No more Spawnable MG's please. -1 reply

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DarthWoo

Addicted to GF

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20th February 2004

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#31 14 years ago
Jornaca 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

Well, since medics are currently only present as pickup kits, and only on a couple maps, you could change infantry F6-F5 to "I need ammo!" with the red cross icon to a bullet icon. This way, an observant ammo support person can see who needs ammo, and run over to them, rather than just randomly dropping ammo. As for reloading himself, he just reloads the same way as everyone else. I wasn't suggesting that he be supporting absolutely EVERY other class, just certain ones. This would ideally be limited to AT, HMG, mortar, and maybe LMG. If he needs more ammo for his rifle, he can just run back to the real ammo box.




Guest

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#32 14 years ago

Well its actually realistic to use the mg42 in close combat, the germans used them in WW2 with assualt slings for room clearing (yes, rambo style)




MR.X`

I'm too cool to Post

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30th April 2004

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#33 14 years ago

*hugs Raptor*

Agreed. Having some, pardon my language, faggoty MG34 newb dolphin around the map spraying 7.92mm rounds everywhere should not be encouraged. Make them pick up kits for the love of God.

Better yet, use class limits! I understand that the devs do not like this idea. Well boohoo! IT IS WHAT THE PEOPLE WANT!




Niles[DK]

GF makes me horny

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1st September 2004

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#34 14 years ago

Don't know if its been suggested before. I played Wolfenstein ET very briefly (what arcadish ****), in ET u can fire the mg running and crouched, but the chances of hitting anything is close to zero since its bouncing and jumping all over the place, instead u have to go prone and rightclick to deploy "the feet" and set up the gun. Could something like that be done in FH ?




MkH^

FH tester

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25th September 2003

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#35 14 years ago

I suppose the deployable MGs are as close as it gets to the Wolfenstein's system. Maybe some dev could confirm?




Niles[DK]

GF makes me horny

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1st September 2004

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#36 14 years ago

I realise that making the spawnable mg's deployable like in wolfenstein, would undermine the advantages of the deployable mg's, but I for one would rather have the spawnable ones "working", by that I mean making them useless in anything but prone, in any other position the recoil should be almost impossible to control.




[tR]Mad Mac

Aerospace Engineering FTW!

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19th May 2004

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#37 14 years ago

Here is my solution if your not going to make all MGs deployable: REMOVE THE KNIFE! And also, make the crosshair centering time a bit longer. That way no one can dolphin dive and shoot accurately without having to wait for the crosshairs to center correctly. This would simulate a "setup time" while allowing the gunner to be prone and reasonably protected.




Tas

Serious business brigade

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4th September 2004

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#38 14 years ago
McGibsMy 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.

That seems like a good idea, how does the rest of the dev-team feel about it? :naughty:




Lordbutter

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9th June 2004

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#39 14 years ago

Mcgibs for president!:naughty:




Solo4114

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16th September 2002

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#40 14 years ago

As a solution for the LMG issue -- IE the LMGs which COULD be fired from the hip but generally weren't (Bren, DP, to a lesser extent MG-34 -- though that's more of an MMG), make them REALLY inaccurate when moving, and have them go almost completely inaccurate once you've fired maybe two to three rounds. I'm talking like 0.5 inaccurate. That was the last time I really saw MGs being used in a true support role.

As far as the BAR goes, I'd limit it to pickup kits, but have it operate pretty much like the FG-42 -- an automatic rifle, rather than a true MG. Aside from that, I'd say the "Support Class" would be the deployable MG class (for most maps, a deployable MMG, but you could throw in some HMGs like the .50 cal or the MG-42).

To avoid the dolphin diving issue, simply make the crosshair recovery time "simulate" bipod deployment for guns like the DP, Bren, bipod BAR, or MG-34. Or just require true deployment (IE: you can't use it from the hip).

As a side note, however, bear in mind that any changes to the LMG will require changes to ALL of the classes. As pointed out in the "Why'd you remove the pistols" thread in the main forum, you can't address the infantry combat issues piecemeal. All infantry combat weapons are in some way connected to each other. If you change the MG-34, it necessarily requires changes or at least close examination of the performance of all the other LMGs. This, of course, requires a further examination of the other classes like the rifle assault class, SMG classes, etc.

The solutions to these problems may be combinations of class limits or performance changes, or you may be able to get away with one or the other. For the SMG issue, for example, I think you need a little bit of both -- class limits and performance tweaks. SMGs shouldn't have the range they currently do and/or shouldn't be as accurate as they currently are, but you don't need to nerf them back to 0.5. Similarly, they shouldn't be as available as they are now, but on a 32 player team, it would be reasonable to see roughly 6-8 SMGs, depending on the map and the army.

There are, of course, the peculiarities and limitations of the BF1942 engine to consider, but I do think infantry combat can be made both fun and more realistic.