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Re: Increase Technical .50 deviation.

Posted: 2011-04-11 22:34
by Rudd
+ While using the crows hammer (word-joke) ive noticed some deviation on the M2 on kokan, spread is about 6-7 meters at about max wiev distance -50 meters or so, but thats the only thing i could notice, and ive killed over 35 people, which is ridiculous, i think that the crows is ridiculously op not the M2/KsvK
the zoom makes you see it more, and I don't think all rounds are tracers either, so gotta take that in to account.

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 22:45
by General Dragosh
[R-DEV]Rudd wrote:the zoom makes you see it more, and I don't think all rounds are tracers either, so gotta take that in to account.
I reckon its every 5th round or so, the crows to my though is too easy to use, too easy to "turn, shoot ect."

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 23:00
by Robert-The-Bruce
General Dragosh wrote:I reckon its every 5th round or so, the crows to my though is too easy to use, too easy to "turn, shoot ect."
isn't that pretty much what the system is designed for? Not exposing the gunner, easy use, more like a point and click adventure?

Staying on topic though, I think the technicals weapons are absolutely fine, the main problem with it is that it's sometimes rediculously hard to kill any passenger(but especially the .50 gunner) I really don't want to know how many 1000 rounds from my Minimi have bounced off that invisible shield.

I really do hope a model where this isn't a problem is soon to be released.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 00:24
by General Dragosh
Robert-The-Bruce wrote:isn't that pretty much what the system is designed for? Not exposing the gunner, easy use, more like a point and click adventure?

Yeah, i saw the CROWS pictures and see that it uses a JOYSTICK, which isnt as accurate and fast as a computer mouse, i have nothing against the most + sides of the crows system other than the "its too easy to use" in the game, IRL it would be much harder to use if you compare it to a mouse on a PC as a example

Didnt notice its that hard to kill the gunners on the techincals, since i rarely play BLUFOR on insurgency

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 08:02
by ComradeHX
Haji with a Handgun wrote:That aside, do you have any idea what it would do to gameplay? Techies are hit and run vehicles, not park and shoot.
It does not even take a second to stop and there is no added deviation from movement.

So...still hit and run; except that you cannot hit/run at the same time(a bit unrealistic because it is very difficult to hit something from a fast-moving vehicle even when I sit down and aim with an AK(vehicle movement-not a problem; not-so-flat-road = problem).

A heavy deviation while moving is also good.
Haji with a Handgun wrote:So you're telling me you wouldn't do a drive by on a Humvee or an exposed squad? The .50 is fine as it is, besides maybe giving it a little bit of deviation and messing with its swivel.
A drive-by is actually more difficult without any deviation on the 50cal because of its rate of fire(not that fast) and having to aim for people in different places; if people are forced to stop the vehicle to shoot, they will have an easier time aiming AND the infidels getting shot will have a chance of retaliation(however little it is). I kept telling my driver to slow down because he drives by right past the enemy from a extremely close distance that I could not kill everything before he drives away 1s later at full speed.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 09:29
by Arc_Shielder
ComradeHX wrote: A drive-by is actually more difficult without any deviation on the 50cal because of its rate of fire(not that fast) and having to aim for people in different places; if people are forced to stop the vehicle to shoot, they will have an easier time aiming AND the infidels getting shot will have a chance of retaliation(however little it is). I kept telling my driver to slow down because he drives by right past the enemy from a extremely close distance that I could not kill everything before he drives away 1s later at full speed.
I agree, it really pisses me off sometimes how people think it's the best way.

I still remember when in Gaza a few days ago, my SL screamed "im going flash, light em up!", turned the building at high speed and the enemies were literally 1 meter far from me. Regardless of the high speed, I got killed and wasn't able to shoot anyone.
If he just parked the techie at the corner for me to peek with the .50 cal I would of been far more successful.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 11:38
by ryan d ale
All I want to say is that if you want to make the techy less agile then that is fine.

If you want to increase deviation then so be it for every .50 cal.

You're all complaining like people don't solo humvees and like humvees aren't just as or more accurate.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 13:13
by Mikemonster
The techie does have deviation, enough to not instantly kill the driver of a Land Rover at 300m (max view distance) on Basrah.

On Basrah (my favourite map), the Techies are the only things that stop BluFor royally taking the piss with not having to protect assets like Logi trucks. Even with techies, those trucks seem to just roll accross the map without a care in the world.

I like .50's the way they are. As it is, it is actually very hard to kill a squad of 6 men with it because the deviation is too large to get a first-shot kill, but too small to use the gun as a shotgun.

Also, the limiting factor in the .50 is the fact that it overheats so easily. I.e. leave deviation etc alone, because it is already nerfed.

If it was allowed to fire for longer but had more spread I think it'd be OK.. But loads of things aren't realistic in PR, no point picking on the Techie.

(Edit: click link in my sig for me vs techie.)

