/un-lurk
/un-lurk
In the RORoleInfo actor, the template used for the generic properties of the in game roles, there are 2 variables defined (or declared? I'm no coder) that seem related to this issue:
Code:
var() EWeaponType PrimaryWeaponType; // Role will recieve bonuses based on thier primary weapontype Weapon abilities
var bool bEnhancedAutomaticControl; // True if this person has extra experience in controlling automatic weapons( not including MG's)
Now as I said I'm no coder, I don't even know if these are still used or if they're leftovers from a previous solution to a long fixed problem, but it looks like there may be some very slight bonuses/penalties for weapons out of class, though mostly for SMGs.
That being said, if this stuff does still play a role it's a very minor one, enough to make a difference to the classes, but not so much that anyone would be able to tell and, as a result, feel the situation is unbalanced (the perfect amount, perhaps).
The first part obviously doesn't make that much difference as there are some circumstances where Squad Leaders can choose between SMGs and semi-auto rifles. They (possibly) end up with decreased ability if they choose the rifle, but it's clear that the decrease is so minor as to be irrelevant.
If someone were to start a botmatch and use a role assigned PPSH-41, then respawn as a rifleman and "borrow" one from a friendly Russian bot, I doubt they'd notice much, if any, difference between the two.
Anyway, there's a small piece of the tech aspect from someone who doesn't really understand it. Hope it sheds some light on the situation.