but seriously every idea deserves a good once over
Noitce how they are all leaning on something?
Unless Kf brings in a laying down mechanic, the recoil on this thing should be up the pan pipe.
but seriously every idea deserves a good once over
I have fired an MG42 during my military services, and well, one thing to note is the sheer firepower when mounted somewhere. However, even then the recoil was so heavy my shoulder was aching blue that evening. You simply cannot fire a 13kg weapon with pinpoint accuracy on the fly. And of course, the ammo belts are gone really fast. 1200 rounds a minute and like 100 rounds a belt. I'd say, it makes you slower as well. Suggestions:
- being slow as with chainsaw
- bad accuracy when standing or walking, better when crouching
- extremely high damage values, fast rate of fire
- low ammo (100 rounds per belt, 5 belts or so).
- slow reload time
- expensive
perk (should there be one):
- faster reload times (!!!)
- better accuracy
- slightly enhanced damage (like 5% per level)
- more rounds per belt
- less movement speed decrease
- and the usual cost bonus
There should be two MGs, both heavy class, both decently expensive, like 1500 to 2000. Perk levelling goes to simple damage dealing. This will become hard as the perk gets his weapon relatively late into the game (wave 4 to 5).
PROS:
- can take on large groups and big enemies alone or as supporter in defend-style positions
- deals decent damage per second
- real threat to close enemies due to high damage output
- kinda like a mix between firebug and supporter, but without the foggy visions
CONS:
- has to rely on others when enemies come from multiple routes as he cannot dodge very well
- needs to look out for ammo, needs to conserve ammo
- gets his weapon relatively late, so he is dependand on other weapons before
Unless you're shooting at something farther away than the specimens in KF I think the main reason you'd rest a machinegun on something is because they are relatively heavy (which actually helps with the recoil). Obviously a beast like the MG-42 would be another story, but even then I have seen videos of people who can control them firing from the shoulder.
Also I could be wrong, but wont the tracer rounds in that M60 video be responsible for a lot of that heat? Not so sure if it would apply to regular rounds as much.
Undedd Jester said:Not to mention the addition of this with its obvious damage capabilities and no real reload issues would probably spell death of my beloved firebug perk
Wow, I can't believe this thread is still active...Actually for most machineguns they recommend you change out the barrel every 200 rounds or so if you're spraying. I think that DeGroat video was to show off their metallurgy (though of course that M60 didn't survive, they were just proving that you could if you had to).
Well, there is one reload issue. Any belt-fed machinegun is going to take so long to reload you'd be specimen feces before you were anywhere near finished, so if you ran out when it really counted you'd be completely boned unless someone rescues you. Firebug's damage would still be more consistent, and of course with most specimens the firebug only has to light them once and let 'em burn.
My idea to balance MGs with ARs: Require the player to aim before firing. Machineguns may be controllable shooting from the shoulder with a good stance, but spraying from the hip with anything resembling accuracy would be pretty much impossible. And, as Jester said, your arm would get quite tired holding a weapon that heavy up for the entire game. So, have the players run around carrying the weapon in the low-ready position:
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To fire, you'd have to aim first which would take almost a second, and in the process lose all mobility. That way, you'd lose all of the commando's run-and-gun capability if you opt for a machinegun, and you'd be highly dependent on teammates to cover you while you reposition. But once you're set up, you'd be able to mow down all comers.
I hope I explained that well enough, I'd really like to see machineguns in KF.
Okay... give the Medic a Mac 10 or Thompson and a K-50M, berserker a Scythe (because they look bad-***) or blunt weapons like sledge-hammers, keep the firebug as-is because the flamethrower is a friggin death laser, and leave commando and support as commando and support, enjoy them.I suggest the existing classes all get filled up to Tier 3 weapons before we start considering any new ones.
-I'm not suggesting any super weapons like the Ultimax that would basically be a fully automatic M14 with no recoil and a huge mag.
What I was saying was that I didn't care to see an LMG added that had such little recoil, although I'll admit I overlooked that it wasn't a 7.62.Not true at all. You must not know much about the CIS Ultimax, or guns in general to say that.
First off the Ultimax fires 5.56x45mm NATO. The same as the Bullpup (L22)
Secondly the M14 fires 7.62x51mm NATO. This is a battle rifle and the 7.62 is used in sniper rifles; albeit match grade cartriges.
So, an assault rifle round =/= a sniper rifle round.
The Ultimax has that low recoil due to the design. It was designed for Singaporeans to use, small ones. It's like the Kriss in a way. Designed for low recoil.
The Ultimax would be basically a Bullpup with iron sights, a magazine located in the standard place and a 100 round drum, not an M14.
Bullpup ..... hardly useful at all.
Then you're playing it wrong.