Increase Technical .50 deviation.

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splatters
Posts: 529
Joined: 2010-01-19 08:02

Re: Increase Technical .50 deviation.

Post by splatters »

Bullet drop would make the .50cal 'sniping' a lot more difficult. I don't understand why there is no bullet drop for the .50 (or APC cannons and tank guns for that matter) Maybe someone could explain to me. I am definately not up for increasing the deviation but the recoil should be made more jerky if that's possible.

That being said, the technical is only good as an offensive vehicle when the enemy doesn't have any armoured support and I don't feel it is overpowered as it is, maybe a little ridiculous on the accuracy in long range though.

Btw, the technical is not the only vehicle with supernatural off-road capabilities. I suggest you give the HMMWV and canadian jeep whateveritiscalled a try both up and downhill, you might be surprised. (SPOILER: both of those are practically impossible to flip when going downhill and can climb ridiculous angles)
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Increase Technical .50 deviation.

Post by Haji with a Handgun »

ComradeHX wrote:Go try a mounted machine gun like the one in-game; you will be trying you best to NOT fall off the car instead of blasting away at infidels.
That aside, do you have any idea what it would do to gameplay? Techies are hit and run vehicles, not park and shoot.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Increase Technical .50 deviation.

Post by dtacs »

ghost-recon wrote:It smells like BLUFOR whores in this topic....................why do they all want to nerve us?
This isn't a nerf. Its a change to something frustratingly unrealistic, that could be made with a few simple edits of code, example (1) being BlackPython's comment on the sensitivity.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Increase Technical .50 deviation.

Post by Rudd »

ghost-recon wrote:It smells like BLUFOR whores in this topic....................why do they all want to nerve us?
any change that I'd apply to a insurgent 50cal would be applied to a blufor 50cal, taking in to account the different mechanisms used to rotate a 50cal.
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Increase Technical .50 deviation.

Post by AquaticPenguin »

Haji with a Handgun wrote:That aside, do you have any idea what it would do to gameplay? Techies are hit and run vehicles, not park and shoot.
I don't agree with that. At what point would you take something with no armour and a very exposed gunner into the firing line of enemies who have an array of accurate and heavy weapons? The only reason people do it at the moment is because the gunner is difficult to hit whilst moving and the HMG is easy to move and pinpoint accurate.
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Increase Technical .50 deviation.

Post by Haji with a Handgun »

AquaticPenguin wrote:I don't agree with that. At what point would you take something with no armour and a very exposed gunner into the firing line of enemies who have an array of accurate and heavy weapons? The only reason people do it at the moment is because the gunner is difficult to hit whilst moving and the HMG is easy to move and pinpoint accurate.
So you're telling me you wouldn't do a drive by on a Humvee or an exposed squad? The .50 is fine as it is, besides maybe giving it a little bit of deviation and messing with its swivel.
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Increase Technical .50 deviation.

Post by Wakain »

good point, when used stationary, and in the right hands, those things are like snipers
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: Increase Technical .50 deviation.

Post by Haji with a Handgun »

Compromise:

Make it be a sniper while parked, a .50 caliber shotgun while moving.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Increase Technical .50 deviation.

Post by samogon100500 »

I think how is alright.They anyway got almost quick overheat and got no zoom.Not sure thats is balanced idea with US CROWS on HUMMERs and Strykers.
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Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Increase Technical .50 deviation.

Post by Arc_Shielder »

Haji with a Handgun wrote:So you're telling me you wouldn't do a drive by on a Humvee or an exposed squad?
The problem is that too many go for drive bys instead of using it more wisely for the team. Infantry rarely gets backup from any of those.

And yes, I think the deviation should be slightly increased.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Increase Technical .50 deviation.

Post by Psyko »

[R-DEV]Rudd wrote:any change that I'd apply to a insurgent 50cal would be applied to a blufor 50cal, taking in to account the different mechanisms used to rotate a 50cal.
All the .50s need sway and drag. if its doable on APCs and tanks then it can be implimented on other vehicle turrets. and...remind me again why theres zoom anyway man? if you want zoom on a hmg why not just go full whack and stick an ELCAN or Acog bundlemesh to it and be done with it?

and im not trying to nerf it...as someone said above. it would just feel cooler.
lagopus
Posts: 73
Joined: 2009-11-03 20:54

Re: Increase Technical .50 deviation.

