'[R-DEV wrote:Jaymz;991000']
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)
First off, I love it. Awesome. Pure win. One thing is left out, though. Forcing 4x optics in CQB. If there is one thing I hate, it is using magnified optics in CQB situations. However, there is easy solution to this, assuming we have properly modeled optics for the LMGs. Ironsights on top of the optics, such as in the picture below.



Now, before you say it, YES, THIS IS A RESUGGESTION. However, it has been shot down until now because of this: engine impossibility. You would have to have two weapons with linked ammo in order to be able to use both of the sights. However, we already have two weapons. This has been a non-issue until now, when it was declared that all LMGs would have optics.
The solution is simple: when in the undeployed mode, which is how you are when you are doing CQB fighting, the aiming animation will bring the topside ironsights into focus. When in the deployed mode, the optics are brought into focus.
This solution will bring usefulness to the LMG in more maps, it will provide realism in the sense that users have the option of using either one, and we won't have to deal with using optics in CQB (which is a major pain in the *** due to the black boarder, you all know what I am talking about).
The downsides are this: We need more models, or at least an improved SUSAT model because the one ingame does not have a rear hole, and I suspect the foreward post is blocky.





