M-16, LMG, Explosive, undergrowth tweaking
Posted: 2007-07-27 00:44
Has anyone else noticed how feeble the M-16 is ATM? I appreciate it's an old gun up against some cutting-edge competitors, but it's a real liability. First kill I make, I try to grab a different gun, as it really unbalances the gameplay.
No scope, no full-auto, massive recoil on the TRB, lame damage.
"Reality" arguments taken into account, the M16A2 being limited to TRB was to aid accuracy. M16s in 'nam originally had full-auto fire, until experience showed that only the first three rounds fired on auto tended to hit.
As for gameplay arguments: To balance the M16 out and make up for the lack of a scope, it really needs significantly less recoil on the TRB so that all three shots hit a target at medium range. At present it is easier to do short bursts on full-auto with other iron-sights and kill than it is to hit people with an M16. The horizontal recoil is impossible to counter in a TRB, which often guarantees two or three of the shots miss, and the vertical recoil is just ridiculous.
Ideally the M16 should kill out-right in three rounds under pretty much any circumstance (well, not hits on the toes maybe, but you know), allowing a kill in a TRB. Then maybe people would be able to go toe-to-toe with the more powerful weaponry.
It is ridiculous that I can get 4 shots on an enemy sniper with the M16 and they survive.
Support LMGs:
The reason they are useless is two-fold:
1. You need to be prone to use them, which guarantees an obscured FOV in grass, not to mention the other obvious drawbacks of impaired mobility, etc.
2. Lame zoom, which guarantees you get picked off before you're in a position to return fire.
The former is unavoidable, the whole point of them is they use bipods to steady them. However, "realism" aside, these drawbacks need to be countered for the sake of playability.
Now, short of beefing up the zoom so they can compete with the assault rifles, or making them hyper-accurate, the only solutions I could propose would be a combination of: Reducing the recoil (while prone), increasing the conefire (retrograde, I know, but bear with me), and significantly increasing the ROF.
Make it so that supressive fire is lethal because it fires so much lead into a given area, if there's a head popped up in that area, one of the bullets will hit it. The epitome of "spray and pray".
You can then mix it up in different ways using the variables "ammo quantity" / "ROF" / "over-heating" and accuracy.
Make the PKM have higher zoom (comparable to some of the ARs), higher base deviation, heavy damage (comparable to the GL because of the heavy slugs it uses), but low RoF. Make it so small controlled bursts are needed, whereas full-auto is possible, but not 100% effective.
Chinese weapon has average deviation, low recoil, low over-heating, average RoF but also low ammo clips, so has to reload more often and for longer. Make it so you can pump a lot of lead into a tight area, but also have long reloads to give the enemy chance to return fire if your squad don't take over.
SAW has hyper-fast ROF, wide base dev (really low fire dev), low damage per shot, average over-heating, very high ammo count. Make it so that it fills are wide area with so much lead that anyone sticking their head up is liable to get splattered. The high ROF makes up for the relatively low damage per bullet, and the large clip size offsets this.
That's how I'd like to see it implemented at least.
Explosives:
With only 1 C4 pack in a kit, it really needs to be an insta-kill on tanks. It's already hard enough to get close to one as it is, what with their totally insane sniping that goes on at the moment (I get hit by tanks I can barely see scoped!) - it should at least be a guaranteed kill. Ditto with SLAMs - a single SF should be able to pop a tank, even if it takes all the SLAMs in his inventory to do so.
Undergrowth and fogging:
I have a sweet rig (check my xFire profile), and run BF2 (and consequently, PR) with all the settings set to max. This means that when there's grass or plants, there's LOADS of them. If I am prone in a field, I can't see squad, nothing, nada, zip. In BF2, low detail settings meant less grass, which means easier to see people prone in grass, and easier to see through the grass while prone. Either this has carried on into PR, and I am at an incredible disadvantage despite having superior hardware, or there's a bunch of freaking cheats, as I can go prone in a field after me and an enemy see each other, and yet he can pin-point me with his shots while I can't see a damned thing.
Similarly, I can get sniped by tanks, AA, LAVs, etc from miles away when they are barely visible due to fogging. I have my visible distance set to max, so how the hell a vehicle with no zoom whatsoever can pinpoint me when I can barely see them with a marksman kit zoomed in is beyond me. I'm loathe to be paranoid about reds (cheats) under the beds, but a high-contrast skin-hack would explain a lot... That or take a look at these vehicle's deviation.
Squad rally points:
I like the new requirement to have other SMs present to drop a rally, but the chances of getting three random people out of 5 possible squadmates to fall into line and help is often slim on the public servers I play on. They want to run towards the front lines, or go off and use their limited kits, not hang around next to the squad leader while he moves into a suitably out-of-the-way place to drop a rally. I think "number of people in the squad -2" rather than "minimum of 3+ Leader" would be preferable, so that a 4 man squad wouldn't need EVERYONE in the squad to drop a rally. One obstinate player can totally ruin the rhythm of a round and waste valuable time early on.
Squad rally points for those who don't have them:
Insurgents really need some alternative to rally points that are viable. While I really like defending and destroying supply caches in "insurgency" - I really hate having to walk miles and miles and miles to the front line every death because we can't build bunkers at flags (no commander) and have no rallies. Something like the Battlefield Vietnam "tunnel network" would be good (hey, civs have already got the shovels to deploy it, right?), or even just random-spawns that are similar to "supply caches" but work like pre-placed rallies would be good. I'm not asking for them to have limited / pick-up kit options, to resupply, or anything like that, just that I don't want to spend 5 minutes sprinting across the map only to be sniped by someone I can't see because I only have an unscoped AK to shoot back with. Spending 20 mins crawling the same distance just to get sniped again the second my head goes over a bump just isn't fun, no matter how you slice it.
