Real Deployable Machine Gun

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Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: Real Deployable Machine Gun

Post by Smiddey723 »

ShockUnitBlack wrote:Would it be possible to implement this system for mobile HMGs, TOWs, and Mortars with specialized, corresponding kits for each weapon (eg. a heavy machinegunnner kit).
there is a reason why they are called heavy machine guns you know...

38 kg (83.78 lb) The gun alone
58 kg (127.87 lb) With Tripod

with ammo it will be considerably more.

so the answer to your question is no
.:2p:.Smiddey
Von_Gnome
Posts: 563
Joined: 2010-10-22 13:00

Re: Real Deployable Machine Gun

Post by Von_Gnome »

What happened anyway to this?
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Real Deployable Machine Gun

Post by ShockUnitBlack »

Well, yeah, it's a lot of weight to be carrying around, but it's not by any means impossible for two strong people to lug about (not that I'd want to). Plus the Kord and Type 85 aren't as heavy.

I figured it would simply make for a unique new gameplay feature.
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Real Deployable Machine Gun

Post by Bringerof_D »

however this system is flawed in one very fundamental aspect. it takes too long. a bipod is meant to be quick and easy to deploy and put away. this applies even for your so called HMG kits. I would assume you mean something more along the lines of a GPMG such as the FN-MAG / m240b / c6. This weapon uses a bipod in most circumstances outside of defense. this system would mean we'd have to take a minute to deploy the thing under all circumstances making it unrealistically inconvenient. it also means the user cannot reposition without getting out of it and picking it up again again taking more time and effort than realistically necessary.

the current system is also a metaphor for deploying on the infinite amount of things you should be able to irl. unfortunately to do that with this system would mean extra coding for hundreds of objects which a player might want to and should be able to deploy on.

this system has been tried in other mods and i personally feel it's a lot of extra complexity for very little benefit.
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Real Deployable Machine Gun

Post by Shovel »

I like the idea of portable mortars, though. There could be a specialized kit, limited to 1-2 per team. In the kit there would be standard weapons, and a deployable mortar. It would be short range and have less ammo and be less accurate, but it could be set up quicker and be useful in certain situations. Also, to prevent lonewolves, it would have to be used in the presence of a SL.
Shovel009
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Real Deployable Machine Gun

Post by Wakain »

well Shock, this means you lose two guys setting up a hmg somewhere on the map, you can only hope these guys have joined a squad instead of setting up a two-man 1337hMG-squad, and if they have joined a regular squad it'll require a hell of a lot of planning to set these things up effectively, and then rearm these guys if the squad moves on, or getting them new kits.

I guess this hmg-kit will have not much else, probably not even a standard rifle, meaning the squad will lose a lot of firepower.

and if a whole squad is present when the hmg position is dug, then why not set up a fob as well?

I do love the idea of more flexible position building... perhaps something with combat engineers? (has probably been discussed in length in this thread but I'm in quite a hurry)
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: Real Deployable Machine Gun

Post by KiloJules »

IF the system has not made further progress since the videos in OP I am against introducing this as the Squad Automatic Weapon. As it is today it already takes a more than average SL and/or AR-operator for it to be REALLY effective in the way it is supposed to be. I really enjoy putting my AR in a covering position and advance but this system would take even more time in planing and limit the usefulness drastically imo.

--------------

HOWEVER as a completely new Machine-Gunner kit, as said before, it could be really sweet. For that two people were needed and the MG could only be set-up/reloaded when the 2nd guy is x meters close to the MG operator as he would carry his ammunition and spot for him IRL if I am not miss understanding this. Pretty sure some Python could make that possible. Obviously you need at least 4 guys in the squad with the two being MG-operators as said before.

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ANYWAY I'd love to see sth. like this to be deployed around a FOB
Quick thinking brings up sth. like this:

1 crate - FOB
2 crates - these machine guns (small caliber; high rof) to be put in window frames and alike.
3/4 crates - HMGs (.50) and all the other stuff

OR

1 crate - FOB
+ any other crate gives the option for one/two more assets each (2 small MGs, 1 HMG, 1 TOW or 1 AA, 2 wires, etc.)

