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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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2017-07-09, 17:15 | #11 |
PR:BF2 Developer
Join Date: Aug 2009
Posts: 2,988
Israel
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Re: Ar - mg deviation and recoil
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2017-07-09, 17:16 | #12 |
Join Date: Feb 2017
Posts: 53
Chile
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Re: Ar - mg deviation and recoil
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2017-07-09, 22:14 | #13 |
Join Date: Sep 2015
Posts: 106
Poland
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Re: Ar - mg deviation and recoil
Settle time can suck, but it's absolutely necessary for the balance - ARs are already capable of wrecking shit in hands of good players. It's also interesting change of pace, you need to think more about positioning and less about running like a headless chicken.
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2017-07-09, 22:32 | #14 |
Join Date: Jun 2008
Posts: 966
Canada
Location: Nova Scotia
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Re: Ar - mg deviation and recoil
In response to your second suggestion, it's impossible from my knowledge with the engine. You can't rest weapons on things so the best way to have it setup is stance dependent. It used to be that deployed mode only worked in prone but it sucked for anytime you're behind a low wall or window or the million other things you could fire over with a bipod, so in my opinion the current system is the best compromise.
As to that exact situation, don't go prone in initial quick engagements. Unless it's been changed when you dive prone you basically get another second or 2 deviation penalty to discourage prone diving with all weapons. Might not be realistic, but crouch in the current model is the best quick accuracy way of firing. |
2017-07-09, 22:49 | #15 |
Join Date: Apr 2011
Posts: 1,262
Europe
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Re: Ar - mg deviation and recoil
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2017-07-09, 22:56 | #16 |
Join Date: Feb 2015
Posts: 234
Bosnia and Herzegowina
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Re: Ar - mg deviation and recoil
Sadly we have engine limitations and this engine doesn't allow for weapon resting on objects. MGs are big and are meant as a defensive weapon, not one to be used on a move, their settle time reflects this.
ARs on the other hand are very powerful on the move, if you know how to position yourself. You walk around with undeployed mode, spot something, go prone and switch to deployed mode, as soon you crouch/ stand back up from behind cover your deviation is completely settled and anything in your sights will die. And for your comparison between MG and Sniper I'd say MG is much better in-game. With the broken patch it does around the same damage but is automatic, has less settle time and a huge mag. It doesn't require any additional buffs. |
2017-07-09, 23:33 | #17 |
Join Date: Jul 2017
Posts: 154
Yugoslavia
Location: Belgrade
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Re: Ar - mg deviation and recoil
Keep the deviation.
Mg is op. Find a way not to deploye in air. |
2017-07-10, 00:21 | #18 |
Join Date: Feb 2017
Posts: 53
Chile
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Re: Ar - mg deviation and recoil
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2017-07-10, 06:18 | #19 |
Join Date: Jun 2014
Posts: 600
United States of America
Location: SQUAD LEADER CENTRAL
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Re: Ar - mg deviation and recoil
5-6 second deviation makes sense if you just sprinted, now if you were moving slow like most snipers you wouldn't have as much deviation time.
it's a decent equalibrium, nowehre near the best but def. not the worst, and with the limitations i think it's alright. |
2017-07-10, 06:30 | #20 |
Banned
Join Date: Jun 2013
Posts: 346
Germany
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Re: Ar - mg deviation and recoil
I dont think we need deviation on MG/AR at all. Who cares about balance. The damage should also be much higher because of the barrel lengh. Make them all 1-shot.
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deviation, recoil |
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