Machine gun versatility
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Tartantyco
- Posts: 2796
- Joined: 2006-10-21 14:11
Re: Machine gun versatility
-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
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Machine gun versatility
You are correct in that assuption.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)
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.
I think thats pretty much what they're going for. Would be kinda stupid if you could move but reeeaaallly slowly...Tartantyco wrote:-would it be possible to make the player immobile when it's deployed, being able to fire regardless of stance?
Probably will only be immobile whilst scoped in, which is the right thing to do.
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... "
"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... "
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Killer-Ape
- Posts: 387
- Joined: 2007-02-26 16:00
Re: Machine gun versatility
Great bean...ehm news!
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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Machine gun versatility
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?
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?
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
Re: Machine gun versatility
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.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?
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Scot
- Posts: 9270
- Joined: 2008-01-20 19:45
Re: Machine gun versatility
Sounds good!
I love the AR kit at the moment, looks like I'm gonna love it even more 

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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: Machine gun versatility
when a dev winks it means he fancies you.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Machine gun versatility
So what's the point of undeployed mode now? Just ironsights?[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.
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Chuc
- Retired PR Developer
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PFunk
- Posts: 1072
- Joined: 2008-03-31 00:09
Re: Machine gun versatility
Doesn't it mean that you can't move while deployed but can while undeployed?Outlawz wrote:So what's the point of undeployed mode now? Just ironsights?
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.
[PR]NATO|P*Funk




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zephyr89s
- Posts: 74
- Joined: 2008-04-14 22:25
Re: Machine gun versatility
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.
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.
ingame: |TG| Maxwell_Q_Klinger
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Machine gun versatility
I think I speak for everyone when I say...'[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
Deployed
- Deviation improved for CQB
- 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)

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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Machine gun versatility
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.
That would go a long way to allowing their use for fire superiority.
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Bob_Marley
- Retired PR Developer
- Posts: 7745
- Joined: 2006-05-22 21:39
Re: Machine gun versatility
Implimenting the RO system is impossible in BF2. This change is an attempt to simulate that functionality.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.
Depends what is realistic, for example the US and UK both issue 4x scopes on thier LMGs (Eclans, ACOGs and SUSATs)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.
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.
Many thanks to [R-DEV]Adriaan for the sig!
Many thanks to [R-DEV]Adriaan for the sig!
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Nitneuc
- Posts: 490
- Joined: 2007-09-16 08:39
Re: Machine gun versatility
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.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'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
Many thanks to everyone involved in the making of the best videogaming experience ever !
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Machine gun versatility
isnt this supposed to be in suggestions
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Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
Re: Machine gun versatility
Oh God, please tell me that is a photoshop of a dog's head onto a pig, because that is just animal abuse, if not.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
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.
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.





