Right now they are relatively even but simply a single damage buff would make the MK objectively better in damn near every possible way. you can’t buff the damage on this gun.

Of course if they do/want to…I won’t complain much cause i love it and will be using it anyway…buuuuuut the next week of slaughter that follows would be on you guys…The gun is good. it and hte K-121 are basically in all matters of thing, pretty even. They do there respective jobs/niches effectively.

it’s balanced…you should really leave it alone. o-o.

Sorry if this was rambling…I haven’t had my coffee yet. I might have to clear this post up and iterate points later…but for now this will do.

Edit: Can I go back to shit posting now? Making serious post first thing in the morning is annoying. I’m tired ;.;.


(moonlitAbility) #54

interesting… i believe you. 11 honestly is more than i thought since it feels worst than the hochfir… but probably due to spread. it probably needs to be 12 to be good


(Tanker_Ray) #55

Well first off, there is plenty of sources for weapon’s damage, one of which is this which is updated by the mods themselves…so I don’t get what you’re trying to say, perhaps it’s because English doesn’t seem to be your first language and I’m just struggling to understand you…

You clicked that disagree about the comments I left why K-121 actually feels like spending less bullet than MK.46, and explaining why having higher damage is effective if those two have similar, or same DPS. and the reason why I said EVEN IF SAME DPS(Guess you forgot to see my ‘Let’s say’ part), is just for an example. You just clicked disagrees for those two comments of mine, and I was just curious why. (I can’t also understand why are you stating my first language. I just replied to you about exactly what I’ve written, because I just couldn’t understand why you disagreed that.)

Secondly you’re honestly wrong? If DPS is the exact same then rather which one wins would be down to numbers, HP, etc. for example Fragger vs a Thunder, thunder would win because there DPS is so close that there TTK is damn near identical but Thunder has a 10 hp buffer which would allow him to win the engagement. But relatively speaking the harder hitting weapon would only win out against the extremely squishy targets by about one bullet’s worth of damage because the longer a fight goes, the more the damage normalizes (Since that is just how it works) so if you’re talking against something like Rhino then the higher damage per shot would become pointless IF the DPS was the same…which it isn’t but I felt like addressing that o-o. It’s why in MMO’s the fast, soft hitting classes can keep up over long raid fights with the slow, hard hitting classes and even surpass them in damage done/DPS… Just as an example.

In terms of these two weapons against each other…lets look at the numbers.

K-121: 135

MK46: 133

Two DPS difference. So yes, objectively speaking the K-121 is stronger…but barely. Barely enough that Thunder still would more than likely (I would need hard numbers in relation to TTK to say for 100% fact, but since I don’t know how to translate that into numbers…I can’t. Sorry) still win a head on duel just because of the 10 hp buffer.

The TTK between the weapons are extremely similar across the board and yes, although you’d pull ahead in the overall damage done SLIGHTLY very slightly, across longer fights (I.E vs a rhino as an example, assuming we’re all 100% accurate) It would rarely be enough to make much of a difference.

Now one thing i see people saying (and I think you?) is a term such as “What Mk does in 10 bullets fragger can in 3” which is, by and large, a completely worthless and useless statement as the amount of bullets in this case is irrelevant. Why? Because while true you’re also forgetting that by the time fragger gets those three bullets out, the MK has already spat it’s 10+ bullets out. The fact it’s a high RoF weapon vs low RoF weapon means you can’t just compare the damage per bullet like that and call it done.

Hey, I gotta tell you. the reason why the number DPS is just a theory, is because exact DPS only comes out when you Successfully hit all of your bullets(Just think about why Timik is considered worse than M4, even it has HIGHER DPS.), and that doesn’t happen all the time. Thus, the real DPS you pull out depends on the Gun’s accuracy, which decides whether your bullets are going to hit limbs or head. Calculating TTK just by those numbers??? COME ON. Not everyone wants to 1 vs 1 each other at open fields without even hiding. If you are skilled enough, you calculate your own HP until you reach low HP for survival, if there is medic for you. Thus, for me and your stable play, we all do shoot-and-hide in the right timing. Also, Thunder has much larger hitbox and slower movement speed than Fragger.

