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https://state-of-decay-2.fandom.com/wiki/Ranged_Weapons
The Barrow-Style BAR (M1918), FBI Fighting Rifle (another M1918 variant) and M1918 BAR are all machine guns - but they do have regular assault rifle magazines or drums instead of belts. So it is incorrect that the game does not have machine guns - they just don't have tripods and belt-fed versions of them. I agree that this should be an option.
There are several guns in the game with high capacity and/or full-auto-only configuration - making them magazine/drum-fed machine guns, of sorts. The M1918 variants above count among them, but there is also the Raider's AK47, Raider's AR15, Raider's Uzi .22, the RTX Rampart, G18 Auto Custom, RTX Cyclone (auto shotgun) and the M3 Grease Gun.
The WW2 guns and the FBI Fighting Rifle (pre-WW2 era) are sadly not in rotation any more now, but will return in the future with the WW2 Bounty Broker pack.
Wikipedia on machine guns opens up for several types of hardware making auto-fire, long-barreled rifles into machine guns rather than assault rifles. The defining factor is "continuous fire", so that in practice means a belt feeder. The identification of LIGHT machine guns, however, is much more loose as those were meant for more mobility and single-man operation.
In conclusion; the Raider's AK47 and AR15 are Light Machine Guns. The Eternal Guard's Infinite Rage has the largest drum capacity in the game at 150 7.62 rounds - and despite selective fire, that capacity exceeds NATO's standard belt-length at 100 rounds by 50%. At 22,5 pounds it is also around the same weight as an M60. So if 100 rounds counts as continuous, there is by definition a machine gun in the game.
notice ak with big *ss magazine is not here lol Also last I checked the eternal guard looks pretty goofy, has a poorly animated reload animation, and is exceptionally rare, especially on lethal. The game could use real machine guns. It would not hurt the balance
The Browning wz 1928 is a BAR1918 variant, though, and M1918 Bar is on the list as well. In SoD1 there were several of these present, including the M60, M249 and FM - so there is no reason they couldn't be in SoD2. With or without tripod or belt feeding.
You can get the Eternal Guard's Infinite Rage by finding the Rare Weapons Cases scattered around each map - or be lucky when you're being visited by the Mysterious Wandering Trader. These special cases have not been affected by the Lethal difficulty, so your chances of getting it or any other rare gun is the same as on Nightmare; pretty low but inevitable if you jump from map to map.
In SoD1 everyone kept getting pissed off cuz the weapons were full auto unless you changed it to single fire. Even then, some weapons (LMG) were always full auto and others (SMG and Assault Rifles) were adjustable between full auto or single shot, but they always defaulted to auto. That meant EVERY time you changed to a new character you had to change it to semi auto.
EVERYBODY complained about it because you blew through ammo, it was terribly inaccurate, and it wiped suppressors out fast.
Ammo in SoD 1 and 2 is a finite commodity. It is impractical to blow through 100 rds of ammo to kill 6 zeds and then have to fight the ones who chased the gunfire noise with hand to hand because your mag was empty. Many of the early player mods in SoD 1 were about making suppressors last longer and making weapons fire single shot only.
Thats interesting and makes sense. Also kinda interesting how the dev's when faced with a simple problem opted to just remove machine guns completely. xD
I think they specifically said that visiting the Rare Weapons Cases in Lethal would be an excellent way of getting good guns early on, and that they didn't change anything about them. I watched the release stream.
Suppression is a huge factor in automatic weapon fire. Unfortunately, the zeds never duck or cower. Granted, there are times you are fighting other people, but suppression is not a tactic in SoD. When the M-14 and M-16 were created, they were wasting so much ammo that they were reconfigured to fire as single and burst (3 rounds) only and full auto was removed as an option.
Rock n roll looks good in a movie, but most magazines hold 30 rounds or less. This empties the magazine in about 3 seconds at full auto. Gunners on belt-fed light machine guns are taught to use short controlled bursts to save ammo, improve accuracy, and avoid overheating and jamming the weapon. Most LMGs come with extra replacement barrels for dealing with this issue.
I admit, the iconic image of a Schwarzenegger or Stallone holding an M-60 or M134 Mini Gun with a long belt of ammo hanging out the side is pretty cool, but the reality is pretty ugly as they would be either jamming from the belt being twisted or stumbling over the belts and empty shells as they move.
And for those who claim it would be too OP, the pyro launcher already is so I do not see why not add another OP weapon.
I don't think it would be that OP, I just think it is a further burden on a game engine that is already being pushed to the extreme. This is why so many people complain about zombies that magically appear behind you, or swarms that virtually fall from the sky like rain.
Hahaha, I can only imagine the sound bugs while firing a gatling gun.
also the realism argument is so ****ing silly. My survivors are basically a ragtag group of vegans whose total experience with guns is literally zero, and they're all mowing down zombies with 50 caliber rifles and grenade launchers. I think realism went out of the window when Undead Labs made ya know, a ZOMBIE game
Every work of fiction has basic premises and rules that should be adhered to. Realism in a zombie apocalypse game only invites you to indulge in the premise and then attempts to keep you entertained (the basic function) and engaged (the secondary function).
I am admittedly an indulgent fan of zombies in all forms of entertainment media (Books, TV, Movies, Games). I accept the basic premise of this game and am okay with the quirks that boggle the rational mind (cars running through gas faster than a main battle tank and needing constant repair, using a handful of screws to build a weapon, building a generator in less than a minute, etc.).