No scope, no full-auto, massive recoil on the TRB, lame damage.
"Reality" arguments taken into account, the M16A2 being limited to TRB was to aid accuracy. M16s in 'nam originally had full-auto fire, until experience showed that only the first three rounds fired on auto tended to hit.
As for gameplay arguments: To balance the M16 out and make up for the lack of a scope, it really needs significantly less recoil on the TRB so that all three shots hit a target at medium range. At present it is easier to do short bursts on full-auto with other iron-sights and kill than it is to hit people with an M16. The horizontal recoil is impossible to counter in a TRB, which often guarantees two or three of the shots miss, and the vertical recoil is just ridiculous.
Ideally the M16 should kill out-right in three rounds under pretty much any circumstance (well, not hits on the toes maybe, but you know), allowing a kill in a TRB. Then maybe people would be able to go toe-to-toe with the more powerful weaponry.
It is ridiculous that I can get 4 shots on an enemy sniper with the M16 and they survive.
Support LMGs:
The reason they are useless is two-fold:
1. You need to be prone to use them, which guarantees an obscured FOV in grass, not to mention the other obvious drawbacks of impaired mobility, etc.
2. Lame zoom, which guarantees you get picked off before you're in a position to return fire.
The former is unavoidable, the whole point of them is they use bipods to steady them. However, "realism" aside, these drawbacks need to be countered for the sake of playability.
Now, short of beefing up the zoom so they can compete with the assault rifles, or making them hyper-accurate, the only solutions I could propose would be a combination of: Reducing the recoil (while prone), increasing the conefire (retrograde, I know, but bear with me), and significantly increasing the ROF.
Make it so that supressive fire is lethal because it fires so much lead into a given area, if there's a head popped up in that area, one of the bullets will hit it. The epitome of "spray and pray".
You can then mix it up in different ways using the variables "ammo quantity" / "ROF" / "over-heating" and accuracy.
Make the PKM have higher zoom (comparable to some of the ARs), higher base deviation, heavy damage (comparable to the GL because of the heavy slugs it uses), but low RoF. Make it so small controlled bursts are needed, whereas full-auto is possible, but not 100% effective.
Chinese weapon has average deviation, low recoil, low over-heating, average RoF but also low ammo clips, so has to reload more often and for longer. Make it so you can pump a lot of lead into a tight area, but also have long reloads to give the enemy chance to return fire if your squad don't take over.
SAW has hyper-fast ROF, wide base dev (really low fire dev), low damage per shot, average over-heating, very high ammo count. Make it so that it fills are wide area with so much lead that anyone sticking their head up is liable to get splattered. The high ROF makes up for the relatively low damage per bullet, and the large clip size offsets this.
That's how I'd like to see it implemented at least.
Explosives:
With only 1 C4 pack in a kit, it really needs to be an insta-kill on tanks. It's already hard enough to get close to one as it is, what with their totally insane sniping that goes on at the moment (I get hit by tanks I can barely see scoped!) - it should at least be a guaranteed kill. Ditto with SLAMs - a single SF should be able to pop a tank, even if it takes all the SLAMs in his inventory to do so.
Undergrowth and fogging:
I have a sweet rig (check my xFire profile), and run BF2 (and consequently, PR) with all the settings set to max. This means that when there's grass or plants, there's LOADS of them. If I am prone in a field, I can't see squad, nothing, nada, zip. In BF2, low detail settings meant less grass, which means easier to see people prone in grass, and easier to see through the grass while prone. Either this has carried on into PR, and I am at an incredible disadvantage despite having superior hardware, or there's a bunch of freaking cheats, as I can go prone in a field after me and an enemy see each other, and yet he can pin-point me with his shots while I can't see a damned thing.
Similarly, I can get sniped by tanks, AA, LAVs, etc from miles away when they are barely visible due to fogging. I have my visible distance set to max, so how the hell a vehicle with no zoom whatsoever can pinpoint me when I can barely see them with a marksman kit zoomed in is beyond me. I'm loathe to be paranoid about reds (cheats) under the beds, but a high-contrast skin-hack would explain a lot... That or take a look at these vehicle's deviation.
Squad rally points:
I like the new requirement to have other SMs present to drop a rally, but the chances of getting three random people out of 5 possible squadmates to fall into line and help is often slim on the public servers I play on. They want to run towards the front lines, or go off and use their limited kits, not hang around next to the squad leader while he moves into a suitably out-of-the-way place to drop a rally. I think "number of people in the squad -2" rather than "minimum of 3+ Leader" would be preferable, so that a 4 man squad wouldn't need EVERYONE in the squad to drop a rally. One obstinate player can totally ruin the rhythm of a round and waste valuable time early on.
Squad rally points for those who don't have them:
Insurgents really need some alternative to rally points that are viable. While I really like defending and destroying supply caches in "insurgency" - I really hate having to walk miles and miles and miles to the front line every death because we can't build bunkers at flags (no commander) and have no rallies. Something like the Battlefield Vietnam "tunnel network" would be good (hey, civs have already got the shovels to deploy it, right?), or even just random-spawns that are similar to "supply caches" but work like pre-placed rallies would be good. I'm not asking for them to have limited / pick-up kit options, to resupply, or anything like that, just that I don't want to spend 5 minutes sprinting across the map only to be sniped by someone I can't see because I only have an unscoped AK to shoot back with. Spending 20 mins crawling the same distance just to get sniped again the second my head goes over a bump just isn't fun, no matter how you slice it.