#Light Support/Machine Guns (General) - Feedback
1 messages · Page 3 of 1
And SMGs haven't really been complained about since
Yeah, so now you can't just get "close enough", my point stil lstands
Well
it's much harder to force 40m than to force 80m
sure but in a class of 4 guns that HASN'T received adjustments/reworks yet i'd say support weapons are actually very fine, probably why they haven't been a priority with shit like the pre-nerf vector, post-rework ump, groza etc running around
lmg buffs are coming, there's no doubt in my mind about that, but like really, what's the bigger issue? vector/mp5/ump overshadowing other weapon classes at 100m or oh no 2 of the support weapons barely meet viability requirements
But I would not call them good
when you have a small dev team priority becomes very important
Errrrm akschually, it’s 2 classes of guns with 2 guns each 
See the weird thing is I remember for the longest time M249 was best in slot
🤓
yeah, i can pretend they're ok for my personal enjoyment, but pulling out the mp5 after is a difference of night and day
I can still top boards with both, its a playstyle choice. Either I boost my KPM or my KD
i'd love a suppression system
flashbangs could benefit from it aswell
only giving you really high brightness values for like 0.5s when looking at it (flash)
and then the bang part making you really suppressed so you're kinda knocked out like irl
not the 5s blindness we have rn
also some sound muffling but that could come with the suppression system itself...
Someone’s played Arma…
i would personally like a bit of suppression BUT i don't think people would want that here
no, actually
never played any milsim xD
Suppression is something you want until you're hit with it tbh
came here for a casual introduction to milsim-esque games but well we got zoomer shooty shoot bs
i got a few hundred hours in arma and squad, and i love being hit with suppression, but nah, not here
lets just add cs hit tagging where you get slowed down when shot, that'd be super fun
Interesting, it’s kinda what a popular arma 3 mod does.
If bullets impact near you, your screen goes white obscuring your vision to discourage you from peeking
Missed bullets can ricochet into you

Parry this you fucking casual
idk, lmg's feel like slower ar's but it's really nice not having to think about how many bullets i have left cause the answer is always "more than you need"
it's what squad leaned heavily into
it doesn't tunnel vision you, but it ads a DoF effect so you can only effectively see your surroundings instead of the enemy
it allows you to quickly run into cover but not effectively fight back, but you generally don't instantly die because of how hard to fire consecutive shots it is in that game
not something we'd want to see here at all, but very fun to be on both ends off in it's own way
that 96-54 i got was very relaxing
I mean this is cool but me personally not nearly enough of an upside to warrant the downsides
[looks at SMG Drum Mags]
sure that's because the downsides are super exaggerated right now to balance out having double hp
i'd like for a slight aim punch effect + vingette + only a bit of blur around the edges + weapon sway like a long range scope but regardless of what you're doing and it won't be controllable and some desaturation i forgor 💀
prolly only for OFFICIAL FUCKING MILSIM MODE
you mean the vector drum that's been worse than quick mag since launch?
However this is the line of thinking a lot of my friends have that having 100 rounds justifies the guns being fuckin terrible everywhere else
isnt there another super silly drum mag?
Plenty
maybe g36c drum is what you're thinking of
yeah because it sucks balls
cause none of the other smg's have drums
Vector drum mag is actually usable in comparison to some extended mags in this game
to be honest i really dislike this about them, i can't really explain it, but they aren't.. LMGs.. more so just a AR15 with a stanag drum when people use it like that
This exists it's just minimal
Usually you get killed before it sets in
lmg's need a rework alongside armor rework so support and it's weapons aren't balanced around double hp, that's literally it lol
if lmg's were truly strong but supports also had double hp it'd be turbo fucked
anyway back to editing
it doesn't really
we have a vingette that's all...
There is an entire YouTube video about how game devs find lmgs impossible to balance so they just turn them into big ARs
I'm gonna go find it bc I used it to present a case on it to make lmgs good
true
like i said on the armor rework thread
give the armor blast resistance and just heavy armor level prot
so you become harder to grenade or c4 down, whilst not nearly as tanky
From Call of Duty and Battlefield, to Rambo and Commando, the machine gun has long been an iconic entry to the most blockbuster action movie, and an essential part of any video game arsenal for decades. But as games have advanced, the LMG can sometimes feel like it’s been left behind. So what is the virtual legacy of the LMG, and why does it so ...
