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If historical Verdun gets off the ground, HMGs would be a major issue, but drawing fire need not necessarily be the major concern.
1. Most of the artillery was preplanned and could not be adjusted in short times. There is no reason to suppose that all the HMG positions have already been spotted.
2. HMGs did require a crew. This is the issue. To move it very far would require at least 4 men; one with gun, one with tripod, one with ammo, and one with water. Actually, it usually took more than 4 men to move it very far; another ammo guy, one spotter.
Set up time would be long, if moved.
But, once placed with spotter, gunner, loader, and ammo carriers near, it could function a long time.
Assuming all the crew was given at least basic HMG training, the fixed HMG could be operated by one person with less affect.
I have thought about those issues, and you have very valid points.
Yes, gamewise introducing crews would be a mess. The game might as well introduce a crew laying down land line phone wires for NCOs wishing quick access to artillery batteries, a crew with a mortar, or a crew with a tank. Having one guy operate the HMG sounds best, perhaps giving it 2 to 4 lives which respawn with/near the weapon almost immediately, resembling those crewmembers taking over the weapon when the primary gunner goes down (I would restrict those respawns to gunners killed by gunshot, not allowed for kills by artillery and grenades which might take out the whole crew.)
One way to semi get around the fixed problem is to allow each of the HMGs to be placed only once during a match. Maybe the "crew" moves a bit before deciding upon a location, but once placed, the weapon is FIXED. This would avoid the situation that HMGs are prefixed in all scenarios and everybody knows where they are.
HMG thoughts are a work in progress and Bishop certainly has good ideas here.
i guarantee that i can deploy any machinegun in a bad location, so there are hundreds of places i can place the weapon. most verdun players suffer from the same problem.
remember, however, that real battles are fluid.
what might be the ideal tripod/spots for most purposes might not work if teams like the feared pirates figure out a way around them.
provide a bit of mobility, even if the chosen fixed spot turns out to be a bad one.
I feel like having the tripods already placed in a few spots would allow for a bit of mobility with HMGs/MMGs in player hands. (Forced to walk with the MG, of course.)
Although, I'd fine with having the guns already set up and ready to go in a couple spots.
Give the guns a sort of health bar for damage from explosives before they are unusable. Depending on the exact explosive, the MG could tank two hits. (F1 vs a bundle grenade or mortar, would be two hits vs one hit, for example.)
i would suggest speeding up the respawning time for HMGs and have the respawns placed back with/near the weapon with life tickets of 2 to 4 given out per weapon. Most of the crew were trained to take over the gunner duties if called upon.
Taking some HMG nest just became a whole lot harder if you have to kill more than once to take it out of action. This is a big change from some LMG having to respawn far away from the action.
You have a good idea about explosive damage to the HMG. My suggestion of giving the HMG life tickets with respawning on or near the weapon would work best for situations like the gunner hit by gunshot. But what about cases of the HMG hit by grenade or artillery? A well placed explosive could take out more than one of the crew, perhaps all of them.