Currently, we have two major problems with the mg-gunners:
1. The 5 points for resupplying are too much. Whenever someone cashes them in he is frowned upon as if he had stolen his points. Resupplying isn't nearly as hard as killing five enemies or capturing half a capzone.
However we need a reward or else no one would ever resupply a gunner in need, because no one would care.
2. No one watches out for him so he isn't nearly as deadly as he should be in a squad whichs tactical center should be him. A mg-gunner alone can easily be killed by a single (pop-up-) rifleman. However a mg-gunner with proper protection from one or two riflemen who cover his flanks and vulnerable points is as deadly as he should be.
Too bad no one cares for that in public play, because you don't get points for protecting gunners...
There have been a few suggestions to solve problem #1, such as reducing the reward to less points, and there have been a few suggestions to solve #2, such as inventing a "spotter" class, which has to spot targets for the gunner so he recieves an accuracy boost etc. Reducing points makes resupplying less desireable though, so it would be bad for gunners. A spotter class is a class no one likes to play and an "accuracy boost" belongs to role-playing games. Not into a realistic shooter.
My suggestion attempts to solve both problems (5 point whoring and lone-wolf mg-gunners who aren't protected by their squad as they should be).
As soon as someone resupplies an mg-gunner, the 5 points are stored in the gunner's immaginary inventory. As soon as the mg-gunner kills an enemy, the soldier who resupplied him recieves one of "his" points which are stored in the gunner's immaginary inventory.
This way, you don't simply get five "instant points", but you have to keep the gunner alive so he can kill at least five enemies.
If you simply run up to him, press the resupplying key and then you stroll away and he gets killed you don't get a point at all, and if he dies before killing five people you don't get as much as you could possibly get either.
So people are encouraged to stick to the mg-gunner, forming roups of two or more people, just as it should be.
The five points could even be increased to seven, or ten (they can't be reduced to three though, because then the chance that the gunner can do three kills on his own is too high! Five is the absolute minimum!). The devs have to sort that out in thousands of test games.
So, what do you think?
PS: Spare me the "I'm sooo good with the mg, I don't need protection at all" posts, because that's nice for you, but most people I know, including me, need this protection and even if they don't it helps them a lot. That's what protection is there for...
PS2: Before you ask: No. I don't have a proof in the shape of a black and white image that illustrates that real mg-gunners had immaginary inventories they used to store points in...
Xbox: Sorry. I just had to use this pun at least for once!
1. The 5 points for resupplying are too much. Whenever someone cashes them in he is frowned upon as if he had stolen his points. Resupplying isn't nearly as hard as killing five enemies or capturing half a capzone.
However we need a reward or else no one would ever resupply a gunner in need, because no one would care.
2. No one watches out for him so he isn't nearly as deadly as he should be in a squad whichs tactical center should be him. A mg-gunner alone can easily be killed by a single (pop-up-) rifleman. However a mg-gunner with proper protection from one or two riflemen who cover his flanks and vulnerable points is as deadly as he should be.
Too bad no one cares for that in public play, because you don't get points for protecting gunners...
There have been a few suggestions to solve problem #1, such as reducing the reward to less points, and there have been a few suggestions to solve #2, such as inventing a "spotter" class, which has to spot targets for the gunner so he recieves an accuracy boost etc. Reducing points makes resupplying less desireable though, so it would be bad for gunners. A spotter class is a class no one likes to play and an "accuracy boost" belongs to role-playing games. Not into a realistic shooter.
My suggestion attempts to solve both problems (5 point whoring and lone-wolf mg-gunners who aren't protected by their squad as they should be).
As soon as someone resupplies an mg-gunner, the 5 points are stored in the gunner's immaginary inventory. As soon as the mg-gunner kills an enemy, the soldier who resupplied him recieves one of "his" points which are stored in the gunner's immaginary inventory.
This way, you don't simply get five "instant points", but you have to keep the gunner alive so he can kill at least five enemies.
If you simply run up to him, press the resupplying key and then you stroll away and he gets killed you don't get a point at all, and if he dies before killing five people you don't get as much as you could possibly get either.
So people are encouraged to stick to the mg-gunner, forming roups of two or more people, just as it should be.
The five points could even be increased to seven, or ten (they can't be reduced to three though, because then the chance that the gunner can do three kills on his own is too high! Five is the absolute minimum!). The devs have to sort that out in thousands of test games.
So, what do you think?
PS: Spare me the "I'm sooo good with the mg, I don't need protection at all" posts, because that's nice for you, but most people I know, including me, need this protection and even if they don't it helps them a lot. That's what protection is there for...
PS2: Before you ask: No. I don't have a proof in the shape of a black and white image that illustrates that real mg-gunners had immaginary inventories they used to store points in...
Xbox: Sorry. I just had to use this pun at least for once!