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Even if I don't necessarily recognise this as an issue.
I think we should be able to actually choose the type of ammo we are using. It perfectly works for shotungs, it should work for all other weapons too.
I.e I want to be able to add tracer rounds to my M16 and AK mags, same as I want to choose my rocket for my RPG if it's anti-person or made to penetrate walls. or HP ammo for SMGs etc etc....there are so many options and this would make the game so much more diverse and interesting.
And yes, choosing tracer or not tracer rounds for MGs should also be a thing.
You start setting up, and assuming you aren't instantly pegged by 1 of 15-30 people watching the area, you start firing and immediately draw fire from everyone, and maybe 1/3rd of them are adequately suppressed to ensure you aren't instantly shot dead. People using the MG seem to learn real fast that any effort to setup a base of fire just results in you being instantly domepieced from range.
And 'rule' was you fired 50 rounds and moved so you did not catch the returning rounds.
Any yes the addage was: "tracers work both ways".
The only units I've ever read about who actually had the option and ability to regularly change tracer loads in MG belts were lavishly equipped special forces teams.
It's just not something a soldier in a conventional unit would be able to do or request, even if they or the armorer cared enough to WANT to take on that much tedious work.
This.
The RPD is slightly better in this regard, as you use it like a belt fed AK, but the M60 is practically useless for its intended role.
I.e for example an Ak would be loaded with a tracer every 10th round & then the final 3 rounds would be loaded as all tracer - indicating that its time to reload, or risk going dry in this deadliest game!
+2. MGs are far inferior to rifleman/guerilla classes. (or even shotgun classes with their 100 yard range for that matter
The issue with MGs will always be the same in an non arcade FPS as The Pollie stated. I don't know why but they do work well in Squad though (maybe the different suppression effect + slow movement + rifle sway system it has?). I always feel like I can hold down a position and lay decent suppression. I say this because when I'm discovered by a non-scope class, the first few returning rounds usually are near misses adding immersion & a time to go indicator. Where as in the RO series, especially RS2, after the first 10-15 rounds the general first return fire shot (sometimes from the people I'm even trying to suppress!) is right to my head (that or suppression & bullet impact sounds are still bugged).
Everyone is talking in circles about this, while MG roles consistently produce the most kills per map.
What are we talking about here?
no doubt. i couldnt even manage a reply to the ridiculous post.
That would be commander that does that. I don't really see all that many top fragging machine gunners (normally am top fragging with anything besdies machine gun since I don't use it). This post is more about how tracers are actully negatively affecting the machine gunner and how a rifflemen can do his job besides suppresion better then he can due to tracers.
then go play rifleman