Remove warm up time on HMGs

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Remove warm up time on HMGs

Post by badmojo420 »

For the stationary HMGs you build around firebases. And ones that are mapper placed. I can't see any reason to keep the delay. Maybe not instant, but 2-3s to ready the weapon would be enough.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Remove warm up time on HMGs

Post by rampo »

dont remove, reduce.
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eenis
Posts: 114
Joined: 2008-12-26 06:59

Re: Remove warm up time on HMGs

Post by eenis »

yes reduce, got my support.
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: Remove warm up time on HMGs

Post by markonymous »

isn't it like 3 sec already? at least on the vehicles like HMMWVs and Landrovers it is i think.
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arthuro12
Posts: 396
Joined: 2007-02-09 16:41

Re: Remove warm up time on HMGs

Post by arthuro12 »

markonymous wrote:isn't it like 3 sec already? at least on the vehicles like HMMWVs and Landrovers it is i think.
its like 30 seconds D:
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Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Remove warm up time on HMGs

Post by Spaz »

arthuro12 wrote:its like 30 seconds D:
No, no its not. I think it is about 3 sec to be honest.
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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Remove warm up time on HMGs

Post by Qaiex »

The ones in firebases sure, the machine guns on vehicles, never.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Remove warm up time on HMGs

Post by badmojo420 »

Deployed HMG - 8 seconds
Static HMG - 8 seconds
Deployed AA - 20 seconds
AA Emplacement - 10 seconds
TOW Emplacement - 20 seconds

I would like to see all of these cut down to 1-3 seconds.

It's not like any of these move, and it takes team work to build 2, and the other 3 are only seen around main bases. Also the fact that there's no way to use your binoculars while on them.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Remove warm up time on HMGs

Post by master of the templars »

and how long would it really take to climb onto one?

about 3-5 second i think.
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Remove warm up time on HMGs

Post by Alex6714 »

Except the AA, that would be very spammy, as powerful as it is, just hearing a heli and thinking "oh, better pop in now". Tbh you should be dedicated to it, not pop in when you feel like it for the win button. Same with HMGs really thinking about it.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Remove warm up time on HMGs

Post by cyberzomby »

Alex6714 wrote:Except the AA, that would be very spammy, as powerful as it is, just hearing a heli and thinking "oh, better pop in now". Tbh you should be dedicated to it, not pop in when you feel like it for the win button. Same with HMGs really thinking about it.
yep. would become to easy to take down aircraft!
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Remove warm up time on HMGs

Post by master of the templars »

Alex6714 wrote:Except the AA, that would be very spammy, as powerful as it is, just hearing a heli and thinking "oh, better pop in now". Tbh you should be dedicated to it, not pop in when you feel like it for the win button. Same with HMGs really thinking about it.
yeah that sounds a bit to realistic?

It should depend on how long it would take for that sort of system to be usable in real life.
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W4lt3r89
Posts: 73
Joined: 2009-02-17 22:09

Re: Remove warm up time on HMGs

Post by W4lt3r89 »

The tank turret's cupola HMG needs little fixing, because if the turret is warming up and 3rd person hops to the MG, he cant turn the mg until the turret itself is warmed up.
Are they tied to same warm up node or what? :s
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: Remove warm up time on HMGs

Post by =Romagnolo= »

I agree with the reducing the time idea.
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Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Re: Remove warm up time on HMGs

Post by Valtasar »

I too support the reducing idea.
Sorry for my English :roll:
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Remove warm up time on HMGs

Post by rampo »

no i think its over 3 secs, but lets face it. how long does it take you to remove safety, **** the weapon and aim?
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Remove warm up time on HMGs

Post by Alex6714 »

master of the templars wrote:yeah that sounds a bit to realistic?

It should depend on how long it would take for that sort of system to be usable in real life.
True, but so should everything in that case. Ie, no 5 second wait between hellfires and many other things. But stingers do take a while to set up iirc.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Singularity
Posts: 29
Joined: 2008-07-28 16:10

Re: Remove warm up time on HMGs

Post by Singularity »

yeah, reduce it.
I always need to ask my one of squad member to stay on the HMG to keep it work,
otherwise when the enemy found us. We can't use the HMG to defend the line.
Because when the enemy see us, then you send a man to use it.
They can kill him easily. Made it useless.

Maybe we don't use so much time on preparing the HMG in reality.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Remove warm up time on HMGs

Post by cyberzomby »

master of the templars wrote:yeah that sounds a bit to realistic?

It should depend on how long it would take for that sort of system to be usable in real life.
Dont forget that we still have (fun, even) gameplay to be concerned with as well.
Sir.Grossi
Posts: 225
Joined: 2008-04-11 18:13

Re: Remove warm up time on HMGs

Post by Sir.Grossi »

Don't Agree! Leave it as it is!

When used correctly the assets are very powerful!
IMO Reducing the time would lead to increased single manning
of multiple assests.

:sad:
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