MGs a bit underperforming?

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Krazyxazn

FNG / Fresh Meat
Mar 23, 2009
407
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Its too easy to pick off MG users in RO2 than in RO1. RO1 an MG would dominate, not so much in RO2.

The only map I can always do good with as MG is Barracks. You'll never be able to mount a MG in a window on Apartments if there are enemies on the other side :(
 

Tairos

FNG / Fresh Meat
Dec 3, 2006
102
19
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I have to agree with you on this. Right now its simply suicide to actually bother to deploy an MG on any map in RO2 because you instantly get it shot off before you even get a chance to scan the horizon for targets. Because everyone has super-zoom eagle vision, chances are some rifleman out there will see you first before you seen them, and they'll then one-shot you from 200m because there is no sway and it's super easy to get those kinds of shots.

Most of the time when I DO go MG, I choose the MG34 for its over-the-top-silly hip-shooting rambo abilities -- not for the role it's actually intended ;)

God, I hope a mod comes along this time to fix all this nonsense.

Its too easy to pick off MG users in RO2 than in RO1. RO1 an MG would dominate, not so much in RO2.

Lest we grow too nostalgic, we should remember that the first one had this problem too. Who'd have thought it'd actually get worse.
 
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stray cat

FNG / Fresh Meat
Sep 2, 2011
137
152
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I got about 15 Germans on apartments and had a load of their window shooters supressed with an mg on apartments
It stopped when we capped the bridges and had to move up lol
Then your enemies were a bit bad. Because you can only suppress peopel for a few seconds and only those that are bunched up. If you are a approached by 2 riflemen you might kill one and the 2nd will get you.

The problem here is that an MG only works well if the user is either very good and/or lucky and the enemy is relatively bad.
However an average rifleman or auto-rifleman does not have this problem.
And an average MG gunner should be able to completely shut down areas of a map like he did in RO1.
As I said, a semi auto rifleman replaced the MG guy in this game as most dangerous unit. He has none of the disadvantages of an MG, while the MG gets none of the advantages it is supposed to have over riflemen.
 

Stiler

FNG / Fresh Meat
Nov 24, 2005
353
62
0
37
TN
It's weird, the recoil seems less when you hip fire, but more when you actually deploy it , it makes no sense!

I find myself hiting targets with more precision while hip firing it then I do when I deploy and have to burst, then readjust because of the huge *** recoil that kicks it up when it's deployed. You'd think deployed, they'd have less recoil and better aim, not the other way around.
 

Krazyxazn

FNG / Fresh Meat
Mar 23, 2009
407
117
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It's weird, the recoil seems less when you hip fire, but more when you actually deploy it , it makes no sense!

I find myself hiting targets with more precision while hip firing it then I do when I deploy and have to burst, then readjust because of the huge *** recoil that kicks it up when it's deployed. You'd think deployed, they'd have less recoil and better aim, not the other way around.

This, MG could use a reduction in recoil. If the MG is facing multiple enemies at different locations and he has to burst 2-3 time at each location just to kill or suppress. He'll be dead by the time he moves to the next target :(
 

Zennousha

FNG / Fresh Meat
Mar 1, 2006
1,019
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Kelowna, British Columbia, Canada
RO1 against a Rifleman: MG pours a few bullets at the Rifleman and misses. Rifleman ducks behind cover. MG pours a few more bullets at his position, rifleman stands up and instantly puts a shot between his eyes.

RO2 against a Rifleman: MG pours a few bullets, Rifleman is incapable of returning fire effectively. If the material is right, the Rifleman is perforated like Swiss cheese.

All situations people are complaining about "HURR U BULLET MAGNET GUY NOT IN THE SUPPRESSED GROUP KILLS YOU" are just as likely to happen in RO1, but at least you can pin down a group unlike RO1. Popup Rifleman were the bane of your existence. MG is like it always was. Flank a chokepoint, be patient, and unload when people don't realize you're even there. At least now you have more efficiency on the front lines now too.
 

raov.soLucky

FNG / Fresh Meat
Sep 1, 2011
22
4
0
People just need to learn how to use the MG. Its not a weapon you want to take to the front and try to deploy against a horde of oncoming enemies because you will be almost immediately killed by a rifleman or sniper. The ideal method and the one that seems to be most effective for the MG is to avoid at all costs being in the direct line of fire and cover the flanks from people trying to quickly maneuver behind your teams lines.

