Machine gun versatility

General discussion of the Project Reality: BF2 modification.
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Machine gun versatility

Post by Killer-Ape »

Think about how limited the current mg kit is compared to real life. My point is that you can’t rest or (deploy) mgs on static objects like in Red Orchestra, this limits its use to a more defensive role. Yet I find that all good defensive spots are of crouch and stand position, like windows, sandbags ,wrecks. This makes the mg class pretty awkward on urban maps .

I don’t mind the current two weapon slot style that requires you to think and plan ahead. You can’t just run around like Rambo and kill stuff. On maps like Fallujah West I can get 20-0 just by using my brain and my trusty SAW. No superior reflexes are needed, only good team play and planning. But this tactic consists mostly of covering streets just lying prone. This might help the whole team but not my individual squad.

I am very aware of the engine limitations, and that mounting/resting weapons on static objects probably won’t be made reality but I still think something more can be done to compensate this. I also know that the PR team is doing everything possible to create something close to the real thing and don’t want to sound spoiled.
One game that truly shows us the full tactical potential of mgs might be Red Orchestra. As I stated above the ability to mount on any static object makes it really versatile. This is my dilemma. I find the PR solution to be one excellent form of tactical play that forces you to think and plan ahead. But the older versions gave you that desirable terrain versatility. I wish you had the ability to crouch and stand In the deployed mg slot but still be able to fire your weapon. Maybe movement would be disabled to simulate a mounted position.

Common guys! Lets brainstorm a bit. Maybe we don’t need to kill this darling, just tweak it a bit. Jolly gosh I really like playing the mg kit. :firing:
Chuc
Retired PR Developer
Posts: 7016
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Re: Machine gun versatility

Post by Chuc »

.......

;)
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Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Machine gun versatility

Post by Killer-Ape »

Ohh.. Did I miss a post about this? (starts to feel stupid)
Chuc
Retired PR Developer
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Joined: 2007-02-11 03:14

Re: Machine gun versatility

Post by Chuc »

Haha no, just that we share your sentiments on the issue :)
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Sinn_Ah_Taggh
Posts: 218
Joined: 2008-10-23 14:33

Re: Machine gun versatility

Post by Sinn_Ah_Taggh »

If you deply your MG in the second slot and then use the aimpoint you can still get up from prone to crouch or even stand with it still beeing in the aimpoint-mode.

I dont know much of the accuracy and i do know its an akward method,but i helps if you want to aim over a sandbag or a low wal etc.

To zoom out again you have to go prone ;)

I think ill investigate further today :)

EDIT: Typ-o´s
Last edited by Sinn_Ah_Taggh on 2009-04-12 12:54, edited 1 time in total.
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Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Machine gun versatility

Post by Killer-Ape »

Okey :lol:

Question: Your weapon gets locked in iron sight mode when you rise from prone deployed position. Is that a by-product or was it intended? Maybe same thing can be done to walking? If we can lock or slow it down considerably it can be the next best thing.

Maybe it can be done like this: To simulate crouch-stand deployment you need to go prone first then you can deploy it (iron-sight mode) when you stand up you can’t remove iron-sight mode until you go prone again. This will limit your mobility,(not a total stop, but maybe it can’t be don and this is the next best thing). You will still be able to do this in the middle of a street without any static objects to deploy on but I don’t think it can be blocked for this idea to work.


Edit: I think Sinn_Ah_Taggh has the same idea!
Sinn_Ah_Taggh wrote:If you deply your MG in the second slot and then use the aimpoint you can still get up from prone to crouch or even stand with it still beeing in the aimpoint-mode.
Yes you can crouch and stand up but you can't fire your weapon.
Last edited by Killer-Ape on 2009-04-12 13:00, edited 2 times in total.
Sinn_Ah_Taggh
Posts: 218
Joined: 2008-10-23 14:33

Re: Machine gun versatility

Post by Sinn_Ah_Taggh »

Thank you for giving me cred for that idea,but this idea is allredy implemented in the game as both you and i describe it ;)

Im not sure about movement,but you are locked in iron sight mode until you go prone again to leave iron sight mode.
The moving of the aim (mouseaim) is very slow and does not allow for rapid movements,even with high DPI.
So in a way you can say it simulates beeing deployd on a static objekt
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(HUN)Rud3bwoy
Posts: 678
Joined: 2007-01-22 16:17

Re: Machine gun versatility

Post by (HUN)Rud3bwoy »

Killer_Ape rest assured that a dev wink means something really good :)
The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" [I found it!] but "That's funny . . . "
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Machine gun versatility

Post by Killer-Ape »

(HUN)Rud3bwoy wrote:Killer_Ape rest assured that a dev wink means something really good :)
Ahh yes the celestial wink :wink:

Sinn_Ah_Taggh: Its not 100% implemented, yes you can stand up bu it won't let you fire.
Sinn_Ah_Taggh
Posts: 218
Joined: 2008-10-23 14:33

Re: Machine gun versatility

Post by Sinn_Ah_Taggh »

Killer-Ape wrote: Sinn_Ah_Taggh: Its not 100% implemented, yes you can stand up bu it won't let you fire.
I stand corrected,just checked it out in SP,and you can not fire unless prone.
Then i do support your method and hope the devs implement this idea to make life for the Automatic Rifleman a little easier ;)
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Machine gun versatility

Post by Jigsaw »

[R-DEV]Chuc wrote:.......

