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Remove warm up time on HMGs
Posted: 2009-05-01 06:51
by badmojo420
For the stationary HMGs you build around firebases. And ones that are mapper placed. I can't see any reason to keep the delay. Maybe not instant, but 2-3s to ready the weapon would be enough.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 07:03
by rampo
dont remove, reduce.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 07:07
by eenis
yes reduce, got my support.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 08:11
by markonymous
isn't it like 3 sec already? at least on the vehicles like HMMWVs and Landrovers it is i think.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 09:38
by arthuro12
markonymous wrote:isn't it like 3 sec already? at least on the vehicles like HMMWVs and Landrovers it is i think.
its like 30 seconds D:
Re: Remove warm up time on HMGs
Posted: 2009-05-01 09:43
by Spaz
arthuro12 wrote:its like 30 seconds D:
No, no its not. I think it is about 3 sec to be honest.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 09:51
by Qaiex
The ones in firebases sure, the machine guns on vehicles, never.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 10:30
by badmojo420
Deployed HMG - 8 seconds
Static HMG - 8 seconds
Deployed AA - 20 seconds
AA Emplacement - 10 seconds
TOW Emplacement - 20 seconds
I would like to see all of these cut down to 1-3 seconds.
It's not like any of these move, and it takes team work to build 2, and the other 3 are only seen around main bases. Also the fact that there's no way to use your binoculars while on them.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 10:38
by master of the templars
and how long would it really take to climb onto one?
about 3-5 second i think.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 10:40
by Alex6714
Except the AA, that would be very spammy, as powerful as it is, just hearing a heli and thinking "oh, better pop in now". Tbh you should be dedicated to it, not pop in when you feel like it for the win button. Same with HMGs really thinking about it.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 10:54
by cyberzomby
Alex6714 wrote:Except the AA, that would be very spammy, as powerful as it is, just hearing a heli and thinking "oh, better pop in now". Tbh you should be dedicated to it, not pop in when you feel like it for the win button. Same with HMGs really thinking about it.
yep. would become to easy to take down aircraft!
Re: Remove warm up time on HMGs
Posted: 2009-05-01 10:56
by master of the templars
Alex6714 wrote:Except the AA, that would be very spammy, as powerful as it is, just hearing a heli and thinking "oh, better pop in now". Tbh you should be dedicated to it, not pop in when you feel like it for the win button. Same with HMGs really thinking about it.
yeah that sounds a bit to realistic?
It should depend on how long it would take for that sort of system to be usable in real life.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:21
by W4lt3r89
The tank turret's cupola HMG needs little fixing, because if the turret is warming up and 3rd person hops to the MG, he cant turn the mg until the turret itself is warmed up.
Are they tied to same warm up node or what? :s
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:23
by =Romagnolo=
I agree with the reducing the time idea.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:29
by Valtasar
I too support the reducing idea.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:30
by rampo
no i think its over 3 secs, but lets face it. how long does it take you to remove safety, **** the weapon and aim?
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:30
by Alex6714
master of the templars wrote:yeah that sounds a bit to realistic?
It should depend on how long it would take for that sort of system to be usable in real life.
True, but so should everything in that case. Ie, no 5 second wait between hellfires and many other things. But stingers do take a while to set up iirc.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:41
by Singularity
yeah, reduce it.
I always need to ask my one of squad member to stay on the HMG to keep it work,
otherwise when the enemy found us. We can't use the HMG to defend the line.
Because when the enemy see us, then you send a man to use it.
They can kill him easily. Made it useless.
Maybe we don't use so much time on preparing the HMG in reality.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 13:49
by cyberzomby
master of the templars wrote:yeah that sounds a bit to realistic?
It should depend on how long it would take for that sort of system to be usable in real life.
Dont forget that we still have (fun, even) gameplay to be concerned with as well.
Re: Remove warm up time on HMGs
Posted: 2009-05-01 14:59
by Sir.Grossi
Don't Agree! Leave it as it is!
When used correctly the assets are very powerful!
IMO Reducing the time would lead to increased single manning
of multiple assests.