Now this may be contradictory to how MGs were actually used but the fact of the matter is that this is a video game and in any video game you simply cannot achieve the effects of suppression fire that we see in real life. People aren't actually in danger and will take risks they simply wouldn't in RL, like trying to snipe an mg that's looking in their direction. The closer people try to get to "realism" the further away from balanced game play we become.
 

Verluste

FNG / Fresh Meat
Sep 3, 2011
978
460
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www.youtube.com
It's also a lot less fun than it was in RO1.

I remember some times I felt like I was holding back the entire allied team with my MG. Killing many, sometimes they get one or two close shots off before I shoot them dead, bullets whizzing by me, hoping I would reload or change the barrel fast enough, sometimes even killing one with my pistol upclose.

After I died 10 minutes later, I often felt as if I should have received a damn medal for what I just did.

Such was the immersion.


In RO2, I set up, maybe get some kills, and die from the first dude that manages to shoot in my direction once. As every shot is a hit in RO2.
I would like to add something.
I have not played the beta, but I can safely say that in RO:Ost learning the MG class was quite hard and took a long time.
But once you knew how to play it, you could rock the whole round and map.

To put things further in perspective,
I think that ignorance towards to ''how to use the MG class'' plays a great part on the negative feedback on the MG in HOS.

I remember similar feedback in the early RO:OST time.
 

Tairos

FNG / Fresh Meat
Dec 3, 2006
102
19
0
Yes, there was similar feed back in RO1, and justifiably so. Just because it was bad before, doesn't mean it's ok that it's worse now.
 

Paas

FNG / Fresh Meat
Aug 30, 2011
149
55
0
El Campo, TX
I'm an MG whore. I think they are fine. You simply have to fire in burst and take cover after doing so. You can't just constantly scan the battlefield looking for juicy targets. The MG in RO2 takes at least two people to effectively operate (like every other MMG, ever). You need a spotter/cover man/ammo man. As the gunner you need to be crouched down a vast majority of the time. Your spotter should be directing your fire, watching enemy troop movements, and giving you new firing lanes.

Good luck getting someone to sit by you and allow you to catapult the team to fire superiority though. I have managed to only get 3 people do this well, and they all just so happen to be men from my Battalion that play RO2. Every random rifleman I have asked always give me the same response, "So I'm supposed to sit around getting no kills and points while you get kills and points?! No thanks!".

-Paas
 
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CaptRanger

FNG / Fresh Meat
Mar 15, 2006
432
31
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www.highest-degree.com
The key to the MG is to have teammates supporting you. If you just plop down your MG in a supported position and start blazing away, you'll get picked off or flanked. But if you have some riflemen close by killing some of the infantry that you can't get to, you'll be a lot more successful.
 

Rak

FNG / Fresh Meat
Nov 23, 2005
3,539
677
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RO1 against a Rifleman: MG pours a few bullets at the Rifleman and misses. Rifleman ducks behind cover. MG pours a few more bullets at his position, rifleman stands up and instantly puts a shot between his eyes.

RO2 against a Rifleman: MG pours a few bullets, Rifleman is incapable of returning fire effectively. If the material is right, the Rifleman is perforated like Swiss cheese.

Funny, in RO1 MG doesn't miss. It's really accurate and anyone who's in the sights is as good as dead. Plus, RO1 rifleman has to put up with sway when he stands up, or has to wait ~0.5-1 seconds to rest his weapon. It's more than enough to kill him. MG easily dominates in most situations.

In RO2, MG shoots and misses, because it's less accurate. Rifleman ducks, maybe he's suppressed maybe not. MG instantly gets attention and promptly killed by another railgun rifleman. In RO2 MG is mostly nothing but a slight nuisance.

I have exclusively played MG in RO, and now trying the same. I'm still learning new positions, but as it seems life is really hard for MG's in RO2. You have to be constantly be on the move, NEVER stay in the same position after a kill. Spend your time ducking most of the time, and pop up for a quick kill while praying other 6564 rifleman behind cover doesn't notice you in time.

Now I am fine with that and will get used to it eventually, but it's just not the "area denying" weapon in RO2. MG class is now just an immobile Assault class with a huge KILL ME marker on it. I doubt this class will see much use in clan matches. A rifleman will be much more useful.
 