Higher damage doesn’t mean it is ONLY good for killing squishy ones like you said. 2 DPS difference is very subtle indeed, but 6 damage difference is HUGE, and 6 damage advantage is not BARELY strong. For example, you have to calculate how much bullets can you handle with your HP if there is healing station to go back and re-supply your HP, right? If enemy’s damage per round is high, it makes you harder to calculate. Reason? Simply its got more stopping power, which means those high damage weapons can perform quick oppression than low damage-DPS based weapons. Blishlok is definitely better than Hochfir when each other is calculating their HPs, with same 2DPS difference. AND, shooting less bullet is easier than trying to hitting more rounds with low damage. Yes, MK.46 is gonna spray 10rounds but I really have to say 3 hits are so much easier than MK’s 10+ bullets all going in to body. You don’t even know those bullets are going to hit limbs. Longer the fight goes? yes you are right. But that almost NEVER happens if you or the enemies evade their deaths, everytime they reach low HP. Really, I would rather aim for 3 rounds headshot with Blishlok rather than trying to mow down one with Hochfir’s 10+ headshot. Furthermore, it is just shame to compare Hochfir with MK.46 since MK.46 has HUGE bloom.


(Tanker_Ray) #56

The one point I see that is valid (but misguided and I’ll explain why) is the range/accuracy issue. But I don’t find it an issue. Why you ask? Because frankly it’s meant for close and medium ranges. It does not need to be good at long range because that is not what the weapon is supposed to be. Close/medium range the weapon is devastating and yes at the farther effective ranges of the weapon you do have to use your iron sights to tighten up the grouping but that is simply part of it’s play style and in my opinion not a problem. It’s part of it’s identity and fully intended I believe.

Close range, in a realistic scenerio it utterly destroys most weapons. It has more bullets, decent spread (which can be a good thing in most CQC engagements…lasers are actually weaker close up.) and while it can afford to miss 2-3 bullets here and there due to the high RoF, missing one or two bullets on say the K-121 is goddamn devastating and why it doesn’t do CQC well.

Medium range the gun is plenty accurate with 5-8 bullet burst or full auto+iron sights so long as you ease up after roughly 20 bullets. The weapon fills it’s niche perfectly and really that is what it comes down to that I don’t think people understand.

K-121: Better at medium-long range engagements due to it’s harder hitting, slower firing nature. It punishes misses pretty harshly because of it, but that is what this weapon is good for. Up close it is extremely weak due to the harshness of missing a few shots and it’s very low RoF. This is rather common knowledge.

The MK46: Close-medium range fights are what it’s best at. it’s combination of Kek’s damage, One of the highest RoFs in the game for a full-auto weapon and the largest magazine in the game (rhino doesn’t count …) makes it extremely hard to beat at the ranges it’s meant to be used in.

it’s weakness is longer ranges, because yes, that is when the accuracy will kick your ass.

You got all this all wrong with this gun type called ‘Machinegun’. Machinegun is NOT for CQC. MK.46 is not a weapon that’s supposed to be good at range??? Look at its range!! it has 26 meters!! Machine gun is meant for Mid-LONG range, and this gun is definitely not SMG. Kek-10 is SMG, so even it has 11 same damage, but it has short 18m range.

And you are saying lasers are bad for CQC(Holy shxt. Hochfir is bad for CQC, right??)… and those bullet spread is for CQC, because you can just spray it right in front of them? Is this how you use this gun??? your logic is so ridiculous, that this is same as saying every other high recoil or bullet spread guns are good because they can spray their bullets without caring how much your aim bloom gets big if enemies are right in front of you. Is this how you think about every low damage high bullet spread guns??? Statement about K-121 that you wrote is what machineguns are for, NOT close range spraying bullets. If Empire-9 gets huge aim bloom nerf, are you going to say it is still a good gun because you can go right in front of enemy, and use it to spray???

[quote=]Point of all this: The weapons are actually on extremely even ground. Realistically both are good in different situations and would beat each other in different situations. The weapon is rather balanced all around. i don’t know why people are having such a hard time realizing this, I feel they simply get by the fact K-121 hits hard per bullet. There is so much more to the guns than just it’s DpB. On paper, yes. the K-121 would, assuming 100% accuracy win most (not all) engagements more but in reality that just isn’t how it plays out.

Now if I may address on other thing, i saw people suggesting we buff the damage of the gun by 1…that would be a mistake…lets assume we do that. 12 body damage, 24 Hs.

New Dps: 145

K-121: 135

The K-121 would now be objectively worse at everything but long range engagements and it would lose EVERY single time in 100% accuracy situations. Right now they are relatively even but simply a single damage buff would make the MK objectively better in damn near every possible way. you can’t buff the damage on this gun.

Of course if they do/want to…I won’t complain much cause i love it and will be using it anyway…buuuuuut the next week of slaughter that follows would be on you guys…The gun is good. it and hte K-121 are basically in all matters of thing, pretty even. They do there respective jobs/niches effectively.

it’s balanced…you should really leave it alone. o-o.

Sorry if this was rambling…I haven’t had my coffee yet. I might have to clear this post up and iterate points later…but for now this will do.

