Unbalanced weapons
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Unbalanced weapons
What I really think is SAW gunners should have 2/3 of the sprint as the riflemen. Keep the rest the same. Done, game balanced.
Also, having troubles with SAW gunners? As stated NUmerous times before smoke, flank.
Anyways I've never been owned by a SAW gunner. Ever. He suppressed me, sure, but if a tracers passes in front of my eye, what I do? Hit the deck or run to cover, depending on the situation.
And yes, I believe LMGs are overpowered. But that's because they are simply "Automatic Sniper Rifleman" I KNOW they are riflemen but if you want balance make them get tired easier.
Also, having troubles with SAW gunners? As stated NUmerous times before smoke, flank.
Anyways I've never been owned by a SAW gunner. Ever. He suppressed me, sure, but if a tracers passes in front of my eye, what I do? Hit the deck or run to cover, depending on the situation.
And yes, I believe LMGs are overpowered. But that's because they are simply "Automatic Sniper Rifleman" I KNOW they are riflemen but if you want balance make them get tired easier.
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: Unbalanced weapons
I don't like using the SAW!
I always have it as deployed, so in CQB undeployed it sprays everywhere, and it takes too long to deploy.
Whenever I get the SAW I found myself unable to deploy quickly enough, so I try and give longer range fire support instead (which is pretty realistic).
Although I may try abit of undeployed Muttrah to see....
I always have it as deployed, so in CQB undeployed it sprays everywhere, and it takes too long to deploy.
Whenever I get the SAW I found myself unable to deploy quickly enough, so I try and give longer range fire support instead (which is pretty realistic).
Although I may try abit of undeployed Muttrah to see....
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chuckMFd
- Posts: 130
- Joined: 2007-11-24 18:17
Re: Unbalanced weapons
I agree. Everything you mentioned should be changed back to how it was. The BF2 engine will never fully capture realism. It seems much time has gone to making this mod realistic when actually alot of the changes make it less realistic and less fun. Rifle draw time and fire accuracy are completely wrong. I hope one day we will see more of a focus on gameplay...ice cold killa 2009 wrote:I have noticed a trend in this mod. It seems that if somthing actully does what it is ment to do people demand it be removed. ex. the tanks coaxil gun was too good so it was nerfed, jeeps at FOBs got troops moving so jeeps got the boot, light AT to deadly so it got nerfed and reduced, marksman could hit far targets and people cried, AR can put lead downrange in a effective manner so they wined. This is a bad trend we have of wanting any weapon or tool that acctually works to be removed. I hope the DEVs see this trend too and put a stop to killing off any thing that does as its ment to do. SAWs should be allowed to do what SAWs do best, KILL THE ENEMY. (I do still say the DEVs should make rifle fire more on target faster.)
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Unbalanced weapons
I see it as, we have a very intuitive control device (the mouse) for tanks, thus the coax needs some deviationex. the tanks coaxil gun was too good so it was nerfed,
IRL they use a kind of joystick iirc, and WASD is closer to that imo
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Epim3theus
- Posts: 1110
- Joined: 2007-01-03 13:23
Re: Unbalanced weapons
That's kind of what i was refering to, lonewolves getting the kit instead of teamoriented players.Dr2B Rudd wrote:the medic is a rifleman with extra abilities instead of grenades. He has a gun and he should use it, the more fire a squad lays down the less likely it is to take casualties.
The medic cannot have a scope for a very simple reason, at long range wounds are often not fatal ingame. The chances of a headshot are quite low.
This means that a medic vs any other kit ingame will get in to a firefight, and will mostly win those firefights because if he gets hit, he prones and heals and gets back up. Whereas the other guy cannot self heal.
If self healing was somehow removed, this would result in a reasonable situation to give the medic more weaponary.
If they are with a squad with a medic this shouldn't be a reason, only when they are acting alone or back in versions where the medic wasn't limited.
I didn't mean that a medic couldn't contribute in the firefight, just that he should play conservatively. Not going for kills but rather surpress, taking little risk as possible/needed.
As long he is alive the whole squad has the benifit that the medic has at long range imo, go prone and wait for a heal or even revive.
Giving it a scope would mean that players not interested in teamwork would now have the ability to kill plus the aded bonus of having a medic around, himself. And could make people not run off the hills with the sniper or marksman, but with a medic kit.
