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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#41 |
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PR:BF2 Contributor
![]() Join Date: Feb 2009
Posts: 3,078
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- Is the whole purpose of the weapon not simply to put a high amount of fire down and suppress, not act as a an automatic sniper?
- Should these weapons not be fired in bursts to be accurate rather than 70~ rounds fired consecutively and still being insanely accurate? -If this weapon is so good in real life, why is it not issued as a the standard weapon - Imo the obvious reasons why it is not should be taken into account ingame. I dont see how you can argue that its 'overpowered' in real life and so it should be the same in the game when there are so many other examples of the opposite ingame ---- for the sake of balance. Is it really realistic that someone with a SAW could honestly drop to the floor, deploy, sight up and kill me - with accurate fire - Before I was able to shoot him with an AK - with accurate fire at say under 50m? |
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#42 |
![]() Join Date: Jun 2007
Posts: 3,941
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He might, he might not, but thats a problem with the AK, not the SAW.
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#43 | |
![]() Join Date: Jan 2008
Posts: 1,099
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My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. AnimalMother's To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#44 |
![]() Join Date: Jun 2009
Posts: 305
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You should not be able to put the saw in undeployed mode and run around a corner and take out the guy camping the corner who is sitting just 10m away while walking (in muttrah). The undeployed saw is a close quarters beast. Just walking around with it, it keeps just enough accuracy to be able to throw some bullets and kill anything within 20m. I used it once while running around in bi ming, I was unstoppable. I killed a squad and half just by sprinting, spotting, crouching and fireing killing them while they tried to take aim. The saw does need nerfing, but only in undeployed mode.
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#45 | ||||
![]() Join Date: Jul 2009
Location: Kalmar
Posts: 154
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I posted a link in the third page to a post where i answerd all of your question. But since you obviously can't open a link i repost the text that concerns your questions.
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"Qoute Sirex, from the link you failed to read" "It's a machinegun what do you expect? A machinegun is the ultimate hand-held anti-personal weapon. A mg irl is better at ranges up to 700-800 meters. Ordinary riflemen often don't receive training on to hit a target above 500 meters and often not above 300 meters while almost every mg gunner gets trained to shoot at 800 meters and that with iron sights! The few things an assault rifle is better at is logistical not using so much ammunition and still can be semi effective compared to a machinegun and having a much cheaper weapon then a machinegun (often an assault rifle is 10 times cheaper then a machinegun) and have a easier time to deploy handgrenades. One of the strength of a an assault rifle is to get the first shot of if you have contact with an enemy, it is easier to have the a rifle sighted and get the first shot of, but in turn machinegun can fire unsighted and guide the weapon by the dust that the bullets create in the ground. That is the reason why many nation armies don't have pure riflemen. In a Swedish mechanised infantry rifle squad of 6-7 people we have 2 mg gunners (M240) 1 two man grenaderifle team (Carl Gustaf m48 ) with assault rifles and 2 squad leaders with an assault rifle (AK5 (Swedish version of FN FNC80)) and both of them carry a AT4 and then we may have an extra soldier with an assault rifle and a AT4. No pure riflemens." Quote:
No, but that is the games fault. But a SAW should almost win over you in any situation if you only have an automatic carbine. | ||||
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#46 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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Sirex[SWE][MoW] I agree 100% with what you said. The only thing I would like to point out is that the issue here appears to be the LMG's ability to perform as an assault rifle. The problem is the assault rifles, not the MG's.
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#47 | |
![]() Join Date: Feb 2008
Posts: 343
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Also, people still fail to see the real reason why MGs are overpowered in the game. LMG gunners in PR can abuse the engine in such a way that defies realism so that they almost always have an advantage even if they shouldn't. | |
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Main Alias |TG-6th|Googol
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#48 |
![]() Join Date: Dec 2009
Posts: 35
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I always felt that switching to deployed mode was basically analogous to the LMG setting up the gun and area around him. Would it be possible to prohibit all WASD movement while in deployed mode, or at least severely reduce speed?Thus, if the LMG comes under fire or want to reposition, they would need to undeploy, get up, move and redeploy.
Another way that would introduce some realistic limitation to the LMG (and all guns... and vehicles) would be if it was possible to have the game cap the rotation speed when prone. Something where regardless of ingame mouse speed or driver level mouse acceleration, when the player is prone, the fastest speed they can rotate is capped at some slow speed. Or maybe limit the angle they can rotate, like in the HMG. Not sure if this is possible with the BF2 engine though. Like positioning a HMG, the initial location and direction you decide to set up the LMG should be an important factor. It should still be a killing machine in the particular direction, but pretty much completely vulnerable from the flanks. |
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#49 | |
![]() Join Date: Nov 2009
Location: Skane
Posts: 170
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It looked pretty badass tho. Don't know why they didn't use it, but I guess they had a good reason. Perhaps something like this could be done in PR2? More on topic; I don't know what can be done to balance out the MG/AR in game. However, some have suggested that the MG is not the problem. I think I agree, the assault rifles need to be looked at again, thoroughly. Then again, the game engine might be the limiting factor here. | |
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#50 | |
![]() Join Date: Feb 2007
Location: Connecticut
Posts: 29
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This is an interesting thread! | |
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| unbalanced, weapons |
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