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MG or Sm. Pulse Laser: Which would you pick?
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Karagin
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PostPosted: 28-Oct-2007 12:24    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Which do you think is best for anti-infantry work? Which would you go with on a mech or vehicle?

Include all things that even the two out for you, for example the need for CASE with the MG Ammo and the need for Heat Sinks with the SPL...etc...

I believe I posted this once before, but I couldn't find it after a quick search so...here it is again. Please add to this the new rules for MGs and Pulse lasers.
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Rudel Gurken
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PostPosted: 28-Oct-2007 12:40    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

For me it totally depends on style.
MGs for units with a more low-tech feeling and small pulse lasers for high-tech fighting machines.
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Sleeping Dragon
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PostPosted: 28-Oct-2007 15:50    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

I generally prefer MGs as backup guns when the 'Mech tries to balance the heat or for vehicles,since they don't produce any heat. I usually try to use at least three or four since the main problem is how to get rid of ammo without having to dump it. If you look at my designs then you may spot that I like to use paired MGs, that's just a personal preference based on German WWII MG 81Zs.

SPLs are on the other hand good fillers for machines that have some need for an anti-personnel weapon, but their role prevents them from using MGs often. It's an ideal backup weapon with accuracy that makes it well suited for use against secondary targets.

For a Battlemaster the MGs are okay, for an Archer I would go for the SPL.
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Vagabond
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PostPosted: 28-Oct-2007 18:40    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

I will use MGs for low tech, low heat, or ICE vehicles.

I will use SPLs for everything else.
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Oafman
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PostPosted: 29-Oct-2007 10:15    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

My gaming group in college never played with infantry so I do not really have any experience to base my answer from. Thinking tactically though it would really depend on the machine I am building. I would probably lean towards the MGs. When I design mechs and vehicles I usually put at least 2 mgs. Uses ammo faster. Now if we are talking a light mech where armor is a bit thin then the SPL would be a better fit. The last thing you need is a lucky crit on something small.
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CO_17thRecon
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PostPosted: 29-Oct-2007 12:00    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Generally, I prefer SPLs for their accuracy, independence from ammo, and greater use against non-infantry targets. (Though this use is still minimal.)

I prefer MGs for low-tech units, and for use in Machine Gun Arrays. I have a particular fondness for the LMG, especially when grouped into arrays and fired from above. It's amusing to kill 'Mech pilots without a crit, and without even breaching the head armor...
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AWAD
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PostPosted: 30-Oct-2007 11:54    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

We have all been through the argument before. But Lasers are better.

SPL has a better chance to hit, no ammo to explode, or run out, can be used underwater, etc.

But it is a pain the in add for a vehicle.

Besides vehicles,MGs rock when in clustered together, Razorback, Stinger, Firestarter, T-Bolt. All have 2 or more MGS.

That is 4D6 infantry slaughter- average of 15 guys, 50% dead. If you roll well then almost the platoon. The SPL is an annoyance weapon and if you are a laser boat you have something to use against fleshy types. (Based on 1D6 SPL and 2D6 MG, forgot if that is still right in Total Warfare)

So if you want just an option then SPL, if you are a vehicle or the ability to mow down infantry go MG.

AWAD- Flamer +MG= Infantry nightmare= Firestarter
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Rudel Gurken
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PostPosted: 30-Oct-2007 13:44    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Total Warfare:

LMG: 1D6
MG: 2D6
HMG: 3D6
SmPL: 2D6
Flamer: 4D6!!
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Ruger
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PostPosted: 31-Oct-2007 21:45    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Personally, I prefer the ratattat-tat of MG fire, although I admit that the SPL is probably superior in the long run...

Also like flamers for the options they give you...

Ruger
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Oafman
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PostPosted: 01-Nov-2007 10:05    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

FIRE!! FIRE!! oooOOOaaaAAA
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AWAD
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PostPosted: 02-Nov-2007 13:23    Post subject: Re: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Rudel Gurken wrote:
Total Warfare:

LMG: 1D6
MG: 2D6
HMG: 3D6
SmPL: 2D6
Flamer: 4D6!!


Of Course you could use LRM Frag rounds. That means the little fleshy guys can not even shoot back. An LRM 15 is 2X damage ? so that means a platoon is toast. And if for some reason you catch one in the open?

For some reason that seems so unfair and inpersonal. Of course there is also Artillery.

AWAD- .5 ton loads for missile weapons means you will see more special ammo types
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mud
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PostPosted: 04-Nov-2007 14:07    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Neither weapon really belongs on most 'mechs, but MGs can be useful in situations where you want a weapon which doesn't generate any heat; Phoenix Hawks come to mind here. Generally though, I'd rather have extra heat sinks with that weight.

As for SPLs, I'd almost always prefer a medium laser. I'm not really too worried about a 'mech's anti-infantry capability. 'Mechs, first and foremost, should be designed to kill other 'mechs. I'll leave the infantry mop-up to my own conventional forces. The only exception I'll make to this rule is for little 20 ton screening 'mechs, like the Locust or Stinger. Even in that case, I'd rather use small vehicles for that job, and keep the light 'mechs as a mobile reserve, ready to exploit any weaknesses on my opponent's flank.
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jymset
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PostPosted: 21-Nov-2007 13:41    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

With TW the IS SPL has transcended the "useless" tag it used to carry. So much so, that the MG now almost looks redundant. But yeah, no heat and all that....

What really strikes me is that the Clan SPL, with its doubled range, has turned from almost completely useless (when compared to the equally-sized ERML) to just about the best anti-PBI weapon out there. Of course, then they also had to go and invent the AP-Gauss, instantly challenging the laser for that title as well!
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The AC5 is a great gun!

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Storm
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PostPosted: 12-Dec-2007 12:41    Post subject: Sm. Pulse Laser Reply to topic Reply with quote

The SM PL.
Why? Because I hate being limited on ammo in any way shape or form, and I like the -2 to-hit modifier.

Storm
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Rarich
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PostPosted: 17-Dec-2007 04:15    Post subject: MG or Sm. Pulse Laser: Which would you pick? Reply to topic Reply with quote

Been a while, but SPL's get my vote. Supply if you're running a campaign, same performance as MG,, better chance to hit. If heat is going to be an issue, you need to rework your mech, especially with the DHS out there.
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