Re: Ask the [Dev]s a (?)
Posted: 2012-12-04 13:11
Hey Devs,
I got a few questions about the current and upcoming MGs;
1., Will the USMC get the M240G version of the gun, or they have to do with the army or british/canadian type?
2., How will the new MMG/GPMG affect gameplay, in what way are they going to be different from the current AR class?
From the first devcast [1:20-1:40] and the pkm/m240b animations video it seems they'll have no extra "portable" slot -- the weapon apparently deploys when aiming down the sight, with no possibilty to fire without doing that -- is that an MMG-only thing or the whole AR/MG logic has been rethought?
4., How are you going to handle factions which have no LMGs/ARs/SAWs in their TO&E only MMG/GPMGs in western terminology? [i.e. Russians]
I don't think the RPK is as widespread as the PKM -- I don't even recall seeing pictures of russian soldiers with RPKs in real fighting zones
3., How are you going to handle factions which have no proper/army-issue scope for their MGs?
I'm specifically thinking about the russian PKMs -- they have no standard issue scopes, and I REALLY hope it is not going to be picatinny railified. AFAIK the Pecheneg has a standard scope but no model for the weapon exists for the mod as far as current public information permits
4., Speaking of rails -- are you going to remove the rails from the MG3?
It looks like a "sci-fi'd"/forcedly modernised weapon from a call of duty game, and no such config exists in real-life. This way also the unreal ELCAN accessory could be removed. The only standard scope is mounted on the unportable lafette tripod, to be used in conjuction the weapon. Hope the influence of the modern warfare series worn off by now...
(Yeah, I have seen pics of mg3s with elcan, but how widespread is that to faciliate the scoped version ingame? Were they custom-made or properly issued modifications? Anyway, they were not mounted on rails so the question remains valid)
5., MG3 rate of fire -- are you going to have the proper 1200 rpm instead of the current 900 (as appears in the tweak file)?
The majority of internet sources shows the former rate of fire. I remember something about hardcoded rpm maxs, but also, if I remember correctly, the Forgotten Hope 2 team bypassed this problem for their MG42, by having a slower rate fire but firing more bullets at a time (similar to a shotgun in game logic)
6., M249 rate of fire
Currently it has 900 rpm [source: tweak file]. According to fas.org the normal rate of fire is 750, with a switch for higher rate (1000) only authorized when the normal rate is degraded because of field conditions. The latter switch was omitted in the PIP version (leaving the 750 rpm) -- currently ingame. What does the military expert pr consultants say about this?
Cheers.
I got a few questions about the current and upcoming MGs;
1., Will the USMC get the M240G version of the gun, or they have to do with the army or british/canadian type?
2., How will the new MMG/GPMG affect gameplay, in what way are they going to be different from the current AR class?
From the first devcast [1:20-1:40] and the pkm/m240b animations video it seems they'll have no extra "portable" slot -- the weapon apparently deploys when aiming down the sight, with no possibilty to fire without doing that -- is that an MMG-only thing or the whole AR/MG logic has been rethought?
4., How are you going to handle factions which have no LMGs/ARs/SAWs in their TO&E only MMG/GPMGs in western terminology? [i.e. Russians]
I don't think the RPK is as widespread as the PKM -- I don't even recall seeing pictures of russian soldiers with RPKs in real fighting zones
3., How are you going to handle factions which have no proper/army-issue scope for their MGs?
I'm specifically thinking about the russian PKMs -- they have no standard issue scopes, and I REALLY hope it is not going to be picatinny railified. AFAIK the Pecheneg has a standard scope but no model for the weapon exists for the mod as far as current public information permits
4., Speaking of rails -- are you going to remove the rails from the MG3?
It looks like a "sci-fi'd"/forcedly modernised weapon from a call of duty game, and no such config exists in real-life. This way also the unreal ELCAN accessory could be removed. The only standard scope is mounted on the unportable lafette tripod, to be used in conjuction the weapon. Hope the influence of the modern warfare series worn off by now...
(Yeah, I have seen pics of mg3s with elcan, but how widespread is that to faciliate the scoped version ingame? Were they custom-made or properly issued modifications? Anyway, they were not mounted on rails so the question remains valid)
5., MG3 rate of fire -- are you going to have the proper 1200 rpm instead of the current 900 (as appears in the tweak file)?
The majority of internet sources shows the former rate of fire. I remember something about hardcoded rpm maxs, but also, if I remember correctly, the Forgotten Hope 2 team bypassed this problem for their MG42, by having a slower rate fire but firing more bullets at a time (similar to a shotgun in game logic)
6., M249 rate of fire
Currently it has 900 rpm [source: tweak file]. According to fas.org the normal rate of fire is 750, with a switch for higher rate (1000) only authorized when the normal rate is degraded because of field conditions. The latter switch was omitted in the PIP version (leaving the 750 rpm) -- currently ingame. What does the military expert pr consultants say about this?
Cheers.
