I believe the machine gunner class is flawed in RO. It does not have the simulated effect on the battle field that its real life counterpart had. Understandably there is no suppression in a game unlike real life and that is one of the main effects of these types of weapons and this will be lost in any "game" environment. With no consequenses and a respawn, why not try to stand up and take out the MG? Something that would never happen with that many rounds pouring down on your position in real life.
So, IMO (just ideas folks take them or leave them)
1. On the class of MG'er the tracers need to go away. As cool as they are, the only purpose for them is to advertise exactly where your firing position is. This is fine for the tanks or fixed emplacements, but not for the MG Class. You see people use the '34 on single fire all the time now. I do too, and I seem to live a lot longer than using the 42.
2. The accuaracy of the deployed MG needs to be greatly improved so that this is a deadly weapon when used in this fasion. It is pretty deadly now, but it has the feeling of the most random gun in the game. I can't tell you how often I have fired and fired at a position with no effect only to be killed by the single bolt action soldier I was aiming at. In 9 out of 10 encounters, this is not going to happen in RL. If the initial aim was off, the MG'er just walks the bullets onto the target and the target is going to be VERY busy trying to get behind some cover, not taking aim and firing a shot.
3. Suppression. This is the most important part. Somehow this has to be replicated in game. Now since no one fears losing their life we have to find a way in game to simulate it. I think that there should be some kind of distortion like the Arty strikes if you are being fired on from an MG. So that if you are within a designated range of the landing bullets you will be effected and your screen and aim will be effected just like it is when you are near where arty is landing. We all know what it is like to try and fire your weapon during the arty strike.....impossible to get off good shots. This would keep the target from just popping up and taking aim at the source of the tracers and taking out the MG'er. Now, I know that to some extent this is already there as all nearby shots give an indication both with sound effect and a video effect, but I would want that magnified if you are being shot at with concentraited bursts from MG'ers. This in effect would simulate "Suppression"
I think that all hear can agree that the MG Class needs tweaking. The way it is now, I barely even want to play this class because it does not function like it should. Now I know that you can be successful using these guns in the game they way they are now, but I would like to see them be more realistic than they are. In RL the best options to take out an MG emplacment or an MG'er was to go around them, or flank them or as a last resort try to overpower it with mulitple charging men. (or if Air or Arty support is available call that in) I would like to see some things in game that make standing up under fire and shooting at the MG's NOT be the best option or even a possible option, which would encourage the going around and flanking etc.
So, IMO (just ideas folks take them or leave them)
1. On the class of MG'er the tracers need to go away. As cool as they are, the only purpose for them is to advertise exactly where your firing position is. This is fine for the tanks or fixed emplacements, but not for the MG Class. You see people use the '34 on single fire all the time now. I do too, and I seem to live a lot longer than using the 42.
2. The accuaracy of the deployed MG needs to be greatly improved so that this is a deadly weapon when used in this fasion. It is pretty deadly now, but it has the feeling of the most random gun in the game. I can't tell you how often I have fired and fired at a position with no effect only to be killed by the single bolt action soldier I was aiming at. In 9 out of 10 encounters, this is not going to happen in RL. If the initial aim was off, the MG'er just walks the bullets onto the target and the target is going to be VERY busy trying to get behind some cover, not taking aim and firing a shot.
3. Suppression. This is the most important part. Somehow this has to be replicated in game. Now since no one fears losing their life we have to find a way in game to simulate it. I think that there should be some kind of distortion like the Arty strikes if you are being fired on from an MG. So that if you are within a designated range of the landing bullets you will be effected and your screen and aim will be effected just like it is when you are near where arty is landing. We all know what it is like to try and fire your weapon during the arty strike.....impossible to get off good shots. This would keep the target from just popping up and taking aim at the source of the tracers and taking out the MG'er. Now, I know that to some extent this is already there as all nearby shots give an indication both with sound effect and a video effect, but I would want that magnified if you are being shot at with concentraited bursts from MG'ers. This in effect would simulate "Suppression"
I think that all hear can agree that the MG Class needs tweaking. The way it is now, I barely even want to play this class because it does not function like it should. Now I know that you can be successful using these guns in the game they way they are now, but I would like to see them be more realistic than they are. In RL the best options to take out an MG emplacment or an MG'er was to go around them, or flank them or as a last resort try to overpower it with mulitple charging men. (or if Air or Arty support is available call that in) I would like to see some things in game that make standing up under fire and shooting at the MG's NOT be the best option or even a possible option, which would encourage the going around and flanking etc.