[RO]schneidzekk:
I too would like to see a video that shows not only the gun being fired, but the target getting hit, or at least a photo with the achieved groupings of the taped burst. Unfortunately I haven't been able to find one - appears that American gun nuts are more into just cool blazing away than actual performance and precision
Of course battlefield conditions are worse than those in a test facility. Therefore they only give a rough idea to their battlefield performance. However, many people have repeatedly said that SMG's, as weapons, are not accurate. So even if the test facility groupings do not give 100% accurate ideas of battlefield performance, they prove that the weapons in themselves were highly precise, and therefore people who argue that SMG's are inaccurate are either talking out of their arses, or have the wrong scale (eg. SMG's ARE inaccurate when compared to bolt actions R/L and when compared to any weapons at ranges of 300m or so, however for the purposes of RO, the typical engagement ranges are 20m to 100m max)
I'm not a whiner who keeps getting killed and therefore goes on complaining about it. Well, I too agree that there are reasons as to why some people are better players than others. Almost whenever I play I am in the top 3 on the server. Join me for a game and you'll see, my ingame nick is either Centar or [TT]Centar sometimes on tank maps. I'm not saying this in order to brag about my skillzors or junk, but just to say that no, I'm not complaining only because I can't handle the weapons. And yes, I kill plenty with the SMG's and I believe I master them quite well. And yeah, despite that, I still think they are way off.
druid:
I appreciate the effort. However it must be understood that in the game, what the 3rd person view show is only an animation, which does NOT depend on the amount of recoil the 1st person player will experience. Therefore, a demo like this is invalid proof.
Solo4114:
You have a good argument, and I partially agree. And yes, I CAN offer a sensible alternative, and probably I should have done so at a much earlier stage.
My problem is NOT that the SMG's are difficult to handle and take getting used to. My problem is that a lot of the time, I perfectly aim at someone about 25-50 meters away, and fire a carefully aimed short burst. Yet at least half the time, the guy at the recieving end will escape uninjured, despite me lining up the shot perfectly with no latency problems whatsoever (you can test this on a practice game, do it 10-20 times to a bot in a non-supported stance). In the real life, if I aimed properly at a guy at that range, or even at 100 meters, there'd be NO QUESTION: he'd be dead meat. The SMG's Do NOT hit where you aim, despite how some Devs have claimed there is no random inaccuracy. In addition, the recoil is exaggerated.
My proposal is to SLIGHTLY reduce the recoil on the SMG's. Reduce the recoil on the 1st shot by some 50% from the current recoil, second shot will have about 30% less recoil than now, 3rd about 20%, 4th about 10% and 5th will have the same recoil than now... And then make the accuracy so that the first shot hits where you aim, and from there after each shot, the inaccuracy increases to it's current level. Then, increase the sway of the iron sights, to compensate for the new better accuracy.
Theodrake:
Yeah its probably a fake pic that I posted here..for what? To get my point across? I'm trying to improve this mod in terms of realism and gameplay. Trying to make it better. It's not a conspiracy against RO where I make fake evidence and stuff. Finally yeah paper targets get torn up by gunfire a lot of the time, but it doesn't say anywhere where the targets were made of... You COULD be right, but I don't think so. All I know is that the Suomi KP m/31 was the most accurate SMG of the war, accurate enough for me to believe in groupings like this from an experienced shooter. The PPSh was not quite as good, but it was still amazingly accurate.
What Byte Me said about the mouse sensitivity is a good point IMO. I don't really fancy turning it up either, and I don't fancy binding a key to switching between different sensitivities (high sensitivity for full auto / CQC and low for long ranges) as it feels quite...lame. Plus I'm used to slow sensitivity.
melipone:
I agree that it is a balance factor. If the SMG's were realistically modified, they would be more dominating than now. What I said about increasing the IS sway on them would help to balance it out a bit as would the gradually increasing recoil and inaccuracy with each shot. Of course even then, the SMG's would be better than they are now. But look - IRL the SMG's WERE amazing at trench assaulting and house to house fighting and other close combat. I'd rather pick realistic but dominant SMG's than the current SMG's which feel unrealistically nerfed due to inaccuracy when not prone and supported.
Even then, there would be a distinct difference between this and COD. I understand that in COD you can more or less pick any class you want, but in RO the classes are strictly limited. There will still be only 2-4 SMG's per side and 10 riflemen. This prevents it from being TOO SMG orientated.
And finally, yes, the SMG class WOULD be better than the rifleman class. But look, the classes aren't even MENT to be balanced! Or who, in their right mind, would claim the rifleman class is as good as the sniper class, or as the Gruppenfuhrer? The classes aren't even MENT to be equal...