Re: Unbalanced weapons
Posted: 2009-12-07 04:34
lol...that really cracked me up.[R-DEV]bosco wrote:2008 called, they want their thread back...
lol...that really cracked me up.[R-DEV]bosco wrote:2008 called, they want their thread back...
You simply cannot mod players by changing the laws of physics Fortune. It has been tried, and tried, and tried, and tried, and tried, and even when it works as intended 5 more unforeseen and unrealistic responses are created to counter it. In reality weapons are created for a purpose, and they all need to do their job properly. If you don't give a weapon the ability to do its job then something else is going to take over for it just by natural selection.00SoldierofFortune00 wrote:No, but its way too accurate right now under 50M and that effects gameplay in a negative way. A G3 is likely to kill you or at least put you down in 1 shot to the body, but its made (or at least attempted) to be 2 shots to kill with for gameplay reasons. Samething here.
A lot of the weapons ingame are more powerful than they really are in real life or weaker than they are in real life, but if we make every weapon as realistic as possible, the game just wouldn't be fun. As I suggested, the only way that most people are going to treat the SAW as a real Light Machinegun is to lessen the accuracy in CQB and make it more of a medium to long range weapon to be used for suppressing fire as it was intended to be. So everytime they move, especially in the urban maps, they are forced to be with their squad or else they will be pretty helpless against other enemies (not completely, but you get the point).
Case in point. You make guns work less, people take jeeps and run people over. You make AT work less and sure people will take more APCs but there's no guarantee they'll use mechanized infantry tactics, and they certainly will move more freely without any support at all. The question for every weapon is: "What is my job, and can I do it?" The trouble is overthinking it.Fungwu wrote:However there were jeeps. Jeeps had a few advantages, they were highly resistant to small arms fire, and the .50 cal they mounted was both accurate, full auto, and could kill in one shot, hit detection willing. In .7 there were jeeps, and they were just as powerful but light at rockets were both plentiful, and accurate.
No, I agree with that, but the reality is the SAW isn't accurate in CQB (as accurate as a regular AR) in real life for the reasons IronComatose mentioned. Hence part of the reason why its accuracy in CQB should be nerfed and the other reason due to it being the best weapon ingame at everything when it serves only 1 purpose. And that purpose is suppressing fire, both in real life and ingame. The long range deployed position of the SAW currently is fine, its just the CQB that needs to be fixed.CAS_117 wrote:You simply cannot mod players by changing the laws of physics Fortune. It has been tried, and tried, and tried, and tried, and tried, and even when it works as intended 5 more unforeseen and unrealistic responses are created to counter it. In reality weapons are created for a purpose, and they all need to do their job properly. If you don't give a weapon the ability to do its job then something else is going to take over for it just by natural selection.
No, I totally agree with that and think that is one of the reasons why the new Beta system will fail hard IMO. But the SAW isn't getting nerfed if they take away its accuracy in CQB, all they are doing is making players use it from medium to longer ranges, the way it is really intended. A lot of players still use the SAW as an assault rifle. I mean, it may increase SAW camping, but thats pretty high already. It would primarily prevent people with LMGs and SAWs to not go off on their own as they would be vulnerable moving from position to position and would have to depend more on a squad.*Edit: I mean seriously its as if people think that the game is like an electrode or a maze with a mouse and you give different paths and voltages for a different behavior. It just always backfires in at least one way because people can't be charted and reformatted like a computer or some kind of electronic highway.
^^^This. How can you guys support the current SAW being uber at close range when many of you don't even support the medic having a long range weapon when 70% of the maps are long range?maarit wrote:im not sure do combat medics have a scope in their rifle?
but ingame they dont have and if i remember there was this reason that if combat medic have scope,then everyone would play just medic.(but its limited now so....)
but same thing is with that saw.everybody want that weapon.
I understand what you mean, but it really isn't the LMG's fault that its so good lol. Really when I am an SL I don't even bother shooting anymore because 9/10 times the SAW gunner will kill him first. Past 100m a rifle isn't gonna kill a runner if he is in cover at all. Only option is a headshot before he runs (which is why having 5 other guys blundering around, firing haphazardly, and scaring the ducks is really irritating sometimes). The LMG can stop a soldier under all circumstances running or not.00SoldierofFortune00 wrote: No, I totally agree with that and think that is one of the reasons why the new Beta system will fail hard IMO. But the SAW isn't getting nerfed if they take away its accuracy in CQB, all they are doing is making players use it from medium to longer ranges, the way it is really intended. A lot of players still use the SAW as an assault rifle. I mean, it may increase SAW camping, but thats pretty high already. It would primarily prevent people with LMGs and SAWs to not go off on their own as they would be vulnerable moving from position to position and would have to depend more on a squad.
the medic is a rifleman with extra abilities instead of grenades. He has a gun and he should use it, the more fire a squad lays down the less likely it is to take casualties.Epim3theus wrote:The reason for not giving the medic a scope is because then the medic would more likely become active in firefights and trying to get kills.
i've heard modern warfare 2 is a pretty badass game for headshot killstreaks...Fungwu wrote:could hit your target every time, frequently in the head if he was standing still. marksman could frequently get scores like 20-1 in terms of kills to deaths.
yeah,i thought it would be like that,but if medic not do his job,kick out from squad.Epim3theus wrote:The reason for not giving the medic a scope is because then the medic would more likely become active in firefights and trying to get kills.
The medic should focus on keeping his squadmembers at full health and alive and the close range/odd angle succerity of his squad. Aswell of staying alive himself and out of harmsway or in low risk situations as possible.
Most of the time the player that takes up the medic role, voluntarily, atm is the more team oriented player imo. Giving the medic a scope could attrackt the less teamplay focused, more bend on kill focused player to this kit.
And the next worse thing then no medic is a medic that doesn't play like one.
with the beta changes, that medic has a few minute walk or transport in front of him, which simulatesthe same thing except is better gameplay wise imo (constantly having to change who is spawning medic would suck)w or medic greatly impacted the game instead of having just either spawn back in 45 sec. .
Just use it whit the right mouse button clicked makes it a killing machine whit small ranges when kept firingMariospeedwagen wrote:
Undeployed: make the ARs extremely inaccurate.
Ever tried looking through a scope and walking/moving at the same time? Its allmost impossible to keep the scope correctly alingedStuTika wrote:The current AR is not overpowered. It has realistic capabilities - if a squad is caught unawares by an MG then it's perfectly reasonable that they will all get mown down.
All I want is for the sights to be useable when undeployed - these are modern infantry LMGs, they can be used without resting the bipod on something.
Stu.