MKb and AVS suggestion

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

J Moldy

FNG / Fresh Meat
Dec 15, 2010
39
27
0
Okay, I know a lot of people are kinda angry with MKb and AVS right now. Personally I agree with the whole argument that the MKb has far too little recoil, when I'm able to fire a chest sized group at 100m (at a wall, so I could actually measure) for an entire 10 round burst I think something's a little off. I don't use it because I prefer the bolt actions, honestly. I tried the AVS a few times, and I got the opposite reaction, namely, the weapon was uncontrollable in the extreme, I don't think I'd be able to put two shots into a guy at 10m. I don't know if that's been changed, but I personally feel the MKb is the worse offender.

However, these aside, I think that there's something in the MKb and AVS that we should remember and possibly use to improve the weapons without making them balanced in the traditional sense of tweaking recoil, damage, etc. What we need to remember is that these were experimental prototypes, mostly in the field testing stage.

This means that unlike the other weapons which have had more time to be tested, such as the bolt actions, the machineguns, and have problems worked out, or newer but more widely distributed so flaws become apparent quickly, such as with the PPSh-41 (in that it used to be the PPD).

As experimentals, these weapons are probably going to be prone to more failures than other weapons. As such, I would like to suggest that only these experimental weapons can have problems like jamming, or possibly even internal damage (The AVS in particular had this problem).

What does this mean? It means that people taking the experimental weapons will be taking a rather higher risk for the improved performance reward. It also may mean that it will change the tactics of using them slightly. Personally, if I know I'm going in alone or with only one other guy, I want a weapon that I know is going to work. However, with several people, I'd be a little more comfortable knowing that if my weapon fails then I have someone to cover me while I switch weapons or try to fix the problem (if possible).
 

Apex.

FNG / Fresh Meat
Aug 22, 2011
378
162
0
by AVS, im assuming you're talking about the AVT 40

Red Orchestra 2 beta AVT40 Gameplay - YouTube

im in love with the gun tbh, i think its pefectly balanced, it does take quite some skill to use, in the right hands its dangerous (i have been using the AVT quite alot and found it hard to use at first, but once you learn to control the recoil its amazing) i agree though, the MKB seems like a CoD mode gun.. easy to spray and pray with and has little to none recoil.
 

Dr. Peter Venkman

FNG / Fresh Meat
Aug 21, 2006
871
68
0
California
when I'm able to fire a chest sized group at 100m (at a wall, so I could actually measure) for an entire 10 round burst I think something's a little off.

I would like to see a video of this happening, because frankly, I don't believe it. Not detracting from the rest of your post (and I agree that prototypes had their own host of problems, let alone the G41 which had a slew of them) but I think this might be some hyperbole on your part.
 

J Moldy

FNG / Fresh Meat
Dec 15, 2010
39
27
0
Hmm, seems that they patched up the MKb since I've last used it (Which wasn't too much after RO2 first came out), since after retesting it the recoil seems to work differently. Before, the MKb was recoiling in a fairly small circular pattern, which was pretty easy to compenaste for by just turning it in the opposite direction. I don't know if it was thanks to the massive difference in lag causing the gun to not register recoil properly or what, but they both seem much more balanced now.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
0
I really can't agree with you J Moldy, and I have to say that the Mkb42 is infact one of the few weapons ingame that actually feature slightly too high a base recoil atm.

I've fired the MKb42's closest real life counterpart, the StG44, and for the experienced shooter it is very controllable in full automatic fire from an upright standing position. The ingame Mkb42 on the other hand is extremely hard to control from a standing position, unrealistically so. Add to this that atm it sometimes takes 2 shots to the chest to kill someone with it, despite it firing a round four times as powerful as MP40 or PPSh, and you'll see that we got some pretty unrealistic characteristics for this gun ingame atm. Sad but true.

MP-44 Full Auto - YouTube
 

Ermac

FNG / Fresh Meat
Jul 19, 2007
591
106
0
I thought the MKB was controlloable. More controllable then the PPSH in my opinion. As far as making the MKB and AVT-40 fail more, I disagree with doing that. If you're going to make them fail, then allow all weapons to fail.
 

eliterizzo

FNG / Fresh Meat
Apr 23, 2011
130
79
0
The only problem i have with the MKB, is that it sounds like crap when other people use it. It sounds like its going through a broken speaker, its very "crackly" sounding. hope this is fixed soon
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
3,623
1,310
0
Denmark
When a lie builds for itself a throne, burn it to the ground and salt the earth where it stood, burn it out like the tumour that it is, or it will only spread.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
525
0
I thought the MKB was controlloable. More controllable then the PPSH in my opinion.

In full auto ? That suggests you haven't fired the Mkb42 very much, cause it certainly has a lot more base recoil than the PPSh ingame. That having been said it should kick more than the PPSh, but not by as much as reflected ingame.