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Increase Technical .50 deviation.

Posted: 2011-04-10 08:54
by dtacs
Situation

Currently the technical (techy) is a true force to be reckoned with. It has not only the ability to carry a whole squad, but is one of the fastest and most agile land vehicles in the game bar the BRDM and Chinese WZ551. It is the only vehicle in the game that can climb a hill almost double its height, with an angle a few degrees away from being considered a cliff face. But more importantly, the DSHk (.50) is an extremely potent weapon which can snipe infantrymen with under a dozen rounds from extreme range, take on APC's with the ability to track a Stryker, and fire accurately regardless of terrain conditions and movement.

Problem

This is unrealistic for the following reasons:
  • The mounting on the technical cannot be relied on to get such accurate groupings, as the technical itself is a highly unconventional vehicle which for some reason - has excellent engineering standards for its construction. There is no consideration given to quality of the mount, which can some how handle the massive recoil of the .50 round.
  • Even going well over 50km/h, the gunner has the ability to aim the weapon (despite weighing 34kg), more accurately than a rifle, and swivel around with god-like dexterity.
  • To have such a weapon more dangerous than a whole infantry squad offered to such an unconventional force is ludicrous. The nature of Insurgents is already focused on defending and repelling onslaughts of BLUFOR troops, the weapon should be retained for short range options, with a hit and run ability, not sitting on a hilltop sniping people and vehicles from hundreds of meters without any form of fire adjustment needed.
Solution

As someone who strongly enforces the need for Insurgents to have more of an upper hand in the current iteration of PR, this suggestion may very well seem hypocritical, however this is something that needs to be addressed due to its lack of realism and gamey dynamic.

As such I propose a drastic increase to the deviation on the technical's .50, and even the removal or reduction to the iron-sights zoom. This would not only give the BLUFOR more of a chance to fight back against them when trying to engage from such long range, but will encourage the unconventional factions to get more close and personal when using hit and run maneuvers.

Open to criticism, further development and healthy debate.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 15:42
by rushn
I find it actually hard to shoot from technical especially that you do not have a chicken shield or any armor surrounding you

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 15:54
by Nebsif
^Naw, last time I played op.archer soloing a techy I had like 25/2 KD.. shooting at pixels smaller than the front sight of my .50cal (nothing to be real proud of, just proves dtacs is rite)

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 16:03
by Rudd
I agree the techie is much too easy to get around in, however a community member is working on new techies, so I'm gonna consider that issue tabled til he's finished.

Last night my squad was killed by 2 solo techies, which sucked a bit. But did my squad have AT, nope, did my squad have APC support? nope...

no1 was manning the strykers, so my squad took one to use as a 4 man dismount team, from then on WE were killing techies all over the place.

I don't agree with adding more deviation, however it would make sense to me to decrease both the acceleration of the swivel, and the deceleration, which would make aquiring small targets harder. Beyond that, I LIKE that 50cals pwn...cuz they do, cuz they are 50cals.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 16:23
by AquaticPenguin
I think something similar to the recoil on the LMGs would be good for vehicles. The SAW becomes innaccurate after the first shot because the recoil throws it off, meaning you have to fire in bursts to keep it accurate, and I reckon a very slight shake to the .50s would mean they wouldn't acts like fully auto snipers, or make the deviation rise rapidly making each shot on auto progressively more inaccurate, but make the deviation also drop rapidly if they stop firing briefly, encouraging firing in bursts.

edit:
Also I believe people use technicals badly in-game. The way I always use them is to place them in cover and ambush passing humvees/helis and then relocate before they can turn to fire. The way everyone else seems to use them is as an offensive weapon to fight head on with the enemy, and personally I don't believe that they should be used in such a conventional manner

I think if you dramatically reduce the amount of hits a techy can take from .50 cals, and add some slight deviation/shake to all .50s cals then the techies will have to hide and ambush because they are too vulnerable, and when they fire at a passing the humvee the humvee wouldn't be able to hit them too accurately because of their inaccuracy.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 16:50
by =LK= A.H.
I don't think the gun is the main problem. I die far more often because someone uses technicals solely for the purpose of ramming, because it's really damn hard to stop one without AT weapons. It's a civilian car, I shouldn't have to empty 50 rds of .50 into it to kill it.

