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MGs MGs MGs need help!
Posted: 2007-08-23 20:12
by Armand61685
1) LMGs need to be more deadly. They need to be slightly more accurate. And in order to suppress the enemy effectively, they need to be able to scare the shit out of them. The problem here is that when you fire at the enemy they just listen to the firing, and look for the tracers and pop up and shoot the LMGer straight in the head with no problem. Of course louder bullet piffs and richocets would be better at scaring enemies.
Here is a suggestion. How about we make the LMGs pivoting while prone very SENSITIVE to the movement of your mouse, to reflect the easiness of swiveling the gun on a bipod. So a LMGer can engage targets from one end of his view to the other really quickly.
2) .50 Machine guns on jeeps and such need a beefing too. Their damage is fine but they need to create a LOT of fear and chaos on the receiving end with those huge rounds. Perhaps more violent and dry rock/concrete smacking sounds will make people disoriented and panicked.
Just my .2 cents.
p.s. I love .6 and it's the best version so far. SO MUCH GOOD STUFF!
Posted: 2007-08-23 21:05
by Reddish Red
I'm not too sure the whole "Scaring the Enemies" Thing is going to work in a Computer Game.
Posted: 2007-08-23 21:38
by Bob_Marley
The best way to simulate the "scare" factor (in addition to being lethal and having longer spawn times) is increasing the time/radius of the LSD effect from .50" impacts. The fact that when confronted with a 12.7mm armed viechle most people go prone and attempt to head shot the gunner rather than dive for cover says to me that something isn't quite right.
Posted: 2007-08-23 21:43
by Masaq
It does if the game is being played "properly". When I first started playing PR in 0.3, I generally got killed a lot. I enjoyed shooting people very quickly, but pretty much ignored the fact that they could kill me quickly too.
Now, 18 months on, when I hear rounds popping nearby unless I know *who* they're coming from I generally immediately take cover or concealment until I can find out. No more dashing across streets with a .50 cal hosing at me and "just hoping they miss" - because that way, I die horrendously. Instead I now have a rather good K

ratio on the ABR system, so it must be having *some* effect lol.
Posted: 2007-08-23 21:56
by Jaymz
Armand61685 wrote:1) LMGs need to be more deadly. They need to be slightly more accurate. And in order to suppress the enemy effectively, they need to be able to scare the shit out of them. The problem here is that when you fire at the enemy they just listen to the firing, and look for the tracers and pop up and shoot the LMGer straight in the head with no problem. Of course louder bullet piffs and richocets would be better at scaring enemies.
Here is a suggestion. How about we make the LMGs pivoting while prone very SENSITIVE to the movement of your mouse, to reflect the easiness of swiveling the gun on a bipod. So a LMGer can engage targets from one end of his view to the other really quickly.
2) .50 Machine guns on jeeps and such need a beefing too. Their damage is fine but they need to create a LOT of fear and chaos on the receiving end with those huge rounds. Perhaps more violent and dry rock/concrete smacking sounds will make people disoriented and panicked.
Just my .2 cents.
p.s. I love .6 and it's the best version so far. SO MUCH GOOD STUFF!
You've really hit the nail on head but the reason suppression fire is useless in 0.6 is because
1. The jack-in-the-box rifleman owns all currently
2. Not enough material in BF2 can be penetrated (too many things give you way too much cover)
Myself and loads of devs/testers have been discussing this in TS a lot recently and those were the general conclusions....
Rest assured this is definitely on the hitlist for 0.7

Posted: 2007-08-23 22:02
by BlackwaterEddie
Good to hear, if im putting fire on an enemy position from a PKM, SAW, 50. etc i dont want them rolling around on the floor taking precision shots at me, especially when im stuck in a bloody turret

Posted: 2007-08-23 23:10
by IronTaxi
we may have a way to "fix" this which is just being investigated by some of the more intelligent devs... (ie not the mappers or the sound guy)
Posted: 2007-08-23 23:12
by SethLive!
^

Posted: 2007-08-23 23:35
by PlayPR!
I was thinking of even going to a more extreme, when you get a .50 shooting close to you, you either get the new flashbang vision, or just the screen fades to black.(Simulating the guy closing his eyes in fear, I guess)
Posted: 2007-08-23 23:41
by CAS_117
Just give the LMGs a scope and you'll never be able to get one again