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hekuball

FNG / Fresh Meat
Mar 13, 2006
563
202
0
just had some great rounds on barracks with the mg. If you pick the right spot, e.g. covering a fairly narrow gap between buildings you can do really well, as soon as something pops out you can swing round and nail it and if they get to cover you can suppress or penetrate the cover.

Think theyre fine as is you just have to think about your positioning. Sitting in the open with your mg in Fallenheros with a hundred windows to be shot at from is obviously a stupid thing to do.
 

KarmakazeNZ

FNG / Fresh Meat
Nov 23, 2010
352
249
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MGing is now so risky, it's not worth the effort anymore.

You and the thread starter are probably just not doing it right. I love the MG's. They are accurate when limited to three round bursts (just like real life) and man can they put a guy down fast.

If surprised, I usually let off a burst from the hip in their general direction, then prone (which automatically goes into iron sights as well) and put a couple of aimed shots into them before they can recover from the suppression.

At long range, I have had duels with snipers, and won. No, the MG seems just about right to me.
 

Nimble

FNG / Fresh Meat
Jul 5, 2011
80
16
0
*CLASSIFIED*
OK, the MGs are super-awesome mega-death massacre machines IF they are in the right hands.

The problem is more with the rifles. If you add a LITTLE more sway normally, more sway when you are fatigued and MUCH more sway when you are being suppressed, it should even out nicely.

The rifle sway in RO1 was absolutely ridicilous, when you hold a rifle while standing up you do not hold it like a drunk zombie and shamble it around, back and forth like it was in RO1. You can hold it relatively steady in real life, so you should be able to in-game.

And zoom has been discussed enough on these forums, it's officially staying, but custom servers may be to your liking.

That is all :IS2:
 

Jagdwyre

Active member
Sep 2, 2011
564
69
28
I've played Machine Gunner quite extensively since the DDE beta began and I find it fine. I've been able to to score well in both terms of kills and teamplay points with the role.

Tactically moving from cover to cover while staying behind your teammates on offense and finding defensive positions with choke points that are small enough for you to cover effectively are what give me the best success with the role. Oh and of course the old hip fire fall back in CQC.

I don't think people should be using it to prop up in a window in which half the enemy team has LoS on and expect to just be god on the field, staying in a position like that getting you killed pretty quickly seems perfectly acceptable to me.
 
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Keunus

FNG / Fresh Meat
Aug 30, 2011
32
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It;s probably because the weapons are more accurate overall than in RO1. And because there is 0 sway.

Every shot is a hit from almost any range. So it takes only 1 guy to notice the MGer and shoot 1 bullet at him. So you die fast, almost everytime, without knowing that hit you, and without having the chance to relocate after a bullet comes whizzing by.

MGing is now so risky, it's not worth the effort anymore.

Couldn't have said it better myself,

LMG's arn't feared in Ro2 anymore, they are just to easy to take down.
TWI just needs to fix the sway. will improve the game greatly
 

stray cat

FNG / Fresh Meat
Sep 2, 2011
137
152
0
The fails in RO2.
Why?
Because in RO2, two riflemen can attack an MG head on and if the MG guy is really good he might win. But most of the time he will have a hard time to kill one guy with all the recoil, while the other guy can shoot the MG.

The only way to effectively use an MG is to hide in some obscure corned and catch enemies off-guard. Means you haev to use it like a sniper rifle. Do you get how silly this is? MG has to hide from riflemen because even 2 riflemen can overwhelm it head on?
In reality machine guns are avoided and taken cover from. But in RO2 it is below the semi-auto rifle in the food chain.
And the reason is probably because the recoil on the mg is a bit too strong and riflemen get almost no sway while unsupported. Which completely ruins the game for machine guns.

Here is the thing:
An average machine gunner has to be dominating a group of average riflemen in an average game by using averagely adequate placing. If the result is not like this, something is wrong with parts of the game.
And it is very wrong as you can see by the MG slots always being vacant.

The recoil of the MG34 is realistic as hell. It is just like that in real life. The bipod does not get rid of recoil.
No it is not. Wrap some duct tape around an mg trigger and let it fire without any support, and it will not kick up towards the sky when firing ebcause the weapon weight alone is enough to prevent that tiny bit of energy caused by the gunpowder to have teh gun kick.