Post by lagopus »

Leave it as it is. The possible threat of the technical forces blufor to be more careful, especially for choppers, putting up FOB's and advancing in open terrain. And in maps where caches spawn in the open areas like Basrah, Archer,kokan and to an extent Ramiel the techy is the only powerful weapon they got. While blufor have scoped weapons, armor and CAS.

We can't just "nerf" the techy without making changes on the blufor side to, since its an asset wich in my opinion is balancing the game.
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: Increase Technical .50 deviation.

Post by TheComedian »

Possible solution is to make a cone shaped deviation. It could snipe down the street and spread out in the desert. Helicopters might stand a chance then and suppression will be used with more distance from the target.

If you constantly get raped by BLUFOR armor then you have to change tactics friend. The city streets are the techie's element.
Zemciugas
Posts: 2116
Joined: 2010-04-05 15:13

Re: Increase Technical .50 deviation.

Post by Zemciugas »

I love raping us helis with the techie on Ramiel, just place it on a little hill near ins spawn and just wait, apaches dont see you, but you can get a glimpse of them and effectively engange, all the other helis go down easily. Don't nerf it, it's the only counter to everything the us have, except armor. It's good as it is, better fix the invisible force field around the gunner that can't be killed by a full squad ( it's a bit easier in the latest version, but still needs to be fixed ).
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Increase Technical .50 deviation.

Post by Dev1200 »

Haji with a Handgun wrote:Compromise:

Make it be a sniper while parked, a .50 caliber shotgun while moving.

All Automatic weapons should have per-shot deviation. Even the hydras have it.. ._.


I like this idea. But have per-shot deviation included, even when parked. Perhaps visibly less, like how a undeployed and deployed AR works.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Increase Technical .50 deviation.

Post by ytman »

Maps like Archer would suffer, I think, but its more to do with the map than the vehicle. Lashkar wouldn't change, Ramiel certainly wouldn't, neither would Karbala.

The technical is simply 'too good' its outdated just like the whole concept of (counter)Insurgency.

When a person on a moving truck is able to 'sight in' but a person in a moving helicopter can not... yeah something is wrong. Personally I see the techincal as a 'wheeled gun' platform. Its not a moving attack platform.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Increase Technical .50 deviation.

Post by cyberzomby »

But isnt the reason behind the pin point accuracy of the various .50's the same as the AR's?

At least now people are afraid of them. You know that when someone is operating that machinegun you'll get killed if you charge headlong in it or have no AT or other means to take him out. Never have I felt Techie's overpowered. If you fire at it with your AR or the entire squad you can take it out easily.

The bonus (actually supressing and scaring people) is better than the step away from realism imo.
Himalde
Posts: 236
Joined: 2007-10-02 06:37

Re: Increase Technical .50 deviation.

Post by Himalde »

IRL 50 cals are auto snipers.

I'm just saying that most sniper rifles are 50 cal rifles.
wikipedia wrote:
The .50 BMG cartridge is also used in long-range target and sniper rifles, as well as other .50 machine guns.
Source

Please dont change range or deviation, it's just not realistic. If a map is unbalanced in any way, there are better ways to make it balanced then to add deviation.


BTW
And check out this 50 cal pistol
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Increase Technical .50 deviation.

Post by General Dragosh »

ytman wrote:When a person on a moving truck is able to 'sight in' but a person in a moving helicopter can not... yeah something is wrong. Personally I see the techincal as a 'wheeled gun' platform. Its not a moving attack platform.
Remind me again from what "truck" one can shoot again ?
ytman wrote:Personally I see the techincal as a 'wheeled gun' platform. Its not a moving attack platform.
Ever drove in a civi car with a codriver with a PKM deplayoed ?!
Now thats a "wheeled gun" platform

+ While using the crows hammer (word-joke) ive noticed some deviation on the M2 on kokan, spread is about 6-7 meters at about max wiev distance -50 meters or so, but thats the only thing i could notice, and ive killed over 35 people, which is ridiculous, i think that the crows is ridiculously op not the M2/KsvK
Himalde wrote:IRL 50 cals are auto snipers.

I'm just saying that most sniper rifles are 50 cal rifles.
First. Its a machinegun
Second. No they'r not
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