Machine gun versatility

General discussion of the Project Reality: BF2 modification.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Machine gun versatility

Post by Tartantyco »

-would it be possible to make the player immobile when it's deployed, being able to fire regardless of stance?
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Jigsaw
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Re: Machine gun versatility

Post by Jigsaw »

Aliblista wrote: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)
You are correct in that assuption.

The current wait time is 6 seconds. Remember that this time does not simply incorporate your trained soldier settling behind his weapon but also settling the weapon on a stable surface for maximum accuracy (not the easiest of tasks in a battle torn environment) and prepping the weapon for firing (clearing belt feed, shouldering correctly etc.).

Combine this and I think 8 seconds to perform this task is perfectly reasonable and remember that Jaymz also said undeployed CQB deviation would be improved so you won't be caught out in close range either (assuming you are fast enough).

Also your post assumes that the current LMG is useless whilst undeployed... I'll have you no it most certainly isn't, in fact it is very accurate at close - medium ranges, assuming you are prepared to fire in short, controlled bursts.
Tartantyco wrote:-would it be possible to make the player immobile when it's deployed, being able to fire regardless of stance?
I think thats pretty much what they're going for. Would be kinda stupid if you could move but reeeaaallly slowly...

Probably will only be immobile whilst scoped in, which is the right thing to do.
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Killer-Ape
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Re: Machine gun versatility

Post by Killer-Ape »

Great bean...ehm news!
AnRK
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Re: Machine gun versatility

Post by AnRK »

Bear in mind that 8 seconds thing is the time to attain the VERY MINIMUM deviation, you can still shoot before.

I assume with shooting when deployed when not prone you'll suffer a movement and/or deviation penalty. Nice to know scopes are coming too, will the be some sort of reflex sight available too, or do you not get that kinda thing on LMGs?
Jaymz
Retired PR Developer
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Re: Machine gun versatility

Post by Jaymz »

AnRK wrote: I assume with shooting when deployed when not prone you'll suffer a movement and/or deviation penalty. Nice to know scopes are coming too, will the be some sort of reflex sight available too, or do you not get that kinda thing on LMGs?
It's the same as it is now except you can shoot in any stance. The deviation is the same for all stances. Of course this means that you could stand in the middle of nowhere, wait eight seconds and have deadly accuracy. But in the majority of cases, there'll be some kind of cover that in reality, you'd be using for weapon stability.
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Machine gun versatility

Post by Scot »

Sounds good! :D I love the AR kit at the moment, looks like I'm gonna love it even more :D
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Psyko
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Re: Machine gun versatility

Post by Psyko »

when a dev winks it means he fancies you.
Outlawz7
Retired PR Developer
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Re: Machine gun versatility

Post by Outlawz7 »

[R-DEV]Jaymz wrote:It's the same as it is now except you can shoot in any stance. The deviation is the same for all stances. Of course this means that you could stand in the middle of nowhere, wait eight seconds and have deadly accuracy. But in the majority of cases, there'll be some kind of cover that in reality, you'd be using for weapon stability.
So what's the point of undeployed mode now? Just ironsights?
Chuc
Retired PR Developer
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Re: Machine gun versatility

Post by Chuc »

For CQB and more effective self defence really.
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PFunk
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Re: Machine gun versatility

Post by PFunk »

Outlawz wrote:So what's the point of undeployed mode now? Just ironsights?
Doesn't it mean that you can't move while deployed but can while undeployed?

Personally I hope the animation you use to move from deployed to undeployed gets sped up to the speed of the animation for moving to deployed mode. Its ridiculous how long it takes. No soldier is going to check the breech everytime he needs to shuffle a few feet.
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zephyr89s
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Re: Machine gun versatility

Post by zephyr89s »

quoting [R-DEV]Jaymz


Undeployed

* Deviation improved for CQB
-doesn't need to be improved. I can waste people with a SAW or hk21 even from the hip in CQB. assault rifle deviation needs to be improved in cqb. 3 round burst is atrocious.



Deployed

* Deviation settle time increased to eight seconds PLEASE!!!!! I'm BEGGING YOU!!!! make it 5 seconds!!!!!!

* Can be fired from all stances -----?????? deploying a bipod does nothing when you are standing. should be like red orchestra, when you get close to a ledge or railing, your accuracy improves.

* 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)

THANK GOD!!!! now all you need to do is 1.5 or 2x for every iron sight gun; because the range of a saw should be only a little bit better because it is firing the same round from the same size barrel as an m4. i know that an mg has a farther range because it is a bullet hose rather than a plinker. more bullets = better chance of hitting something when you can't see sh**. please see my other post about iron sights. just search my profile. I'm too lazy to hyperlink it. it is the post just before this one.

4x though? I would go with 3x, like the G36.

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SkaterCrush
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Re: Machine gun versatility

Post by SkaterCrush »

'[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)
I think I speak for everyone when I say...

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Truism
Posts: 1189
Joined: 2008-07-27 13:52

Re: Machine gun versatility

Post by Truism »

Erm, one thing I've always wanted on the LMGs was the ability to fire accurately unsighted and deployed, as one can with the mounted versions.

That would go a long way to allowing their use for fire superiority.
Bob_Marley
Retired PR Developer
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Re: Machine gun versatility

Post by Bob_Marley »

zephyr89s wrote:quoting [R-DEV]Jaymz
* Can be fired from all stances -----?????? deploying a bipod does nothing when you are standing. should be like red orchestra, when you get close to a ledge or railing, your accuracy improves.
Implimenting the RO system is impossible in BF2. This change is an attempt to simulate that functionality.
zephyr89s wrote:quoting [R-DEV]Jaymz * 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)

THANK GOD!!!! now all you need to do is 1.5 or 2x for every iron sight gun; because the range of a saw should be only a little bit better because it is firing the same round from the same size barrel as an m4. i know that an mg has a farther range because it is a bullet hose rather than a plinker. more bullets = better chance of hitting something when you can't see sh**. please see my other post about iron sights. just search my profile. I'm too lazy to hyperlink it. it is the post just before this one.

4x though? I would go with 3x, like the G36.
Depends what is realistic, for example the US and UK both issue 4x scopes on thier LMGs (Eclans, ACOGs and SUSATs)
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Nitneuc
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Joined: 2007-09-16 08:39

Re: Machine gun versatility

Post by Nitneuc »

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)
I am the only one finding this feature pretty poor ? I mean, we already had this for the M16A2 back in 0.6 to balance the G3 scope, that looked pretty **** if you ask me.
I'd rather keep the current 1x zoom till scoped models are ready. LMG are already deadly as hell when used properly, the community can wait without cheap placeholder.
Just my humble opinion anyway, keep doing the amazing job :wink: .
Many thanks to everyone involved in the making of the best videogaming experience ever !
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Machine gun versatility

Post by myles »

isnt this supposed to be in suggestions
Eddie Baker
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Re: Machine gun versatility

Post by Eddie Baker »

SkaterCrush wrote:I think I speak for everyone when I say...

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

Re: Machine gun versatility

Post by Killer-Ape »

Nitneuc wrote:I am the only one finding this feature pretty poor ? I mean, we already had this for the M16A2 back in 0.6 to balance the G3 scope, that looked pretty **** if you ask me.
I'd rather keep the current 1x zoom till scoped models are ready. LMG are already deadly as hell when used properly, the community can wait without cheap placeholder.
Just my humble opinion anyway, keep doing the amazing job :wink: .

True, some essential placeholders can’t be avoided, like tandem RPG for the Russian faction. But this probably won’t impact on game balance too much so why kill game immersion.
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