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Old 12-07-2009, 06:29 PM   #71
McBumLuv

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Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by [R-DEV]Hitperson View Post
a problem i see is the complete lack of re-loading animations as this is a vehicle.
Really you'd have to make it so that each deployed MG is only composed of one magazine anyways, otherwise you'd also get problems with ammo count if it was a single gun that was continually deployed as new despite "picking up" a used one.

In otherwords, if the gun had all four mags in the vehicle, and you shot off like 3 of them, but then got out and picked it up, you could redeploy it elsewhere with all 4 mags again.

Instead, you could use some python most likely so that you can only actually "pick it up" when it has full ammo in it, otherwise it would disappear on exit to avoid exploitation. That way you'd also have reload animations for each time you used the thing, or rather "deployed" it. you'd also have to make sure that people only have one weapon deployed on the field at a time (like with the field dressings), and that only MG kits can use the vehicle otherwise you'd run the risk of having both the undeployed and deployed MG in play.


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Old 12-07-2009, 09:18 PM   #72
sniperrocks

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Default Re: Real Deployable Machine Gun

Really good!!!
If only the gun would fall off the ledge of the window once unmanned :P Floating machine guns
^ is that even possible with the bf2 engine?
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Old 12-08-2009, 05:36 AM   #73
Zeno

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Default Re: Real Deployable Machine Gun

We should have ATGMs and AGLs with this system!



Russian?


MK19


my favourite:

TYPE 87:
The Type 87 is described by NORINCO as "Mini Infantry Artillery". The 35 mm grenade pierces armour up to 80 mm thick and produces fragments to kill or wound personnel within 10 meters of the point of impact.
The launcher is capable of attacking low-flying air targets as well as targets on the ground.

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Old 12-08-2009, 05:40 AM   #74
Rudd
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Default Re: Real Deployable Machine Gun

I really don't think this would work gameplay wise as a squad weapon.


HOWEVER! Can this somehow be used with firebases? LMG positions rather than HMG positions?
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Old 12-08-2009, 06:50 AM   #75
[R-DEV]Adriaan
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Default Re: Real Deployable Machine Gun

It would work well for man portable mortars i think


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Old 12-08-2009, 06:55 AM   #76
RHYS4190

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Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by Dr2B Rudd View Post
I really don't think this would work gameplay wise as a squad weapon.


HOWEVER! Can this somehow be used with firebases? LMG positions rather than HMG positions?
stole my thunder.



I happen to agree, the deployable HMG's are pretty loasy they don't provide good protection, , there rate of fire really let them down.

Iv been thinking for a while that maybe it be a better idea to replace them with a sort of machine gun nest that offers better protection for the user, and put in it a machine gun that has a lower calibre but a higher rate of fire. for a example for the mec a Mg3, with the light bolt assembly and a cycle rate of 1200 rounds a minute. and for blue force/ a M240 with 900 rounds a minte

The best this the 50 does is provide, VERY accurate and devastating fire, but with out a zoom it loses that pin point accuracy, and it not very good for any thing else it only has a rate of fire of 600 rounds a minute so it not very ideal for suppression, Ideally if you don't have any zoom you want a weapon that at least spits out 1000 rounds a minute, just to condensate for you lack of accuracy.
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Old 12-08-2009, 07:14 AM   #77
[R-DEV]Rhino
PR Mapper Team
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Default Re: Real Deployable Machine Gun

The thing the MG is lacking is optics, with optics they would be a lot more powerful.


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Old 12-08-2009, 08:03 AM   #78
Spuz36

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Default Re: Real Deployable Machine Gun

I think it is a good idea, minus some of the issues like picking it back up and such. If those could be worked out I think it would make it more a squad weapon.


I was thinking the same thing about latching on to vehicles. We could have jets flying around with a little added firepower :P Imagine the sound of that baby, the sweet engine wash, the GAU.........then the rat-tat-tat-tat of 4 SAWs on the wings lol

"$10 says Goldie was sampling engine sounds, and Wilkinson was in the bathroom recording a sink."
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Old 12-08-2009, 08:58 AM   #79
BreepZz

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Default Re: Real Deployable Machine Gun

Must be ADDED quickly!
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Old 01-09-2012, 04:44 PM   #80
ShockUnitBlack
Default Re: Real Deployable Machine Gun

Would it be possible to implement this system for mobile HMGs, TOWs, and Mortars with specialized, corresponding kits for each weapon (eg. a heavy machinegunnner kit).

First, because it would be absurdly OP for a single guy with a mortar or any other heavy weapon to be running all over the map by himself, would it be possible to make it so the mortar can only be deployed if a squad member with the same kit (for example, another heavy machinegunner kit) is nearby, like the current rallypoint system. This would mean these weapons would have to be deployed in two-man teams.

Second, the ammo problem could be solved by manually throwing ammo onto the weapon (rather than it having ammunition the moment it's deployed).

Third, the weapon would have to be set up using a "repair" system identical to the one currently used by all deployables.

Wishlist- Machinegunner class (M240/PKP/QJY-88, etc), Auto Rifle class (Minimi/RPK-74M/HK23E, etc), Back-Up Iron Sights, Vehicles Purchasable By Commander, Special Rifleman AP Weapons (M32, OG-7 RPG), More Kit Customization (Wookie Sniper Mod Spawn Screen = Win), More Post-Processing Effects, Mi-24, Ka-52, ZBD-97, ZTZ-99, Stryker Variants, fastropes
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