If you can read this the ***** fell off.
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Bellator
- Posts: 511
- Joined: 2009-07-13 13:52
Re: Unbalanced weapons
That's not true. The SAWs can pour much more fire than an assault rifle: its deviation just works better, since you don't have to accurate, but you can paint with a broad brush, so to speak. For one, I've noticed the disparity of accuracy and power between the undeployed MEC LMG, with its burst, and the US m16/m4 burst. When I have the MEC LMG, I can use the burst with great accuracy and effect, whereas I have to struggle with the US m16 burst. This isn't because of ammo limitations or damage differences, really, but for some reason it seems thath the undeployed mode in the LMG is a care-free, rambo mode in which you can pretty much overpower anyone and everyone (at the same time). I have thrice massacred full US squads, alone, in the Muttrah mosque, for example. And in many similar situations as well.Solid Knight wrote:Hint: All weapons are accurate a close range. How do you have an accurate long range weapon that is inaccurate at close range?
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W4lt3r89
- Posts: 73
- Joined: 2009-02-17 22:09
Re: Unbalanced weapons
Combined arms actually turned the turret controls to use the same controls as forward / reverse, left / right used for the driver... Feels pretty nice, esp after making it to use joystick for control input.Dr2B Rudd wrote: IRL they use a kind of joystick iirc, and WASD is closer to that imo(though you can actually use your joystick too, which is aesome)
There's few things PR could use from CA... That would be nice addition and maybe the no out of boundaries area for CAS aircraft. Feels bit silly to keep flying in circles just to stay in the map zone.
But on topic. Been on both ends of a AR kit and after few deaths it becomes rather simple to avoid and flank those guys, sure it's bit odd though that they can sprint the same amount while they carry more weight then a standard rifleman.
"Being Commander in PR is like playing RTS game, where every unit has different AI and is more likely to do the opposite thing you hope for" - W4lt3r
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: Unbalanced weapons
Hasn't this all been discussed already?
At first, I kept getting slaughtered by AR as well, but it just means that you have to be careful, check your flanks, and not run into the open. Once you do that, its much less likely that you will be caught off guard by ARs.
When I play AR, most of the kills I get are either people without cover that I get enough time to aim at, people RIGHT in front of me that I put down with a large spray, or people who are stupid enough to keep popping up when I've got them pinned.
When I don't have an AR, i get pinned alot too, but I just move where they can't hit me and flank em.
So if you play smart, you too can defeat the AR
At first, I kept getting slaughtered by AR as well, but it just means that you have to be careful, check your flanks, and not run into the open. Once you do that, its much less likely that you will be caught off guard by ARs.
When I play AR, most of the kills I get are either people without cover that I get enough time to aim at, people RIGHT in front of me that I put down with a large spray, or people who are stupid enough to keep popping up when I've got them pinned.
When I don't have an AR, i get pinned alot too, but I just move where they can't hit me and flank em.
So if you play smart, you too can defeat the AR
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STORM-Mama
- Posts: 735
- Joined: 2008-02-19 08:10
Re: Unbalanced weapons
Which is the purpose of the changes made to the AR-kit, I guess. I promotes intelligence. I like the changes for that reason. Machineguns should be menacing - you are supposed to be afraid of them.wookimonsta wrote: So if you play smart, you too can defeat the AR
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: Unbalanced weapons
The marksman is being tweaked for 0.9 i guess its gonna be more easy to use whit the deployed modeLutefisk wrote:I was playing a round earlier today, at archer.
A enemy marksman was at the top of the hill behind some wire miserably trying to shoot us that were down there.
I told my squad about the marksman, the SAW goes prone and fires a 1-2 second burst at the marksman and he's dead.
I think this is not right.

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Ghost_1ll1
- Posts: 45
- Joined: 2009-09-13 01:39
Re: Unbalanced weapons
Yeah that doesnt rly seem right to me either... what i would like to see is the starting deviation on assualt rifles lowered as well as the shots between to have a lowered deviation. Or make the auto-rifle kits move noticably slower than everyone else, but i think that would cause an uproar from the auto-rifle lovers in the form of, 'now we cant keep up w/ squad' and may not be realistic.
