I, and many TR players (if not all), have been hoping for an MCG that isn't gimped by bad stats and execution. We wanted something that was fun, reflected TR faction traits, and was effective on the battlefield. What we got was a weapon with loads of bloom, a terribly slow period of spin-up that lasted longer than other weapon's entire TTK (meaning you would be dead before you even hit full spin), and overall lackluster performance. This hasn't stopped TR players from using it and growing attached to it because, after all, it's a chaingun that fires fast (800 rpm isn't that fast for what it is, but I'll cover that later) and has a large ammo pool. It's iconic for the Terran Republic, a symbol. Now, with the changes on test server, SOE has released an attachment that takes up the rail slot. It increase ROF. This is good, right? Not really, let me explain. First of all, an attachment is only a band-aid to the problems that plague the MCG. It needs a total rework and this wont help it. The changes to ADS accuracy are strange. Sure, you have fixed COF while ADSing, but your ADS accuracy is so low that at 10m to 15m ranges you start missing a lot of your shots. This would be fine, but it halves your movement speed and with HA overshield you might as well be standing still, and you don't even get remarkable TTK for it, even though you have to struggle through a spin-up time. I could do leagues better with a CARV, or ever CARV-S (which has access to extended mags). Also, I just want to point out that crouching ADS accuracy is less accurate than standing ADS accuracy on test server right now. Just a bug, I'm sure. It would also be nice to see the numbers on what the ROF becomes with that new attachment. I also wish that if this new attachment is the way that SOE wants to go, then please don't make it take up the rail slot. Extended mags is already pretty much critical for the MCG, so adding this wont add anything new for vet MCG users. Anyways, my point is that these changes, for one, aren't what the weapon needs to be useful, and two, highly disappointing. I propose that the MCG receives a total revamp. Remove ADSing on the MCG. It doesn't make sense and RMB should spool the barrel of the weapon, like in most games with a chaingun in it. Apply a fixed COF to it. Make it sit between what is currently the ADS and hipfire accuracy on test server. Increase the ROF to something like 950 or even 1000 rpm. Decrease the damage to 112 or 100 damage per bullet. Due to how much faster the bullets go, increase the default magazine size to 150 rounds with 450 in the reserve. Extended mags would increase the magazine size to 300 with 300 in the reserve. These are my thoughts on what to do with the MCG. On a related note, if ADS is removed from the weapon, then it should be possible to change the MCG to an underslung weapon with a bit of effort and thinking. Just a thought. On the topic of my proposed MCG's balance, I feel like it should have a longer TTK than shotguns or weapons that are decidedly for CQC, such as the GD-7F, Serpent, GD-22, and so on, but have slightly higher TTK than other weapons because the fixed COF and removal of ADS means that it will NEED to dominate at close quarters, or it will be terrible at all ranges. Well, that's all I got to say. I think I covered all the bases I needed to. Go test the new MCG for yourself on test server, see what you think, and then come back and tell me what you think of it and my opinions on the matters. Cheers, all.