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I say reduce that to maybe 5.5 MOA, which means there is a 5.5 inch spread at 100 yards, 11 inch spread at 200 yards, and so on. Doing the math, that's dispersion = 0.001599; in the CfgWeapons.
Newton's third rule. An LMG actually kicks less than a same-caliber DMR. LMGs are for suppression, but they're usable for heavy assault ops. They are NOT quick traversing.
Oh, and SMGs fire handgun cartridges so you absolutely can be outshot by a rifle caliber if body armor is involved. Just make their weight more punishing and you're set.
MG's no matter what kind are the most valuable weapon in a infantry group, even more than a recoilless rifle - and that's for a reason... pretty much all the things you mentioned yourself.
The "balance" factor of MG's is their weight. I HATED to carry that damn thing on marches, but it was pure fun to shoot it. I can only talk about the German MG3, which is designated as MG74 in the Austrian army. It weighs 12kg unloaded and is 120cm long - making it quite a b*tch to carry and that's not all... We use this MG as a two-man oparated weapon - one guy with the gun and a small drum magazine, and one with the 200 bullet ammo crates, reserve barrels and the tools for maintenances, but if you're unlucky you have to carry all that alone, so two crates with 200 bulltes, weighing 7.5kg each, some tools.. I would say around 1.5kg and the two reserve barrels. I forgot how much they weigh, but you can imagine how heavy this all is by now. Oh and of course the standard issued gear, vest (unarmored) backpack with all the gear you need to stay out for one day - again ~30kg. So all in all an unlucky machinegunner has to carry more than 60kg of gear... and ingame you are such an unlucky guy.
So this should be felt ingame in my opinion. The character has to be exhausted much quicker and as someone stated already the dispersion has to be muuuuch worse. As my instructor once said during a shooting drill:"if you don't handle this b*tch properly, it will f*ck you instead". For any MG with a caliber of 7.62x51 and bigger.. don't even try to fire bursts while standing, from the shoulder - you'll hit nothing and all you have afterwards is no ammo and heavy pain in your shoulder. There is one standing shooting stance we've learned, but that's only for sudden emergency cases. In such case you have the sling around your neck, the right hand on the grip and the left hand is holding the bipod, pulling it into your hip, but this is meant just to suppress the enemy for a brief moment rahter than fighting them effectively.
SMG's are designed to fight against unarmored targets at close range. They are lightweight and have very high stopping power at close range, but MG's have high stopping power at close, medium and long range. The only disadvantage as stated above - the weight of the guns, making them hard to move around and bringing into a proper fireing position.
It's all a matter of what kind of enemy you have to fight:
Fighting unarmored targets at close range? Bigger caliber like 9mm, .45 ACP will do the trick. These are low velocity bullets (9mm - 380m/s) which sacrifice penetration and recoil for damage.
Fighting at medium range these calibers will struggle, so you want to use smaller ones like 5.56mm (.223 - up to 990m/s), or 5.45mm also better suited for armor penetration, but do less damage. They have very little recoil too, but the bullet is to lightweight to be effective at long ranges.
Fighting at long ranges you wanna use something slightly bigger, like 7.62mm (.308 - up to 830m/s). These kind of ammo is the compromise between the two above.
If you want to f*ck up everything from close to long range, then you want 12.7mm (.50) at the cost of very high weight.
ArmA3 is more of a simulater than a game after all and the fact that a MG outguns pretty much everything is the bitter truth. War is hell... nothing will change that.
Sounds like the KOTH guys are the problem.
My point exactly.
That's because the stock-game stamina model is designed for these kinds of HostileTakeover scrubs. ACE3's stamina model would bust these LMG Commandos' arses in no time!
And you take my comment as if it were completely serious.
It's a statement about how arcade-esque the stock-game stamina model is, and how broken things like KOTH are as a result. A small group of 10-12 people is often superior if you actually get to interact with them, and every time I've seen KOTH go around it's been a clustercrap. Quality over quantity.