Ar - mg deviation and recoil
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sgt.maze2
- Posts: 59
- Joined: 2017-02-21 14:57
Ar - mg deviation and recoil
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.
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.
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ZektorSK
- Posts: 243
- Joined: 2015-10-30 08:41
Re: Ar - mg deviation and recoil
No, that would make it OP.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Ar - mg deviation and recoil
MGs are already too strong, no need to make them better.
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sgt.maze2
- Posts: 59
- Joined: 2017-02-21 14:57
Re: Ar - mg deviation and recoil
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 .
Mgs are supposed to be killing machines .
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mectus11
- PR:BF2 Developer
- Posts: 805
- Joined: 2015-09-05 19:44
Re: Ar - mg deviation and recoil
There's this thing called balance, right now balance is fucked so fucking it some more isn't a good thing.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 .
m8 the mg currently is a sniper that shoots lots of bullets.


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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Ar - mg deviation and recoil
And they are, once they set up.sgt.maze2 wrote: Mgs are supposed to be killing machines .
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UTurista
- PR:BF2 Developer
- Posts: 985
- Joined: 2011-06-14 14:13
Re: Ar - mg deviation and recoil
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.sgt.maze2 wrote:...and deployed must only be an option if u are prone or when the bipod is resting on surface.

Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
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sgt.maze2
- Posts: 59
- Joined: 2017-02-21 14:57
Re: Ar - mg deviation and recoil
Sounds good on paper but listen:[R-DEV]AlonTavor wrote:And they are, once they set up.
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.
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Ar - mg deviation and recoil
This isn't CoD.sgt.maze2 wrote:I had an m249 and i went prone with deplyed mode to start shooting
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sgt.maze2
- Posts: 59
- Joined: 2017-02-21 14:57
Re: Ar - mg deviation and recoil
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?
Is balance going over realism now ?isn't this game aiming for realism?
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AlonTavor
- PR:BF2 Developer
- Posts: 2991
- Joined: 2009-08-10 18:58
Re: Ar - mg deviation and recoil
This isn't a military simulator. Gameplay and balance are far above achieving 100% accurate representation of things.sgt.maze2 wrote:isn't this game aiming for realism?
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sgt.maze2
- Posts: 59
- Joined: 2017-02-21 14:57
Re: Ar - mg deviation and recoil
I forgot to say to that i was about 100m.[R-DEV]AlonTavor wrote:This isn't CoD.
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.
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parch
- Posts: 108
- Joined: 2015-09-22 10:58
Re: Ar - mg deviation and recoil
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
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.
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.
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Vista
- Posts: 1282
- Joined: 2011-04-30 10:36
Re: Ar - mg deviation and recoil
I don't think anyone in the DEV team knows the response to that at the momentsgt.maze2 wrote: Is balance going over realism now ?isn't this game aiming for realism?
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inb4banned
- Posts: 234
- Joined: 2015-02-20 10:48
Re: Ar - mg deviation and recoil
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.
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.
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LEGIYA
- Posts: 160
- Joined: 2017-07-04 23:02
Re: Ar - mg deviation and recoil
Keep the deviation.
Mg is op.
Find a way not to deploye in air.
Mg is op.
Find a way not to deploye in air.
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sgt.maze2
- Posts: 59
- Joined: 2017-02-21 14:57
Re: Ar - mg deviation and recoil
is the team passing through a hard time?Vista wrote:I don't think anyone in the DEV team knows the response to that at the moment
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QuickLoad
- Posts: 609
- Joined: 2014-06-20 20:07
Re: Ar - mg deviation and recoil
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.
it's a decent equalibrium, nowehre near the best but def. not the worst, and with the limitations i think it's alright.
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fecht_niko
- Posts: 347
- Joined: 2013-06-29 13:42
Re: Ar - mg deviation and recoil
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.
