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Plus, you're -supposed- to use LMGs like glorified semi-autos, especially at long range. Again, you're just as accurate as a rifleman, but you can get 3-4 shots off in a tight spread maximizing your chances of hitting. Sustained fire over long distances is done from a mount (like a tripod) that mitigates a lot of the recoil.
Or a periscope.
The MMG's could be made a -lot- scarier if the gunner could stay behind cover and use optics to sight his targets. Sure, he'd have no peripheral, but you also can't head-shot him as soon as he takes the gun.
It'd really make MMG's something utterly terrifying, and it might make them more viable than they are now.
I mean, I don't think anyone would mind MMG's being unstoppable, horrifying murder machines. They're stationary, random in the maps, and usually pretty flankable, so it wouldn't be -that- overpowered...
It really needs this. The player model is blocking half of my view. =/I also miss that deployed "looking over the weapon" view RO1 had...
don't forget the mg-34 is also semi-automatic!
Nope.IIRC the "semi automatic" is activate manually by pulling back on the bolt. So basically to do this while walking you would need 3 hands at least.
It's real easy to kill MG guys because you can instantly ADS with superb accuracy and most walls provide no protection (remember bullet penetration). In Ostfront/Darkest Hour,going into ironsights left you unable to fire for about 3 seconds,you had to take your chances firing in the unwieldy free-aim system.
So with all these downsides of MG... Makes me wonder which one is true (based on the video from this post http://forums.tripwireinteractive.com/showthread.php?t=67527#8)
a. Do you guys suck at handling your MG's
b. This is a god-like player?
The MG-34 and 42 were the lifeline of the German infantry squad. The whole squads life depended on being able to set up and support the MG so the job could get done. They accounted for the overall majority of kills.The machine gunners were truly the elite of the German frontline infantry in WW2 with their whole squad tactics based around the weapon.
In RO they are slow, clumsy and usually easy targets. This is the total opposite of how they should be represented. On some maps people don't even bother taking them.
some ideas
1. faster deployment time
2. Faster reload time
4. More fluid deployment
5. More mobility
6. the option to leave it deployed somewhere, and quickly use it again when necessary. Also the ability to take cover very fast if in danger and leave the MG there.
7. better penetration through buildings and objects.
8. Some sort of concealment, maybe the ability to lay a blanket down with some brush on top of it to better conceal the MG position.
I agree with everything you posted, the MG class feels way too vulnerable when not deployed. I think shoulder firing it with small bursts and high recoil would give the class a better shot at survival for starters.
When you deploy the MG it feels like you superglued the tripod to a cement wall, and your range of fire is sometime severely hampered, instead of being able to shimmy the tripod a little to the left to gain a better range of fire you have to undeploy and redeploy again which you usually don't have time to do in the middle of a firefight. With more freedom of deployment the MG would be alot more viable in sporadic fights.
What this guy means is that if you are in cover, you can strafe left and right to shift the gun left or right. No redeployment necessary.But you can move your mg while deployed with only moving your mouse. When you move it as much as the bipod allows it the player will raise it a little and instantly redeploy it again.
I wouldn't care if they totally got rid of hip fire all together if the thing deployed correctly to actually do it's job in a realistic manner. The deployment system is total crap to the point where I think it's more effective to fire it from the hip in this game than it is to deploy.