.
Posted: 2007-08-23 23:45
by VipersGhost
Awesome to hear this is being looked at...this next release is going to be a very big deal. I definitely don't worry about the .50 cal hummers...they are just waiting to get headshotted. The minute we hear one, half the team goes "oooh...a free kill somewhere". I personally love the LMG...esp the SAW. It's insanely awesome. Once The rifles aren't as accurate via actual MOA implementation and MAYBE if ever scope wobble...then the engagements will be a little closer. This will bring the LMG back into play. I know some LMG have scopes on them as well IRL(paras)...not sure if those will make it into the game though.
Posted: 2007-08-24 01:17
by Armand61685
We musn't nerf the scoped rifles because they are realistic, but we have to somehow create a more realistic and psychological and physical response to MG fire. Have any of you played Company of heroes? It's a pretty good WWII RTS game where when a sqaud is taking MG fire the whole squad is PINNED and rendered USELESS unless supported by a flanking squad elsewhere.
MGs are supposed to be mini-tanks (in a firepower sense) in terms of land domination and they are so supposed to RULE regular infantry. Their disadvantage is that they are LIMITED in numbers, and can be FLANKABLE. I think that's are how MGs are engaged for the most part--save for snipers in the woods somewhere far off.
Note: I do love the tracers though because they allow MGers to not have to aim with their scopes. You just follow where the tracers are going.
Posted: 2007-08-24 05:09
by VipersGhost
Armand61685 wrote:We musn't nerf the scoped rifles because they are realistic.
The rifles right now aren't realistic. MOA (Minute of Angle) is the realistic deviation present on every gun that is independent of the shooter. Basically if you strapped a gun into a super vise and fired it...it wouldn't go exactly were you pointed. The M16's vary in MOA but are around 3-5 MOA. That means if your M16 is a 4 MOA gun, at a 100 yds it would create a pattern of bullets that are within a 4 inch RADIUS. At 200 yds...8 inch radius and so forth. This is if the gun was benched,(vised) in. Sniper rifles have less an 1 MOA's obviously. This is something thats possible to do in PR and I'm all for having the rifles as realistic as possible. If MOA was present then there wouldn't be as many insta-headshots at 200+ meters. This would bring the fighting in a little bit...thus giving more power to the LMG's. Google MOA's and you will understand it better....it's clearly not nerfing and completely realistic.
Posted: 2007-08-24 10:40
by BlackwaterEddie
With the introduction of scopes the LMG lost all the power it had really.
Posted: 2007-08-24 10:57
by mrmong
it would be cool if there was a cone of fire thing added for a second or two when aiming after moving.. something simular to aiming the grenade launcher where you have to wait, but obviously not a crazy deviation and not for too long.
Posted: 2007-08-24 12:45
by El_Vikingo
Increase bullet crack sound (Back to the v0.4) would be good.
Posted: 2007-08-24 13:59
by Berry[13thmeu]
Armand61685 wrote:1) LMGs need to be more deadly. They need to be slightly more accurate. And in order to suppress the enemy effectively, they need to be able to scare the shit out of them. The problem here is that when you fire at the enemy they just listen to the firing, and look for the tracers and pop up and shoot the LMGer straight in the head with no problem. Of course louder bullet piffs and richocets would be better at scaring enemies.
Here is a suggestion. How about we make the LMGs pivoting while prone very SENSITIVE to the movement of your mouse, to reflect the easiness of swiveling the gun on a bipod. So a LMGer can engage targets from one end of his view to the other really quickly.
2) .50 Machine guns on jeeps and such need a beefing too. Their damage is fine but they need to create a LOT of fear and chaos on the receiving end with those huge rounds. Perhaps more violent and dry rock/concrete smacking sounds will make people disoriented and panicked.
Just my .2 cents.
p.s. I love .6 and it's the best version so far. SO MUCH GOOD STUFF!
Personally I think this problem exsists with all the weapons, there isnt enough of a penalty for dieing in PR and so people arent afraid of getting shot.
Posted: 2007-08-24 14:31
by ZaZZo
'Berry[13thmeu wrote:;467237']Personally I think this problem exsists with all the weapons, there isnt enough of a penalty for dieing in PR and so people arent afraid of getting shot.
I'm afraid of getting shot, I hate getting shot. I call people names when I get shot (in my head). Woulnd't help to add more penalty imo

Posted: 2007-08-24 16:33
by AnRK
Yeah depending on the situation in can be a right ballache.
It's been asked before but what was the verdict on scoped MGs?
Posted: 2007-08-24 17:39
by BlackwaterEddie
Scoped LMGs are in use, a friend of mine who recently returned from Iraq showed me a few pictures of his "kit", namely a SAW with a SUSAT on the top, but obviously this wouldnt be good for PR, the engagement limits in PR dont warrant such a thing, although, now that every 2nd person on a team is running around with a scoped rifle, it would seem logical to give people a scope for the LMGs, they seem to be close combat weapons only now, which is a shame.