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 15:10
by Psyko
break it down to its basics.

Its a rifle, so it has to shoot like a rifle. its also a fully automatic weapon, so it has to have deviation.
and its heavy rounds, so it needs some recoil. dont know if recoil has been coded to vehicle weapons though.
i could have sworn i heard a dev say that you can either have lateral stability or vertical stability of vehicle guns but having both doesnt work. if the technical had vertical stabilisers (because its apparently stiff to rotate) it would make firing on the move balanced. the idea would be that because your traversing dunes, you could hit things that are medium to long range, but you would have to adjust the rotation manually to make it balanced. allthough forgive me i dont have a sourse about the "stiffness".

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 15:23
by Pronck
It is the one-sided suggestion again, as long as the BLUFOR can't kill the Insurgents without thinking they will make a suggestion to nerve us poor insurgents more. I wonder if the developers will choose their side again, since the humvees won't get nerved while the techies will.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 15:29
by Psyko
ghost-recon wrote:It is the one-sided suggestion again, as long as the BLUFOR can't kill the Insurgents without thinking they will make a suggestion to nerve us poor insurgents more. I wonder if the developers will choose their side again, since the humvees won't get nerved while the techies will.
When sombody is driving the technical, its hard to shoot stuff, i dont get why you wouldnt want stability and an easy flowing way to aim. currently its too loose and frantic.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 15:43
by Pronck
Psykogundam wrote:When sombody is driving the technical, its hard to shoot stuff, i dont get why you wouldnt want stability and an easy flowing way to aim. currently its too loose and frantic.
it is the fact that the humvees wont get changed, while they are still driving around shooting too! And they almost always change the Insurgents' side and never the BLUFOR, and if they change it is not in the Ins favour. That is what bothers me.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 16:00
by Haji with a Handgun
ghost-recon wrote:it is the fact that the humvees wont get changed, while they are still driving around shooting too! And they almost always change the Insurgents' side and never the BLUFOR, and if they change it is not in the Ins favour. That is what bothers me.
I agree completely.
General Dragosh wrote: First. Its a machinegun
Second. No they'r not
He was saying its accuracy is so perfect its pretty much an automatic sniper rifle.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 16:02
by Haji with a Handgun
Whoops. Delete this post.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 16:34
by cyberzomby
But like I said earlier, because they are automatic snipers (the AR's where called this when they got announced in there current form) people fear them and act accordingly.

If you change the deviation you get soldiers walking out of cover to kill off the .50 gunner instead of being surpressed and scared. Less fear of dying is a bad thing imo.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 18:39
by Lucke189
At least the crow humvee can be insanely dangerous with it's sniperlike scope and zero deviation.
I think it should be tweaked.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 19:15
by Psyko
ghost-recon wrote:it is the fact that the humvees wont get changed, while they are still driving around shooting too! And they almost always change the Insurgents' side and never the BLUFOR, and if they change it is not in the Ins favour. That is what bothers me.
i dont disagree. but what your saying works as well backwards as it does fawards. for example, if the RPGs were changed, do all the tanks get changed too?

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 19:23
by Rudd
ghost-recon wrote:it is the fact that the humvees wont get changed, while they are still driving around shooting too! And they almost always change the Insurgents' side and never the BLUFOR, and if they change it is not in the Ins favour. That is what bothers me.
I already posted that whatever changes are made to the ins 50cal will be made to all 50cals taking in to account different mechanisms used for each 50cal.

Off the top of my head, though I've have to check references, I imagine that the ins 50cal could have a good speed, but low acceleration and decceleration, the hummer 50cal uses either a gas assist or a mechanical assist afaik, so it could be slower to turn, but has a fast accelerate and deccelerate.

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 19:27
by General Dragosh
Psykogundam wrote:i dont disagree. but what your saying works as well backwards as it does fawards. for example, if the RPGs were changed, do all the tanks get changed too?
Puh, where to begin =D

Techie = the gun is mounted on a tripod stick thing, so you only move the gun on its own axis (correct ?) which is easy to do

HUMVE(or similar vehicles with a circular moving mount, i hope i described this good) = You yourself move around your own axis and you use your own strength to move the gun arround you, which is really much harder, ive sat in a vehicle that has that type of mount and it requires some effort to spin it too

Now as far as the M2 and KsvK are concernded they should have some deviation, and crows needs that too cause its not a sniper, its a gun platform that doesent expose the gunner, and it should be much harder to reaload as well than a regular humvee

My thoughts atm =)

Re: Increase Technical .50 deviation.

Posted: 2011-04-12 19:59
by Mikemonster
Is this a gameplay argument or a realism argument? It seems to be both, but in reality it's only a gameplay one.

Can someone who has 'had a go' on both of them comment? I believe that .50's are slightly less lethal in PR than in RL, so that's the way they should stay. But I have the privelege of never having to ever use one.