You, my good sir, have hit the nail on the head.
Everyone is trying to debunk the facts instead of focusing on the flaws. The MG34 can be fired from standing, it can be fired accurately in short burst, and it's not a flame spitting dragon that's impossible to tame. The flip side of all this, and something that Tripwire seems to have neglected, is the lack of any real weight behind the thing. You can move outside of the free aim zone with an LMG far too easily.
Adjusting within a small area shouldn't be any slower than a rifle considering the weight distribution of the weapon, but once you break that point it should be a bit slower than a rifle (turning 180 and the like).
I guess the list grows, but this kind of falls under Lack of Intertia.
-Paas
I created a thread that discussed a little bit of the weapons. There are basicly two ways (that I know) to make the weapon handling more reasonable.
a) Make it like in RO ost. High weaponsway, quite inaccurate weapons no ability to zoom in etc. This will force more realistic
gameplay, even though the weaponhandling itself wont realistic.
b Add weight to all weapons. Turning a weapon around and making a dead stop is not possible. Especially not if you hold something heavy as an MG. The weapon won't stop precicely where you want if you turn it and make an instant stop; It may sway back a little, sway forward.. simply because we're made of elastic muscles and not steel. The weapons in RO2 basicly handles like they're made out of paper. Adding a float- and deadzone to the weapons would also make them feel a lot more realistic. In that way you get rid of the robotic way you move the weapons right now. It will also make it possible to move your weapon
without turning your whole body around.
Then, there is of course another problem: RO2 promotes run and gun in terms of game mechanics but if the weapon handling in improved its less likely to happen.
I'm not to worried about this, I'm fairly sure TWI will fix this. I think it was not a conscious design decision from TWI to make hipping an LMG so easy.
The skillpoints, perks, unlocks, increased HUD details, the lockdown timer to promote fast gameplay, the ability to use bandage in 2 seconds, ability to spawn close to squadleaders, the mapdesign which promotes overcrowded maps with people runnning and gunning.... the ability to handle weapons like they're made out of light weight paper are not a conscious design decision either? Of course it is.
RO2 was aiming for a wider audience. It was made more accesible. This video proves exactly what people like. If you could take huge amounts of damage from gunshots, and regain health like in almost any FPS, even more people would like this game. These decision are made to attract more people and that's about it. 90% of all gaming companies does exactly this so it's not surprising. Will it be fixed? I doubt it will be fixed by TWI. Because this is what they were aiming for. Going back goes agianst their current philosophy about the game, it costs money, and they think it attracts less people. If anyone will fix this up it's modders. If TWI to fix it up which I strongly doubt, well, I will be very surprised.
Only the most dedicated players will be left and play this game. Unfortunately, this game doesn't attract these players right now, and neither will it attract the mainstream for very long simply because It's to hard and unforgiving for them. This game tries to be something it isn't and ends up aiming at an audience that doesn't exist.