This would simulate that the stuff needed for every of these is stored in one single crate. I always find it kinda funny that there is 2 HMGs, 1 TOW, 1 AA and lots and lots of sandbags and barbed wire in the 2nd crate :)
fabioxxxx
Posts: 180
Joined: 2009-07-02 01:12

Re: Real Deployable Machine Gun

Post by fabioxxxx »

for insurgents could be a great deal ... since they cant deploy any effective defensive weapons .( the insurgent tow its really crappy)
AHamburgler
Posts: 154
Joined: 2011-06-30 16:04

Re: Real Deployable Machine Gun

Post by AHamburgler »

'[R-CON wrote:Salmonella;1173881']The scoped MGs, in my opinion became the most lethal and versatile weapon in the game.
being able to overcome all other infantry, snipers at longe range, riflemans at closed combat, and even cars MGs.

Someone can argue, "in real life they DO have this capability", but in real life, no one can fire such heavy weapon with this deadly accuracy while standing, even after minutes of "stabilization"

So the point is, the scoped MG are real deadly and accurate, but ONLY when fired from a appropriated emplacement

So, i started to do some tweaks in the existing files, to create a more realistic behavior to the MG.



The soldier must deploy the weapon on a suitable surface, like windows, vehicles, ground etc., and then enter the weapon.
The mg still has it real life capabilities, but now, with real-life deployment issues.
Wow looks good
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pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: Real Deployable Machine Gun

Post by pr|Zer0 »

Hmm..is this gonna work in the tight enviroment(mostly heavily urbanized) on insurgency maps?
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KiNg828
Posts: 172
Joined: 2009-12-02 19:45

Re: Real Deployable Machine Gun

Post by KiNg828 »

This would be epic for a M240-B if it takes that long to set up etc.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Real Deployable Machine Gun

Post by Arc_Shielder »

Why didn't Salmonella's idea go through?
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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Real Deployable Machine Gun

Post by Anderson29 »

good question.


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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Real Deployable Machine Gun

Post by Rhino »

lets see.
  • If you get shot on it you die instantly and can't be revived.
  • Its glitchy as hell to setup and can be exploited in some cases.
  • And overall its not as realistic or useful as our current LMG/GPMG Bipod Deployed mode, with the possible exception of a tripod deployment for a GPMG but that would take a lot of work to setup and would still have the same issues as above, although possibly not as glitchey as a tiny deployed bipod weapon.
Last edited by Rhino on 2014-08-13 01:38, edited 1 time in total.
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Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Real Deployable Machine Gun

Post by Arab »

This is amazing! Looks cool, but default deplyables have more control. Good effort though!

Oh wait, topic post date of 2009 *facepalm*
SergeantJoey
Posts: 13
Joined: 2014-02-22 22:33

Re: Real Deployable Machine Gun

Post by SergeantJoey »

This topic may be old, but I still love the idea.
This needs to be programmed in-game.
''War is the mother of everything.'' -Heraclitus

A.K.A Dutchy
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: Real Deployable Machine Gun

Post by tankninja1 »

SergeantJoey wrote:This topic may be old, but I still love the idea.
This needs to be programmed in-game.
Trouble is that deployable mgs like this are really buggy and would be super annoying thanks to said bugs. Just look at FH2 1/2 the time the deployable disappears into the ground.
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SergeantJoey
Posts: 13
Joined: 2014-02-22 22:33

Re: Real Deployable Machine Gun

Post by SergeantJoey »

tankninja1 wrote:Trouble is that deployable mgs like this are really buggy and would be super annoying thanks to said bugs. Just look at FH2 1/2 the time the deployable disappears into the ground.
Oh.
That's disappointing, I really liked it.
''War is the mother of everything.'' -Heraclitus

A.K.A Dutchy
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Real Deployable Machine Gun

Post by akatabrask »

I had an idea last time I saw this about whether if it was possible to exploit this by putting similar objects, with both vehicle and c4 characteristics, on other vehicles in order to gain more vehicle positions. Has any research been put into this?
Arduras
Posts: 54
Joined: 2015-02-14 01:01

Re: Real Deployable Machine Gun

Post by Arduras »

Bringerof_D wrote:why not just make it so the deployed mode does not stabilize accuracy unless you are prone, or x distance to an object of a certain height? then again that probably isnt possible on this engine. so given that this seems really good, i remember something exactly like this back in Forgotten Hope 1942 where the machine guns had to be dropped like so, but in that you could pick it up again with the "pickup kit" button (default G).
This is quite possible. Even vBF2 has different accuracy "settle points" for different
stances and different speeds of stability returning (if you move, change positions, etc)
GO play BF2 and take an lmg or even an ar prone then crouch then stand and reverse.


This could easily be implemented, at least in comparison to the original MG idea of
deploying/undeploying. Thing is prone would be the only 'properly deployed' mode.
You wouldn't get stability at a window or over a fence because you wouldn't be prone.
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