Author Topic: Proper gunsounds / Deploying MG:s on elevated surfaces.  (Read 1481 times)

Offline Ts4EVER

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #15 on: 16-11-2015, 16:11:36 »
People can still walk while zoomed in though. Not much of an issue in PR, where everyone has an automatic rifle, but when you face mostly rifles + the occasional smg, it is a different story.
Generally speaking, this whole system then looks a lot like a workaround, because it is very unintuitive and inelegant. The prone only solution is limited and not entirely realistic, but it is consistent and works to make the lmgs function in a unique way.

Offline rich9000

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #16 on: 16-11-2015, 17:11:56 »
That it would make an MG overpowered is hogwash according to me. It is as I said a necessity to be able to deploy MG:s on elevated surfaces in a WW2 game like this! In case people think that is unfair or anything like that they need to study tactics and history.

My only hope is that this will be accomplished by the developers! Who knows maybe 2.50 packs alot of surprises.

Offline GeoPat

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #17 on: 16-11-2015, 18:11:47 »
In MultiPlayer, people just go prone in unrealistic places, like balcony railings, top of sand bags, anywhere they can on top of something.  It often looks stupid. 

You can't Rambo too much with the PR way.  Remember those automatic rifles take several shots or bursts to put someone down.  FH2 is mostly 1S1K.  If you can't run in FH2 you'll be dead soon.  You can always limit them or relegate them to pick-up kits only.

Offline Mayhemic.MAD

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #18 on: 17-11-2015, 00:11:09 »
Our testing back then showed that one could use, eg, the MG42 in iron sights while standing and make very accurate kills on long ranges. The slow movement speed in iron sight mode was enough to evade a few bullets, yet it did not cause any aiming inaccuracy. That means the first bullet of a burst would always be a hit, even on long ranges. So you had more slowly advancing upright walking MG42 snipers ingame than you had them defending in unexpected positions, which sucked more than it was nice.
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Offline ctbear

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #19 on: 19-11-2015, 02:11:30 »
How about increase recoil and reduce accuracy? Just like PR's machinegun.
Our testing back then showed that one could use, eg, the MG42 in iron sights while standing and make very accurate kills on long ranges. The slow movement speed in iron sight mode was enough to evade a few bullets, yet it did not cause any aiming inaccuracy. That means the first bullet of a burst would always be a hit, even on long ranges. So you had more slowly advancing upright walking MG42 snipers ingame than you had them defending in unexpected positions, which sucked more than it was nice.

Offline Leopardi

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #20 on: 19-11-2015, 08:11:59 »
People can still walk while zoomed in though. Not much of an issue in PR, where everyone has an automatic rifle, but when you face mostly rifles + the occasional smg, it is a different story.
Generally speaking, this whole system then looks a lot like a workaround, because it is very unintuitive and inelegant. The prone only solution is limited and not entirely realistic, but it is consistent and works to make the lmgs function in a unique way.
That's not why it works, it works because LMG's deployed are useless on the move, even in CQB situations, because of greatly reduced accuracy even when you move a little, and 8 seconds of settling time. They even made a separate non-bipod firing mode with more accurate on-the-move firing, to make it balanced against the automatic weapons everyone have!

When we fully apply the PR style, and remove the bipodless firing mode from the equation, it makes a perfectly balanced system for FH2's rifles and occasional SMG.
« Last Edit: 19-11-2015, 09:11:55 by Leopardi »

Offline rich9000

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #21 on: 19-11-2015, 18:11:01 »
Yeah!

Maybe the devs could make certain objects like sandbags etc have a deployable zone for MG gunners in a crouched position or something.. This function is a must in future updates. Christ i want to see MG-42:s deployed on sandbags and in windows! :P

Offline Ts4EVER

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #22 on: 19-11-2015, 18:11:15 »
That is not possible. As I said, the PR method is the only possible one, we tried it and didn't like it.

Offline rich9000

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #23 on: 19-11-2015, 23:11:52 »
I agree that the PR version is not as nice as FH2. But why is it not possible to create this function?? I mean they made the mod FH2!  ;)

Offline Ts4EVER

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #24 on: 19-11-2015, 23:11:45 »
Because some stuff simply isn't possible on the BF2 engine.

Offline Leopardi

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Re: Proper gunsounds / Deploying MG:s on elevated surfaces.
« Reply #25 on: 20-11-2015, 05:11:45 »
That is not possible. As I said, the PR method is the only possible one, we tried it and didn't like it.
No we really haven't, since the problems mentioned don't exist in PR's implementation with very aggressive accuracy drop on slight movements, and long settling time.