Edit: Can I go back to @$!# posting now? Making serious post first thing in the morning is annoying. I’m tired ;.;.[/quote]

Do you know Thunder was considered weaker than Fragger back then, even Thunder had un-nerfed bullet spread and 145DPS with his MK.46?? 1 damage buff is nothing with current bullet spread. 145DPS isn’t his new DPS, but PREVIOUS DPS. They BOTH got nerfed when he came out.

Really, there is no one telling me the exact fact why should MK.46 have low damage, and high bullet spread including you.

Rhino sacrifices his entire mobility, minigun spinning time, and gets 200HP with 300 DB highest DPS, infinite bullets.

Thunder sacrifices his mobility(of course not as much as Rhino but already as slow as him), reload time(slowest among all guns), damage, high bullet spread, and gets +10 HP than Fragger, much larger hitbox than Fragger, 2 Lower DPS than K-121, very similar firepower like Kek-10, and 85 rounds, without AoE damage explosives like Nader and Fragger.

Why??? why should Thunder get this little??? Just because machine gun looks awesome, or 85 rounds of box is just too OP???

Really, I totally disagree you with all those parts. Thunder depends so much on his Primary weapon than any other merc, and it is as much as he depends on his concussionade, including bad synergy between his HP and MK.46 that makes him just one opportunist. Yes, you can have good results if you play him like this with MK.46, but this makes him just one sneaky bastard, not an Assault.

Anyone can say this gun FEELS good, because its their opinion, but with such scanty logic, I can not agree with any of those reasons.

Single shot damage is not always the biggest deal, yes of course we all can find out just looking over the Blishlok, but it takes more priority than DPS.

Similar DPS, similar bullet spread? higher damage gets more demand.

p.s. Sorry for that, it happens because of time difference.


(Tanker_Ray) #57

Worse than Hochfir when you fire over 15 rounds.

Even it gets 12 damage, I have to say Crotzni gets much more score than this damn huge SMG.

I highly recommend you to use Stark or Timik, since those two have no problem with firepower itself. (Also, those two are rifles, which means you get additional mobility than machine gun) Even I am using MK.46 just for personal satisfaction, the fact that this gun suck is undeniable.

As always I’ll highlight, HUGE Kek-10 with HIGH BULLET SPREAD that has 85 rounds.

Rather reload Kek once, and gonna shoot 90 rounds. why wouldn’t I?


(watsyurdeal) #58

The only change I think the K 121 and MK46 need, is faster bloom settle, or how fast you recover from spread.

This should make the guns better at tapfiring, while less powerful for spraying, meaning you’re encouraged to aim down sights for that huge dps boost, and with hipfire you gotta take your time with your bursts.


(Tanker_Ray) #59

[quote=“Watsyurdeal;118017”]The only change I think the K 121 and MK46 need, is faster bloom settle, or how fast you recover from spread.

This should make the guns better at tapfiring, while less powerful for spraying, meaning you’re encouraged to aim down sights for that huge dps boost, and with hipfire you gotta take your time with your bursts.[/quote]

I like your idea, but I don’t see any problems with these two machine gun’s bloom recovering speed.

I mean, Rhino is able to do those plays with Minigun, because it bursts out highest DPS in the game, and melt single merc within very short time. You delete one, recover aim, and then fire again.

But machine gun is meant for fully-automatic shooting. That’s the problem. K-121 can finish off someone quickly(Of course not fast as minigun) with couple headshot damage burst, but for MK.46, that is hard unless enemy is stupidly staying still, or just moving in predictable direction.

K-121 Fragger never made me urgent(I actually did those aim recovers a lot with K-121.), but Thunder with MK.46? … damn pressing me.

Synergy with concussionade, its like a time-attack that you have to finish off people in that short amount of limited time(Even not sure non-concussed enemies are going to counter attack you, and Yes, this happens A LOT.), with fast bullet spreading speed 132DPS. This really force you to spray MK.46.

I would rather just use K-121, or reload Kek-10 once to shoot 90 rounds.

MK.46 just can’t do that like minigun, or at least K-121.

Same reason that Hochfir has, compared to Crotzni. No time for aim recover because you have to aim moving targets longer, since you have low damage per round.

Damn, Hochfir doesn’t even have those spreads.


(titaniumCrouton) #60

[quote=“ThunderPro;118000”]

-snip-

So your argument basically comes to “We’re just going to ignore the facts, argue semantics that don’t change a damn thing and declare I’m right.”…

Okay then. Well I clearly can’t change your mind because you’re set in your way despite providing more than enough evidence to the contrary. Enjoy trying to get something buffed that doesn’t need it so it can be nerfed into oblivion later.

gl and hf with the circle jerk.