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Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-05 23:46
by M_Striker
1. Good job with the way the machine guns work. It looks very pretty. The only large problem I see, is the way the deployed mode works. The recoil is NON existence. I have fired a 7.62 mm machine gun (the Bren gun) and that thing still has quite a bit of recoil with the bipod. I mean.. If ur supposed to be screwing down the bipod on the ground ur resting the gun on... fine no recoil. But no recoil, with just resting it on the ground? it just looks and will feel ridiculous.
2. Iron Sights need to be smaller. especially on the M16. They are smaller than the last version, but they are still far too big.
3. I would really love it, if when you sprinted, the whole screen shakes, like when pulling out your weapon. Your head sways from left to right. I think it would add immersion, and reduce the amount of sprinting one does.
Thanks.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-05 23:55
by Fluffywuffy
It does have recoil. Its just the recoil blows back and not up.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-05 23:56
by FuzzySquirrel
Isn't the bren a WWII gun?
Anyway the M249 Saw fires the 5.56mm round. Not 7.62 As for the other ones IDK. 'Cept the PKM I know that's a 7.62mm
The other two I agree with.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 00:07
by DeltaFart
M_Striker wrote:1. Good job with the way the machine guns work. It looks very pretty. The only large problem I see, is the way the deployed mode works. The recoil is NON existence. I have fired a 7.62 mm machine gun (the Bren gun) and that thing still has quite a bit of recoil with the bipod. I mean.. If ur supposed to be screwing down the bipod on the ground ur resting the gun on... fine no recoil. But no recoil, with just resting it on the ground? it just looks and will feel ridiculous.
2. Iron Sights need to be smaller. especially on the M16. They are smaller than the last version, but they are still far too big.
3. I would really love it, if when you sprinted, the whole screen shakes, like when pulling out your weapon. Your head sways from left to right. I think it would add immersion, and reduce the amount of sprinting one does.
Thanks.
When you're lying on the ground with bipod the recoil is going directly back. it is spread out
The AR15 series sights have been given the CQB sights, since the long range ones are just too damn small for model and shooting. If you use it, itll be like how people complained in .8 with the deviation
Its been considered, don't remember how it ended
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 01:55
by M_Striker
yeah, I've fired the Ar15 and that is what I'm referring to. But if the sights are large in real life then sure.
Also the Bren is world war 2 but that doesn't mean anything... really. Thanks for answering my question about the recoil, I understand that the recoil is pushing back and not up, but the bakwards motion on the SAW, or and ESPECIALLY the "RPK" is so hard to notice, it's not even there.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 02:06
by GR34
Bren is .303 or 30-06 not 7.62mm
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 02:09
by Warpig-
A bren gun wouldn't even be comparable in terms of recoil to the SAW. It's fine in game the way it is atm
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 03:26
by DeltaFart
Also if you recall, recoil is a fucntion of animations if I recall. Why double the animation folders just for better firing animation
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 04:07
by M_Striker
GR34 wrote:Bren is .303 or 30-06 not 7.62mm
.308 is 7.62 mm... close enough

Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 06:05
by SFOD_F HaXXeD
Right now rounds out of the SAW hit the ground like two feet in front of you while proned sometimes, how is this even possible?
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 06:07
by master of the templars
M_Striker wrote:.308 is 7.62 mm... close enough
Also the Bren cartridge is longer than the AK-47 7.62mm or the PKM 7.62mm so there would be more recoil.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 07:39
by Solid Knight
master of the templars wrote:Also the Bren cartridge is longer than the AK-47 7.62mm or the PKM 7.62mm so there would be more recoil.
I've fired an MG42 which is notorious for recoil and found it to be not that bad. Having a lot of recoil doesn't mean that it can't be managed. Machine guns aren't pinpoint accurate but they aren't going to have a six foot spread ten meters out either.
The AK's recoil is ridiculous. It's a lot in real life compared to the M15 but it is still manageable.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 13:52
by Blakeman
M_Striker wrote:.308 is 7.62 mm... close enough
Not really....