I'm all for removing the zoom though, but that'd probably just result in more ramming.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 18:11
by Psyko
the lad makes sense.

edit: Deviation would actually help the .50 in some instances.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 18:26
by Conman51
=LK= A.H. wrote:
I'm all for removing the zoom though, but that'd probably just result in more ramming.
I havent played PR in a while but, theres zoom??

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 18:30
by Pronck
+1 for the Penguin!

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 18:34
by TheComedian
Psykogundam wrote:the lad makes sense.

edit: Deviation would actually help the .50 in some instances.
Indeed, it would turn the kiowa into a clay pidgeon. I'm all for reducing the traverse speed of the mount. It's a 30 kilo weapon afterall.

Invisible shield

It is nigh impossible to kill the gunner while the technical is moving. Something with the hit detection is very messed up :neutral:

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 19:23
by Psyko
TheComedian wrote:Indeed, it would turn the kiowa into a clay pidgeon. I'm all for reducing the traverse speed of the mount. It's a 30 kilo weapon afterall.

Invisible shield

It is nigh impossible to kill the gunner while the technical is moving. Something with the hit detection is very messed up :neutral:
even if it is 30kg. it would still pivot like anything else? allthough i seem to remember that on some .50 co-axial mounts it tips back. so maybe its not balanced on everything.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 21:21
by Mouthpiece
I think the gun movement time should be decreased - a bit faster than in APC's. And some "weight" should be added to the vehicle so it isn't used as tool for alpinist (mountaineer). Than it would be fine. But, yeah, the gunner hitbox needs to be tweaked or something, as people noted - sometimes it's just impossible to kill him.

Re: Increase Technical .50 deviation.

Posted: 2011-04-10 22:20
by TheComedian
Psykogundam wrote:even if it is 30kg. it would still pivot like anything else? allthough i seem to remember that on some .50 co-axial mounts it tips back. so maybe its not balanced on everything.
Swinging 35kg around is tiring. Even without makeshift platforms (car axle)

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 01:42
by Bellator
Swinging 35kg around is tiring. Even without makeshift platforms (car axle)
If that 35 kg is on ball bearings or a wheel it isn't at all as heavy as it sounds.

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 02:19
by ComradeHX
Imo, deviation when technical is moving will be a great idea.

It may even make shooting on the move a little easier.

Or even just make it impossible to fire unless the vehicle stops.

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 03:54
by ytman
I don't take LATs in the field because they can be taken by the INS... then you have ANOTHER AT weapon the INS have.

Rather I have the SAW/UGL...

I definately feel the Technical is too 'good' at speed/climbing hills everything really... best 'Jeep' in the game. 5-6 seats, speed to make anything fail, killer gun... climb hills infantry can't! Glab a fix might be on the way!

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 04:14
by Haji with a Handgun
ComradeHX wrote:
Or even just make it impossible to fire unless the vehicle stops.
That is a horrendous idea.

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 05:07
by ComradeHX
Haji with a Handgun wrote:That is a horrendous idea.
Go try a mounted machine gun like the one in-game; you will be trying you best to NOT fall off the car instead of blasting away at infidels.

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 05:42
by ZephyrDark
On the note of the technical .50 traverse.

It actually appears not to be limited at all. My mouse can go up to 5600DPI and at that setting, its like spinning on foot in-game. Thats one thing at least that I'd like to see adjusted. And to those saying its easy to spin if its on say a ballbearing or something, well spin that accurately at 50km/h+ and still be able to hold your eye to the sights or keep yourself steady.

Re: Increase Technical .50 deviation.

Posted: 2011-04-11 06:46
by Pronck
It smells like BLUFOR whores in this topic....................why do they all want to nerve us?