No more Spawnable MG's please. -1 reply

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Frederf

I take what n0e says way too seriously

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2nd March 2004

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#21 14 years ago
Oldschooli'm just going to throw an idea out (not sure how realistic it would be though) but mabye it would be nice to have mgs and other pick up kits in apcs and such. This would not only restrict the mg whoring, but also give apcs somewhat of a more useful role on the battlefield. Of course the pick up kits would have to be like the mg42s you see on the ground (not like backpacks that soldiers dropped in vannila when they were killed)

The LVT-4 Amphib marine vehicle (US) deploys a 30cal MG kit. Very nice squad weapon. The deployable MG isn't useless, it's balanced, reasonably effective, and realistic. And don't go comparing the crew serve Mg34 with the LMG Bren and BAR, they aren't the same.




Oldschool

Shinjirarenai!

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19th April 2003

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#22 14 years ago

well I wasn't going for the apc deploying the mgs (which they already do anyway), more like having to go inside the apc and push e (or whatever your key is for switching kits) and picking up the mg kit (deployable or regular), which would be hanging on the side or something. and also, make so if you enter an apc, when you exit, your character gets up inside the apc and has to run out, but that could be somewhat annoying I guess :P




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#23 14 years ago

I'm not sure if you can have kits stuck to the inside of a moving vehicle, but you can make the apc deploy kits. Having a mobil kit armory would kick ass! The LVT-4 is different from APCs. APCs deploy an MG, the LTV-4 deploys an MG kit that you can press G and pickup.




DarthWoo

Addicted to GF

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20th February 2004

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#24 14 years ago
Dime_a_Dozen The other machine guns are clearly light machine guns and could be fired from the hip if needed, but still were operated by crews of 2-3 men (1 gunner, the rest ammo carriers/assistants). How should these weapons be handled, if they require changing?

As per my suggestion in the unstoppable army of bazookamen thread in the main forum, you could create the universal ammo support class, while reducing the maximum carried clips on the relevant classes. To refresh anyone who doesn't remember, I proposed that the ammo class could either just have a floating ammo aura around him, or could instead have various types of ammo as "weapons" that he could throw. The thrown item would be a sort of limited ammo box that only carries the type of ammo it represents, and disappears after a short time. If you went with this route, then the supporter could help people out when they need it, but there wouldn't be the risk of him becoming too powerful as if he had an unlimited ammo supply. For example, if you're following around a bazooka operator, the visualization of your action would be of you tossing some bazooka rounds on the ground next to the shooter. That object would act as a reloader, but only for bazookas, and only for around 5 seconds, or enough to fill the guy up. He, meanwhile, can only carry something like one or two rounds himself, making him reliant on either finding a static ammo box, or having a buddy supporting him. I had only suggested this in regard to the AT and HMG classes, but since many LMGs required a crew, then this class could be made applicable to them as well. Someone else suggested just making the reloading a single universal reload, kinda like just having the guy toss out the full ammo box as a weapon. That could also work, but might also be a bit much. So that the class doesn't just become a pariah that nobody wants, he should get some standard weapon that makes him not helpless. A rifle or SMG would be just fine. As a nice touch, maybe you could also put some visual elements onto his uniform. A belt of MG ammo slung around his shoulders, a bag of bazooka or mortar rounds, stuff like that would make him really stand out.




Jornac

Hummin' hits from the Blitz

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10th February 2005

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#25 14 years ago
DarthWooAs per my suggestion in the unstoppable army of bazookamen thread in the main forum, you could create the universal ammo support class, while reducing the maximum carried clips on the relevant classes. To refresh anyone who doesn't remember, I proposed that the ammo class could either just have a floating ammo aura around him, or could instead have various types of ammo as "weapons" that he could throw. The thrown item would be a sort of limited ammo box that only carries the type of ammo it represents, and disappears after a short time. If you went with this route, then the supporter could help people out when they need it, but there wouldn't be the risk of him becoming too powerful as if he had an unlimited ammo supply. For example, if you're following around a bazooka operator, the visualization of your action would be of you tossing some bazooka rounds on the ground next to the shooter. That object would act as a reloader, but only for bazookas, and only for around 5 seconds, or enough to fill the guy up. He, meanwhile, can only carry something like one or two rounds himself, making him reliant on either finding a static ammo box, or having a buddy supporting him. I had only suggested this in regard to the AT and HMG classes, but since many LMGs required a crew, then this class could be made applicable to them as well. Someone else suggested just making the reloading a single universal reload, kinda like just having the guy toss out the full ammo box as a weapon. That could also work, but might also be a bit much. So that the class doesn't just become a pariah that nobody wants, he should get some standard weapon that makes him not helpless. A rifle or SMG would be just fine. As a nice touch, maybe you could also put some visual elements onto his uniform. A belt of MG ammo slung around his shoulders, a bag of bazooka or mortar rounds, stuff like that would make him really stand out.