7.62 x 39 = AK-47/AKM intermediate round Short cartridge and around .310
7.62 x 51 = G3/M240G Heavy NATO round with a longer cartridge and .308
7.62 x 54R = PKM/Dragunov/Mosin Heavy Combloc round with a rimmed cartridge, usually .311-.312
7.62 x 25 = Ppsh/Tokarev pistols Pistol and Submachine gun round, very short cartridge usually .310
So saying something is 7.62 is just the general diameter of the bullet, not the actual capacity of the round.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 17:42
by Solid Knight
Blakeman wrote:Not really....
7.62 x 39 = AK-47/AKM intermediate round Short cartridge and around .310
7.62 x 51 = G3/M240G Heavy NATO round with a longer cartridge and .308
7.62 x 54R = PKM/Dragunov/Mosin Heavy Combloc round with a rimmed cartridge, usually .311-.312
7.62 x 25 = Ppsh/Tokarev pistols Pistol and Submachine gun round, very short cartridge usually .310
So saying something is 7.62 is just the general diameter of the bullet, not the actual capacity of the round.
Just like .50 BMG, .50BMR, .50 AE, and .50 Beowulf are completely different rounds with a huge disparity in performance between each of them.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-06 22:48
by Conman51
the head shaking while running is not going to happen..or very unlikley..teh devs said in another thread taht they would have to make new running animations for ALL weapons..its not like make one fits all...so it might not happen
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-07 00:21
by single.shot (nor)
I knew there where a difference between these things, and you made me learn something on a saturday. thx!
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-07 01:43
by RCMoonPie
Recoil and muzzle rise are two different things....I see both being described here interchangably.
What needs to be worked on with the automatic rifleman kits, is the deviation of spray and accuracy in regard to undeployed and deployed modes.
For instance....
Look at the difference when deployed of the sighted and unsighted firing modes.
When the bipod is deployed.....and the weapon isnt sighted....the weapon sprays wildly all over the place allowing you to miss targets at point blank range.
Sight the weapon in......and you have surgical accuracy.
I know from experience...that there isnt much difference while lying prone with the M249 SAW IRL....the modeled/simulated difference in game for sighted and unsighted is grossly inaccurate.
If you think for one second.....the firing mode while deployed should be the same for both sighted and unsighted.
The only thing that should change would be the view....unsighted should be be fired with the view above the barrel...using the tracers to direct fire.
While the sighted view would represent aiming down the sights for more precise accurate firing.(as is currently in game)
Firing in the off-hand position(standing) is fine in game as is I believe.
But the kneeling position should be made more accurate than standing of course.....but less accurate still than the prone position.
Please consider this in future updates.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-07 11:26
by Baal
Why have two firing modes at all? When I shoot from the prone position, I'll automatically use the bipod, otherwise it would make no sense to have it. During combat, the machinegunner will have the bipod unfolded all the time, in most circumstances. I dont want to press "4", when I'm going to the prone position and then press "3" again, when I stand up. Also, you reload the weapon every time, when you switch back from deployed to undeployed, why should anyone do that? Is there a magic connection between the bipod and the feed mechanism, that throws your belt out, when you fold the bipod back in? I really like the PKM, its very good for ambushes. But sometimes its a pain in the ***.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-07 17:58
by martov
thats because people would go prone if they see anyone at 2 feet, and that is not realistic.
Re: Machine Gun recoil NEEDS to be increased (and other things)
Posted: 2008-12-07 23:56
by nedlands1
RCMoonPie wrote:Recoil and muzzle rise are two different things....I see both being described here interchangably.
Hear hear.
RCMoonPie wrote:What needs to be worked on with the automatic rifleman kits, is the deviation of spray and accuracy in regard to undeployed and deployed modes.
For instance....
Look at the difference when deployed of the sighted and unsighted firing modes.
When the bipod is deployed.....and the weapon isnt sighted....the weapon sprays wildly all over the place allowing you to miss targets at point blank range.
Sight the weapon in......and you have surgical accuracy.
I know from experience...that there isnt much difference while lying prone with the M249 SAW IRL....the modeled/simulated difference in game for sighted and unsighted is grossly inaccurate.
Another example of gameplay versus reality decision making. It was felt that this was needed to discourage instaproning in the deployed mode.
Baal wrote:Why have two firing modes at all?
The biggest reason is because you can only change the muzzle climb behaviour between sighted in and not sighted in. With two weapons you get over this problem. It also makes the deviation coding more flexible.