Page 2 of 3

Re: Machine gun versatility

Posted: 2009-04-13 18:51
by Tartantyco
-would it be possible to make the player immobile when it's deployed, being able to fire regardless of stance?

Re: Machine gun versatility

Posted: 2009-04-13 20:52
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.

Re: Machine gun versatility

Posted: 2009-04-14 09:39
by Killer-Ape
Great bean...ehm news!

Re: Machine gun versatility

Posted: 2009-04-14 10:54
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?

Re: Machine gun versatility

Posted: 2009-04-14 10:58
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.

Re: Machine gun versatility

Posted: 2009-04-14 11:01
by Scot
Sounds good! :D I love the AR kit at the moment, looks like I'm gonna love it even more :D

Re: Machine gun versatility

Posted: 2009-04-14 11:09
by Psyko
when a dev winks it means he fancies you.

Re: Machine gun versatility

Posted: 2009-04-23 04:24
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?

Re: Machine gun versatility

Posted: 2009-04-23 04:29
by Chuc
For CQB and more effective self defence really.

Re: Machine gun versatility

Posted: 2009-04-23 06:40
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.

Re: Machine gun versatility

Posted: 2009-04-26 11:37
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.

Re: Machine gun versatility

Posted: 2009-04-26 11:44
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...

Image

Re: Machine gun versatility

Posted: 2009-04-26 11:51
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.

Re: Machine gun versatility

Posted: 2009-04-26 11:57
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)

Re: Machine gun versatility

Posted: 2009-04-26 12:20
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: .

Re: Machine gun versatility

Posted: 2009-04-26 13:50
by myles
isnt this supposed to be in suggestions

Re: Machine gun versatility

Posted: 2009-04-26 13:54
by Eddie Baker
SkaterCrush wrote:I think I speak for everyone when I say...

Image
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. :shock:

Re: Machine gun versatility

Posted: 2009-04-26 14:31
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.