As one person said, machine guns are supposed to be menacing, but are assault rifles supposed not be menacing? and should i not be afraid of marksmen and assault rifles? I'm just saying, assault rifles are one of the best all around weapons ever created for warfare, otherwise i think they would equip entire armies w/ m249's or PARA's. (lol what a sight that would be, and sound for that matter!)
still, as is, it just feels like the only gun in the game that you should want is the auto-rifle... maybe not everyone feels this way and its definitly not my favorite kit but i find myself taking it constantly whenever avail to squad and whenever i kill an enemy using it(which is more rare than you'd think, 'smart' playing or not). plus, flanking should be used no matter what gun has a bead on ur pos not just Auto-Rifle kit.
As one person said, machine guns are supposed to be menacing, but are assault rifles supposed not be menacing? and should i not be afraid of marksmen and assault rifles? I'm just saying, assault rifles are one of the best all around weapons ever created for warfare, otherwise i think they would equip entire armies w/ m249's or PARA's. (lol what a sight that would be, and sound for that matter!)
still, as is, it just feels like the only gun in the game that you should want is the auto-rifle... maybe not everyone feels this way and its definitly not my favorite kit but i find myself taking it constantly whenever avail to squad and whenever i kill an enemy using it(which is more rare than you'd think, 'smart' playing or not). plus, flanking should be used no matter what gun has a bead on ur pos not just Auto-Rifle kit.
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ice cold killa 2009
- Posts: 8
- Joined: 2009-01-02 23:04
Re: Unbalanced weapons
Thank you!!! Finally the DEVs realized that you can't make weak weapons strong by nerfing the strong weapons.rampo93(FIN) wrote:The marksman is being tweaked for 0.9 i guess its gonna be more easy to use whit the deployed mode![]()
ICE COLD KILLA 2009
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Nebsif
- Posts: 1512
- Joined: 2009-08-22 07:57
Re: Unbalanced weapons
QFT!Ghost_1ll1 wrote: As one person said, machine guns are supposed to be menacing, but are assault rifles supposed not be menacing? and should i not be afraid of marksmen and assault rifles? I'm just saying, assault rifles are one of the best all around weapons ever created for warfare, otherwise i think they would equip entire armies w/ m249's or PARA's. (lol what a sight that would be, and sound for that matter!)
Assault rifles are weaker ingame than they are IRL (crazyass deviation and reload time) and LMGs are more powerful ingame than IRL (u cant simulate weight size and do can deploy it on nothing) which results in LMGs being way too OPed compared to assault rifles.
Like Ghost said, if the weapons IRL would behave the same as they do in PR u'd see every soldier IRL with a SAW instead of m16/m4.
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chuckMFd
- Posts: 130
- Joined: 2007-11-24 18:17
Re: Unbalanced weapons
I knifed an LMG in the face a few days ago! Damn it felt good!!
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TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
Re: Unbalanced weapons
When you see people with m249 ending up with scores like 80 kills 1-2 deaths one must only wonder, no?.....
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: Unbalanced weapons
The real militaries use LMGs for a reason. Think of the Great War: An entrenched machine gun vs. an assaulting infantry platoon. Did these soldiers complain about unbalanced weapons?
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TristanYockell
- Posts: 340
- Joined: 2007-01-21 05:03
Re: Unbalanced weapons
They were armed with bolt action rifles ect. Not fully automatic rifles with hi-cap magazines capable of accurate fire out too multiple hundreds of yards.spawncaptain wrote:The real militaries use LMGs for a reason. Think of the Great War: An entrenched machine gun vs. an assaulting infantry platoon. Did these soldiers complain about unbalanced weapons?
Assault rifles are not accurately portrayed in game, they are nerfed as is.
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spawncaptain
- Posts: 466
- Joined: 2009-05-22 20:11
Re: Unbalanced weapons
Surely you can't be serious.

There were submachine guns as well, though not as common as bolt action rifles of course.

There were submachine guns as well, though not as common as bolt action rifles of course.
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Shredhead99
- Posts: 301
- Joined: 2009-05-20 09:20
Re: Unbalanced weapons
The LMG is atm right how it should be! It fulfills the role of the most intimidating squad-borne weapon you can bring to bear. On the other hand the scoped assault rifles are too weak. So there should be a little improvement.

