Heres the post of mine from page 3 of that thread, minus/plus some edits. EDIT: On Wilsonam's request I am going to add all suggestions into this post.
Problem: MG's accuracy are the same no matter if it is the 1st or 10th bullet fired, in succession.
Fix: The longer the burst, the more innacurate the shots are after the 4th (DP), 5th (MG34), or 6th round (MG42). This is based both on fire rate and heft and is also based on balance not realism (though I did take realism into account, but I don't actually know having never fired any of those mg's IRL).
Problem: Deployed recoil is just a little too high.
Fix: Decrease deployed recoil a smidge (in the case of the MG42, reverse the recoil, because it reduces the longer you fire, but initially it is all over the place, it should be the other way around).
Problem: MG34's single shot is not as accurate as it should be and it should have tracers.
Fix: Increase accuracy for single shot and fix tracers not showing up.
Problem: Suppression effect is not enough to stop riflemen from returning fire on a MG while being fired upon.
Fix: Increase suppression effect (needed for all weapons really).
Problem: MG rounds do not penetrate materials.
Fix: Being looked into, though still using physical bullets (without huge amounts of lag mind you). My suggested fix is
there should be a ratio of hitscan rounds* to "physical" rounds (obviously all tracers would consist of the latter). I think a 1:1 ratio would be good, but since the game models tracers every 4 rounds, the first shot could be a "physical" round, the next 2 be hitscan, and the last (tracer) would be "physical". I would glady trade off some bullet physics realism to gain penetration realism.
*The Unreal 2.5 engine supports penetration with hitscan "rounds", if you did it with the actual bullet physics it would cause a huge amount of lag.
Note: if tracers are every 5 rounds than the order would a be : 1 physical round (first round fired), 3 hitscan rounds, 1 physical tracer round.
Problem: Tracer rounds are as bright as lazer shots from Star Wars.
Fix: Decrease the brightness of tracers for other players (it should still be easy for the MGer to see them), if possible (might be engine limitation, if so then just dimmer tracers for all).
Problem: You can only reload while deployed.
Fix: Allow undeployed reloading while prone (slower than when deployed) and possibly while crouched (very slow).
Problem: MG is too "static" when deployed and needs to be able to take cover.
Fix: Add "duck" feature, when a player presses the crouch button when deployed, while standing or crouched, he can duck behind the cover that he is currently deployed on and reload, change barrels, or undeploy and move.
Problem: Tracers are hardly ever used to aim because you can only be in IS (deployed) or hipped.
Fix: Add "looking over" feature, when the player scolls with the mouse wheel (what I use to look over the DP in the BA64 gunner position) while deployed, he will get off IS by raising his head (view) several inches off the gun, will allow quicker undeploy (by like .25 of a second, this would also be the default position you would be in when you first deploy, again saving you about .25 of a second of deploy time).
Problem: MG42 eats through ammo to quickly.
Fix: Allow a player to clip
1 ammo belt to his existing belt (only 1 for balance reasons, though I don't think this feature would even be needed if some of the other changes were implemented).
Suggestion: Ability to abort reload and grab hand weapon.
Problem: MG class can give other MGers ammo without losing any of his own.
Fix: Either disallow MG's to resupply other friendly MGer's or decrease their ammo count when 1 MGer resupplies another. Also, a MGer with a MG 34 should not be able to resupply a MGer with a MG 42 and vice versa.
Problem: In certain spots MG's are too hard to deploy sometimes, you are either deploying below the cover (ex. sandbag blocking bottom half of your view) or you are deployed above the cover and are a very easy target.
Fix: Unknown... thats Ramm's domain, unless all the maps were to be changed (yeah right).
Suggestion: Red tracers instead of yellow for german mg's (I'm not to sure about the historical accuracy of this, dev can remove if felt necessary).
Suggestion: Be able to adjust sights for range.
Suggestion: Belts and drums availible for both MG 34 and MG 42 (I assume this was meant as an option that you would pick during class selection).
Suggestion: When sprinting/running with German mg's the animation should show the weapon being carried by their carrying belts instead of carrying them by the burning hot metal (actually it is being held by one of the bipod legs, but I'm sure the strap was also used at the same time to share the load).
Suggestion: MG's should begin to overheat at no less than 100 shots fired continuously (I'm not sure about the historical accuracy of this, dev can remove if felt necessary).
Suggestion: New sound for the MG 34 (it sounds good to me as it is, maybe some better matching between the semi sound and full auto?).
Suggestion: Recoil should not be so static and should depend on your stamina, once you stamina is half way gone the recoil starts increasing slowly and your stamina starts diminishing slowly (initially the recoil would be lower than now). Once the stamina bar is full you have the "full" recoil as it is now. This suggestion is for some of the people who do not want the mg's to change (for what they think are balance or realism issues). I can't remember where I heard this one from (or thought of it myself), so I'm not taking credit for it.
Suggestion: Allow MG42 to fire from the hip (disallow moving for balance reasons, so stationary firing only).
Suggestion: Allow for quick deploy/undeploy when prone by having the bi-pod in the extended position (maybe a slower prone speed to balance this, after all it would be more difficult to grip an extended bi-pod).
Suggestion: Reduce or remove coaxil mg shake.
Suggestion: Speed up tracers and reduce their length.
Suggestion: Pressing "drop weapon" key while deployed make the player leave the mg where it is, then the MGer auto switches to pistol.
Problem: Reloading an mg (most likely German only) without clearing the chamber is unrealistic.
Fix: Extend the reload animation to include clearing the chamber.
Problem: MGer's should be able to accept a resupply from teammates even when they don't have the MG selected at the moment.
Fix: Allow players to resupply MG when holding any weapon (obviously still has to have mg in inventory).
Problem: Players having ammo for enemy mgs is unrealistic.
Fix: Disallow resupply to a teammate that picks up a enemy mg.
Suggestion: When shooting a mg from the hip the deviation should be more directed and not so extreme (the gun should not jump that wildly all over the place), especially when crouched and static.
BIG note: Look at the title of this thread ("MG Suggestions", implying changing and adding on to whats already there) before posting, whole seperate additions like tripods, new mgs, new classes, etc have been left out because they don't fit. So unless a mod instructs me to put them in the list its not going to happen.
Note: Obviously not everything in the list was thought up by me, I take full credit for only the alternating hitscan penetration idea. Oh and yes this list is being constantly updated. And I know no discussion is allowed and what not but do please try write a slightly more descriptive sentence for some suggestions (e.x. "Better sound for the MG 34" doesn't mean anything to me because its not like it sounds like a dog barking or something, so please state whether the reason is for balance, realism, or both).