a high % of a team would need to be ammo guys than unless the other players intend to not stray to far from a flag with an ammo box. i think currently everything is fine an good by ways of ammo. Realistically speaking the ammo guy woould be a black hole due to his unlimited ammo. How would he re-reload himself? dropping the rifle ammo and picking it up? how many ammo things does he have of each? that limits him to 5 types of ammo if hes throwing it. Just doesnt make any sense. Sure somehow making MG a 2man weapon would be morerealistic but its fine as is. Theyre only good prone or standing for very small periods of time. At a distance you can pick them off up close SMG will get them. Just pay attention and youll live




Dime_a_Dozen

FH Dev Team Member

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1st January 2003

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#26 14 years ago

DarthWoo, if implemented without problems, this should be given to your basic rifleman. The firepower in a german unit centers around the machine gun, with the riflemen supporting it. This is true in similar respects to most of the armies in that riflemen often carried clips or ammo that could be fed into the automatic weapons.




Rent_A_Cop

FH's own Mad Murdock

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6th February 2005

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#27 14 years ago

I dont want to sound mean and evil, but maybe some of the complaining about the MG42 has to do with the skill of the complainer. I personally have never really paid attention to the MG42 toters out there and killed them just like the rest. As I have seen aready pointed out: "Pay attention and youll live" I think the fact is - kill them before they kill you, or use your own weapon to your advantage, like : Dont try to rifle a MG42 from 5 feet away. So theres my view on it, i personally dont care what is done to the MG42 class.




McGibs

FHdev

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3rd October 2003

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#28 14 years ago

My idea for .7 support kits is:

Melee, Pistol, Deployable MG (possibly a 25% chance of spawning with an LMG. Probably with armies that had large amounts of LMGs, such as the Bren or BAR. but most LMGs will likely be pickup kits) and 1/2 smoke grenades (whenever I get around to making those)

But yeah... deployable MGs basicly make the support class what its SUPPOSED to be. IE, supporting. When on the move, theyr vulnerable as hell, but they pack a hell of a punch vs infantry when set up. just like how it should work.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#29 14 years ago

McGibs knows where it's at. MGers should be vulnerable at close range and before they setup, dangerous at medium and deadly at long range.




MkH^

FH tester

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25th September 2003

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#30 14 years ago

Rent_A_CopI dont want to sound mean and evil, but maybe some of the complaining about the MG42 has to do with the skill of the complainer. I personally have never really paid attention to the MG42 toters out there and killed them just like the rest. As I have seen aready pointed out: "Pay attention and youll live" I think the fact is - kill them before they kill you, or use your own weapon to your advantage, like : Dont try to rifle a MG42 from 5 feet away. So theres my view on it, i personally dont care what is done to the MG42 class.[/QUOTE]

Then you must be a superdupergood player. I'm not maybe a best rifleman there is, but still way above average and basically use no other weapon but rifle just to hone my skills, and I still get killed by those machinegunners way more often than by other players.

[QUOTE=Ohioan]Problem with this is that on most maps where its needed, the main German advantage is missing: no MGs (STALINGRAD FFS NEEDS a non-deployable MG kit and a G43 to fight the PPSH whores).

Where its spawnable, there are too many. Where its a kit, they are only deployable and therefore next to useless. We need spawnable hand-held (light mgs) to balance out the inf rape.

I don't think deployable MGs are next to useless. Infact I find them very usefull except for one thing; why must the soldier stand up when he leaves the machinegun?