;)
Can has? :grin:

Code for me Chuc. @ OP agree with everything you say.

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"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Machine gun versatility

Post by Ace42 »

I concur heavily that proning is often a liability, especially given the large amounts of long grass, etc - it tends to make you very exposed. This I could stomach, if it wasn't for the lack of a zoom on it, which means you get picked off at range whilst trying to figure out if the dot in the distance is friendly or not, etc etc.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Machine gun versatility

Post by nick20404 »

Yup if only you could stand and fire the mg realistically, but apparently that would make people too good and people would want to use the kit.
PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: Machine gun versatility

Post by PFunk »

I somewhat understand the deployed versus undeployed concept but really it doesn't work for me in the end. The fact is that there is no difference between deployed and undeployed in real life other than the fact that you're firing one supported by your body and the other rested against a surface. The action of the rifle is in no way different.

So basically I ask myself. Why can't we fire the SAW as if it were undeployed while standing and have it act as if it were in fact deployed while prone? You achieve the same net effect only you don't require that you suffer the excruciating deployed to undeployed switch-animation.

Fact is that it would act that way in real life if you had your bipod on the end of your rifle but not resting against anything. Add a deviation delay on LMGs for when you go prone that would equal opening the bi pod.

I personally see no real need for the two firing modes. Just make it all a function of deviation.
[PR]NATO|P*Funk
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Jaymz
Retired PR Developer
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Joined: 2006-04-29 10:03

Re: Machine gun versatility

Post by Jaymz »

*takes bean can away from Chuc*

.....

*spills the beans in the process* oopps....



In the next update, the Automatic Rifleman kit will be infinitely more useful. Changes will include......

Undeployed
  • Deviation improved for CQB
Deployed
  • Deviation settle time increased to eight seconds
  • Can be fired from all stances
  • 4x Zoom to simulate realistic effective range (this zoom will be on ironsights until 4x optics are added to all conventional MG's, which they will be)
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Chuc
Retired PR Developer
Posts: 7016
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Re: Machine gun versatility

Post by Chuc »

You've always had a problem with controlling your beans, eh mate? ;)
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IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Machine gun versatility

Post by IAJTHOMAS »

Sounds great. Been wanting something like this in PR for years now.
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Machine gun versatility

Post by nick20404 »

'[R-DEV wrote:Jaymz;991000']*takes bean can away from Chuc*

.....

*spills the beans in the process* oopps....



In the next update, the Automatic Rifleman kit will be infinitely more useful. Changes will include......

Undeployed
  • Deviation improved for CQB
Deployed
  • Deviation settle time increased to eight seconds
  • Can be fired from all stances
  • 4x Zoom to simulate realistic effective range (this zoom will be on ironsights until 4x optics are added to all conventional MG's, which they will be)

You are either pulling a late April fools joke, or making us all very happy machine gunners 8-)
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Machine gun versatility

Post by Jigsaw »

'[R-DEV wrote:Jaymz;991000']In the next update, the Automatic Rifleman kit will be infinitely more useful. Changes will include......

Undeployed
  • Deviation improved for CQB
Deployed
  • Deviation settle time increased to eight seconds
  • Can be fired from all stances
  • 4x Zoom to simulate realistic effective range (this zoom will be on ironsights until 4x optics are added to all conventional MG's, which they will be)
Oh my, I think I just fell in love :mrgreen:
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Aliblista
Posts: 67
Joined: 2009-01-21 23:18

Re: Machine gun versatility

Post by Aliblista »

'[R-DEV wrote:Jaymz;991000']

In the next update, the Automatic Rifleman kit will be infinitely more useful. Changes will include......

Undeployed
  • Deviation improved for CQB
Deployed
  • Deviation settle time increased to eight seconds
  • Can be fired from all stances
  • 4x Zoom to simulate realistic effective range (this zoom will be on ironsights until 4x optics are added to all conventional MG's, which they will be)
Good stuff! but

8 SECS! really? isnt that a bit excessive, we are talking trained soldiers here maybe 3-5 is more suitable
(assuming im understanding you correctly that is...i.e after deploying the lmg will be as inaccurate and useless as undeployed until after 8 secs of waiting)
Last edited by Aliblista on 2009-04-13 18:45, edited 1 time in total.

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