LMGs in Fallen Fighters

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RJ_MacReady

FNG / Fresh Meat
Oct 24, 2011
194
92
0
Poland
I'm curious about how you guys use your LMGs in Fallen Fighters.

Do you lay down covering fire for riflemen and assault teams from the first floor of the building near the first spawn point? I found this "camping" quite effective as it provides excellent field of fire on, basically, the whole square (plus, on enemy shooters in the windows), but sometimes makes hitting sprinting targets at long distance a bit difficult. All this while staying relatively safe from marksmen and other shooters.

Or do you move with the team providing close support fire? To be honest, I couldn't find any advantages of this tactic on this map. I don't know, for me it seems to work everywhere, but here. Not for Russians anyway. The open space makes slow machine-gunner a very easy target to be picked off by the enemy troops and the poor visibility of uneven terrain doesn't let you unleash the fire power you need to help your team advance.

On the other hand, I've noticed that German players with MG 34s tend to advance to forward (like center of the map) or flanking positions, rather than rain death from buildings.
 

Andrew Blake

FNG / Fresh Meat
Dec 6, 2011
680
200
0
On the other hand, I've noticed that German players with MG 34s tend to advance to forward (like center of the map) or flanking positions, rather than rain death from buildings.

Thats because there is more fog on the german side than the russian one. You can see germans, germans can't see you.:IS2:
 

RJ_MacReady

FNG / Fresh Meat
Oct 24, 2011
194
92
0
Poland
You're right. I've just opened Fallen Fighters map and checked this. The German line of sight is slightly shorter than from the Russian part of the map. I think that's because Germans are looking almost directly at the Sun.
 

LugNut

FNG / Fresh Meat
Feb 12, 2011
2,288
117
0
The LMG's are better for sniping in FF than a sniper rifle. They're far more effective on the second story in various places picking off the opposing snipers and ripping up the enemy in the open.

Until you have the enemy pushed back into a single spawn point and the open areas pretty much controlled, it's a waste of time to get down on the ground with them. Too exposed and a much smaller field of fire.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Setting up MGs in the main buildings has two problems, though. First, most people familiar with the map move through the square in ways that keep them safe from those buildings and second, the combination of sustained muzzle flash and the long time it takes to adjust position makes the MG an excellent target. An attentive rifleman pretty much anywhere in the square can easily just plink back at the source of the muzzle flash. A wide field of fire works both ways.

I prefer using middle ground for MGs, places where you can get a focused line of sight on enemy movement areas without exposing yourself to too much of the map at once. The tank hulks, the paths to the central fountain, the side roads, the sides of sandbags, that sort of position doesn't cover as many approaches as the buildings, but it gives you really solid control over one instead of just in intermittent places, and it makes you a lot harder for the enemy to root out.
 

JakeWedd

FNG / Fresh Meat
Dec 1, 2011
46
2
0
Auckland, NewZealand
I find it best just to use a '34 while moving up, letting lose the odd single shots while moving to get some hits, then just crouching and letting off the odd burst (Very effective once you get the hang of it)

the second story places are good, until the battle moves up close (Grenades in the Windows) or some guy in the opposite building see's your flashes. the MG's are easy to track compared to sniper fire and MG gunners dont often duck in-between shots either