Author Topic: limited firing arc for deployed mg's  (Read 504 times)

Offline Gunnerz

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limited firing arc for deployed mg's
« on: 17-03-2013, 20:03:38 »
As suggested in the title.
So you DONT see ppl turn around in 1 second with a deployed mg to kill a whole squad.

Offline Archimonday

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Re: limited firing arc for deployed mg's
« Reply #1 on: 21-03-2013, 04:03:56 »
I'd be surprised if the most casualty producing weapon in a squad wasn't killing entire squads. That would mean my Machine-gunner was doing something wrong.

Offline Gunnerz

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Re: limited firing arc for deployed mg's
« Reply #2 on: 21-03-2013, 07:03:40 »
True, but its retarded to see a mg gunner spinning around 360 degrees watching for targets while he is lying down.
« Last Edit: 21-03-2013, 08:03:53 by Gunnerz »

Offline Chad1992

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Re: limited firing arc for deployed mg's
« Reply #3 on: 21-03-2013, 14:03:12 »
Thats just part of the game.  A first person shooter can only be so realistic, specially sense its a mod.


Offline |7th|Nighthawk

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Re: limited firing arc for deployed mg's
« Reply #4 on: 21-03-2013, 14:03:10 »
Ghost Recon 1 had it. It was pretty difficult to adapt in the beginning.
On the other hand you also have people running zick zack that is impossible for actual humans.
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Offline VonMudra

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Re: limited firing arc for deployed mg's
« Reply #5 on: 21-03-2013, 17:03:40 »
If a machine gunner is good, he won't pick a spot here he constantly needs to twirl around 360 degrees.  If he does choose such a spot...then he's rather easy to kill.

Offline ksl94

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Re: limited firing arc for deployed mg's
« Reply #6 on: 21-03-2013, 17:03:59 »
I am siding with VonMudra here, it would be sub-optimal to restrict the gunners movement. What could be done to improve realism a bit would be to let the MG turn quickly for a certain amount of degrees and to slow down the movement after that, pretty much as it is with the AT guns right now.

Offline |7th|Nighthawk

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Re: limited firing arc for deployed mg's
« Reply #7 on: 21-03-2013, 17:03:46 »
I don't think that is feasible. Otherwise, PR would already have it to prevent those zick-zacks I meant. Even ArmA II does not have it if I remember correctly.
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