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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#31 | |
![]() Join Date: Feb 2008
Location: kotka
Posts: 1,023
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EDIT:but it makes sense what rudd said: This means that a medic vs any other kit ingame will get in to a firefight, and will mostly win those firefights because if he gets hit, he prones and heals and gets back up. Whereas the other guy cannot self heal. If self healing was somehow removed, this would result in a reasonable situation to give the medic more weaponary." | |
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Last edited by maarit; 12-07-2009 at 10:44 AM..
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#32 |
![]() Join Date: Apr 2008
Location: Cologne Germany
Posts: 2,832
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The saw has one huge drawback. Ammo. To kill undeployed at 50m away is at least 30 rounds.
The reason it does not impact the gameplay as much is that die a lot and spawn with fresh ammo or a rifleman spawns with a fresh bag. |
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#33 |
![]() Join Date: Mar 2008
Location: Copenhagen, Denmark
Posts: 806
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It's funny how people still complain about some weapons being overpowered. Notice how few games are won in insurgency maps by the allied forces even though they clearly have the most powerful weapons vs the weakest weapons in the game.
I find the people who are complaining about the saw always describe a situation where they are in a situation where they meet a saw gunner alone and head-on. A saw gunner is not that hard to take out really if you just think about your approach first. If your squad get surprised by a saw and gunned down to tiny pieces that's only the way it should be. I never play with the saw (mostly because it's the first weapon to be taken by a squadmember) and I still love the saw because it makes people think twice about running head-on towards an enemy. |
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Peace is that brief glorious moment in history when everybody stands around reloading
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#34 |
![]() Join Date: Apr 2008
Location: Cologne Germany
Posts: 2,832
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Also the saw is supposed to be overpowered. But you get only one saw per squad and up to 5 rifles per squad. When it is a decent weapon, depending on the scenario machineguns produce the most volume of fire and casualities. The Whermacht was an extreme example with them having the best machinegun and a slow bolt action rifle, the MG made up like 80% or more of a squads firepower.
What should happen imo is, that medic and machinegun should be put on a timer. When you are dead you should not be able to spawn as medic or saw for 5 min, so that a marksman who targeted the saw or medic greatly impacted the game instead of having just either spawn back in 45 sec. . |
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#35 | |
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Retired PR Developer
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#36 |
![]() Join Date: Jan 2008
Posts: 25
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I've been saying the ARs were overpowered since the patch. Making any one weapon so much better than all the others cheapens the game. Like someone said, when someone chooses to go medic, it's usually because they genuinely want to help their squad. People go AR simply to rack up kills.
Undeployed: make the ARs extremely inaccurate. Deployed: make it accurate when scoped in, and not able to fire at all when unscoped. For this to work you will need to increase the deploy time. As it is now it only takes what, 2 or 3 seconds? Easy as that. You now have a SAW gunner who has the firepower to suppress infantry at long range, and the motivation to stick with his squad when he's on the move. Bonus: It'd still be nice to have the rifles hit where they're aimed. Pretty please? |
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#37 |
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All I gotta say is that in CQB americans have almost no chance agains insurgents. I say, as insurgents only use plain clothes and stuff they should die with only a burst round, which doesn't happen in all cases.
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In-game name: #BillSL
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#38 |
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#39 |
![]() Join Date: Nov 2008
Location: Cheshire
Posts: 252
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The current AR is not overpowered. It has realistic capabilities - if a squad is caught unawares by an MG then it's perfectly reasonable that they will all get mown down.
All I want is for the sights to be useable when undeployed - these are modern infantry LMGs, they can be used without resting the bipod on something. Stu. |
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#40 | |
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| unbalanced, weapons |
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