Ar - mg deviation and recoil

General discussion of the Project Reality: BF2 modification.
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Ar - mg deviation and recoil

Post by sgt.maze2 »

Hey guys

Right now ,as everybody must know, we have deviation in game.
Mgs in general have a lot of deviation time when they are in deployed mode.
If go prone the mg should very stabalized, specially when u are in deployed mode, the bipod is resting on a surface and it's taking a lot time to get stabalized,around 4 secs(in a firefight that's a lot of time)

Recoil(deployed mode)
The recoil in mgs when are in deployed mode must only be posible when the person is prone or using something as cover so the bipod can rest on it.
We're getting almost zero with deployed mode standing up which doesn't make sense since there's no supporting position.

In summary, i think deviation time for deployed mode should be reduced a lot and deployed must only be an option if u are prone or when the bipod is resting on surface.
ZektorSK
Posts: 243
Joined: 2015-10-30 08:41

Re: Ar - mg deviation and recoil

Post by ZektorSK »

No, that would make it OP.
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Ar - mg deviation and recoil

Post by AlonTavor »

MGs are already too strong, no need to make them better.
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Ar - mg deviation and recoil

Post by sgt.maze2 »

Making them better? Op? It's just the way they work in real life and in MOST OF TACTICAL SHOOTERS
Mgs are supposed to be killing machines .
mectus11
PR:BF2 Developer
Posts: 805
Joined: 2015-09-05 19:44

Re: Ar - mg deviation and recoil

Post by mectus11 »

sgt.maze2 wrote:Making them better? Op? It's just the way they work in real life and in MOST OF TACTICAL SHOOTERS
Mgs are supposed to be killing machines .
There's this thing called balance, right now balance is fucked so fucking it some more isn't a good thing.

m8 the mg currently is a sniper that shoots lots of bullets.
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AlonTavor
PR:BF2 Developer
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Joined: 2009-08-10 18:58

Re: Ar - mg deviation and recoil

Post by AlonTavor »

sgt.maze2 wrote: Mgs are supposed to be killing machines .
And they are, once they set up.
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Ar - mg deviation and recoil

Post by UTurista »

sgt.maze2 wrote:...and deployed must only be an option if u are prone or when the bipod is resting on surface.
Fast-roping should also be an option when the chopper is hovering 50m above the ground, yet like everything the team is limited to what the game does and does not allow. Such suggestion is impossible in BF2.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Ar - mg deviation and recoil

Post by sgt.maze2 »

[R-DEV]AlonTavor wrote:And they are, once they set up.
Sounds good on paper but listen:

I was in saremaa and there was a full squad crossing the road. I had an m249 and i went prone with deplyed mode to start shooting since the enemy squad didn't see me. In that moment the deviation time didn't let me kill even 3 guys.I remember that when me mg got set up half of squad crossed. I onnly got 1 or 2 of them when probably half squad should've been dead.

the timer is too much imo, even with a bipod. Not OP at all.
AlonTavor
PR:BF2 Developer
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Joined: 2009-08-10 18:58

Re: Ar - mg deviation and recoil

Post by AlonTavor »

sgt.maze2 wrote:I had an m249 and i went prone with deplyed mode to start shooting
This isn't CoD.
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Ar - mg deviation and recoil

Post by sgt.maze2 »

Generally speaking, i don't find mgs op at all, they're not snipers that fire lots bullets, if u still consider them op them so be all the tactical shooters unbalanced because they use the same thing i posted.

Is balance going over realism now ?isn't this game aiming for realism?
AlonTavor
PR:BF2 Developer
Posts: 2991
Joined: 2009-08-10 18:58

Re: Ar - mg deviation and recoil

Post by AlonTavor »

sgt.maze2 wrote:isn't this game aiming for realism?
This isn't a military simulator. Gameplay and balance are far above achieving 100% accurate representation of things.
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Ar - mg deviation and recoil

Post by sgt.maze2 »

[R-DEV]AlonTavor wrote:This isn't CoD.
I forgot to say to that i was about 100m.
I'm not refering to prone and inmediately shoot, like in cod ,absolutely not but waiting 4-5 secs it's insane when u have a bipod that basicly stabalizes your gun.
parch
Posts: 108
Joined: 2015-09-22 10:58

Re: Ar - mg deviation and recoil

Post by parch »

Settle time can suck, but it's absolutely necessary for the balance - ARs are already capable of wrecking shit in hands of good players. It's also interesting change of pace, you need to think more about positioning and less about running like a headless chicken.
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chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Ar - mg deviation and recoil

Post by chrisweb89 »

In response to your second suggestion, it's impossible from my knowledge with the engine. You can't rest weapons on things so the best way to have it setup is stance dependent. It used to be that deployed mode only worked in prone but it sucked for anytime you're behind a low wall or window or the million other things you could fire over with a bipod, so in my opinion the current system is the best compromise.

As to that exact situation, don't go prone in initial quick engagements. Unless it's been changed when you dive prone you basically get another second or 2 deviation penalty to discourage prone diving with all weapons. Might not be realistic, but crouch in the current model is the best quick accuracy way of firing.
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Ar - mg deviation and recoil

Post by Vista »

sgt.maze2 wrote: Is balance going over realism now ?isn't this game aiming for realism?
I don't think anyone in the DEV team knows the response to that at the moment
inb4banned
Posts: 234
Joined: 2015-02-20 10:48

Re: Ar - mg deviation and recoil

Post by inb4banned »

Sadly we have engine limitations and this engine doesn't allow for weapon resting on objects. MGs are big and are meant as a defensive weapon, not one to be used on a move, their settle time reflects this.

ARs on the other hand are very powerful on the move, if you know how to position yourself. You walk around with undeployed mode, spot something, go prone and switch to deployed mode, as soon you crouch/ stand back up from behind cover your deviation is completely settled and anything in your sights will die.

And for your comparison between MG and Sniper I'd say MG is much better in-game. With the broken patch it does around the same damage but is automatic, has less settle time and a huge mag. It doesn't require any additional buffs.
LEGIYA
Posts: 160
Joined: 2017-07-04 23:02

Re: Ar - mg deviation and recoil

Post by LEGIYA »

Keep the deviation.
Mg is op.
Find a way not to deploye in air.
sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Ar - mg deviation and recoil

Post by sgt.maze2 »

Vista wrote:I don't think anyone in the DEV team knows the response to that at the moment
is the team passing through a hard time?
QuickLoad
Posts: 609
Joined: 2014-06-20 20:07

Re: Ar - mg deviation and recoil

Post by QuickLoad »

5-6 second deviation makes sense if you just sprinted, now if you were moving slow like most snipers you wouldn't have as much deviation time.

it's a decent equalibrium, nowehre near the best but def. not the worst, and with the limitations i think it's alright.
fecht_niko
Posts: 347
Joined: 2013-06-29 13:42

Re: Ar - mg deviation and recoil

Post by fecht_niko »

I dont think we need deviation on MG/AR at all. Who cares about balance. The damage should also be much higher because of the barrel lengh. Make them all 1-shot.
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