Here it is
It's a good watch
honestly, LMGs and LSWs shouldn't be anywhere as good as ARs at close range, they should be competing with BRs and the closer side of DMRs
yeee i saw that video
Have this old brainstormed super graphic i made
I kinda like that idea
Having a damage curve that doesn't start at max but kinda parabols between 100 and 200 meters to go along more controlability would prevent them from being playermowers up close, but extend their usable burst and full auto range to a nicer extent
Expecially with better working bipods
And also make them more distinct from ARs and the like
Not for lsws though
yes for LSWs though!!
No! Lsws are great for holding down an area at shortish range
Like that hole in the ship's hull
Personally I just don’t like that
so how much health DOES a Support in exo / heavy have?
assuming only chest shots are hit
163
in total with the helmet 210 tho
which is fairly unlikely to actually hit
rn it feels like the armor does exactly nothing
i don't feel anymore durable than anyone else apart from taking the odd sniper shot without dying
but i also have so many fucking downsides it's misreable
ROF ingame is in RPM?
it gets especially special c4-y when my team mates have about the intellectual equivalence of a rock
positioning and so on and so forth
fuck me
watching the Minecraft All Advancements TAS while waiting for Larry to get back to me 
I'd like to see LSWs get extended mag buffs, specifically more bullets. I see them as smaller LMGs, and letting them have massive extended mags would give them a special niche that makes them more unique and plays into the mini-LMG idea.
If I had to provide numbers, I'd say...
L86A1
- Extended mag ammo count increased from 55 to 75.
MG36- Extended mag ammo count increased from 60 to 90.
Extended mags generally need buffs universally, but I'd love to see massive extended mags for LSWs.
I'd also like to see walkspeed buffs for these weapons.
Yep
50 round belt/drums for the M249/ultimax that give a bit better ADS speed, maybe? I feel like I'm always being punished for how long it takes to aim tbh, and it doesn't feel like it should be nearly that long in the case of something like the L86.
Add the m249 30 rd box mag
Honestly, besides that, the mags should just not destroy the recoil control of the dang guns
Being honest extended mags should be buffed and support should further buff them
this would be amusing lol
Agreed.
I am putting into practice the lessons I learned from Lokisam. I got on the top 5 score (and top 3 on my team) as an Ultimax support for the first time.
I bumped up my ADS vertical recoil so I could control it easier, switched to a 144hz monitor, used a red dot sight, and now I'm playing more defensively and beaming pixels in the distance.
yes, I was using it as my second monitor. I had a 4K monitor as my primary, but that was limited to 59hz
so I traded in resolution for speed
and just like that, i'm now a better coach than player 
Try a recoil build l86, it's not as easy but you'll have better results when hard pushed
I will miss having 100 bullets
i kinda enjoyed the ultimax, might do that again sometime
also should probably record more of my gameplay so i can study and stop doing dumb shit
m60 when
rpd when
pkp?
I am up for that
online information ranges it between 700 and 1500 rpm
we'll probaly hear a bunch of "erika" when the mg3 finally drops
MG42 was technically 1200, but it was field modded down a couple hundred RPM because firing at 1200 is absolutely unhinged
nah my mg42 is 1500 in PF 😎
Originally yes, but it was very rapidly toned down to 1200 for service life and usability reasons.
Adding a separate category for gpmgs and medium mg's would probably be good. Maybe make it so they can only be fired from the hip or from bipod so that the 1200 rpm, 7.62 nato mg isn't overpowered
good thing those arent concerns in a video game Muahahah
I'd be down for 1200. 1500 is kinda stretching it. The MG3 can go up to 1300, that'd work.
just do what PF did and make 1500rpm an attachment that NUKES the guns ranged performance in exchange for, obviously, ttk but also suppression
I’m actually very interested about the damage numbers we’ll see on some of the upcoming Support guns.
All support weapons fire 5.56, but we’ll get more than a few 7.62 NATO and adjacent guns.
MG3, MG5, M60, the Norinco PKM all fire 7.62
I feel like they should add the CETME Ameli as a 5.56 version of the mg3
well the game now has a sub-sonic handgun calibre firearm doing 35 damage. so since this is oki we are talking about, id say the 7.62 support weapons will do... 30 damage. yeah that wouldnt really surprise me
DHSK when? 
5.56 NATO= 23-30 dmg
7.62 NATO = 32-51 dmg
I mean, yes, but there’s still a vague guideline of 5.56 guns doing ~30, 9mm doing ~25-28 and 7,62 doing ~40 (excluding snipers).
And I think the devs should roughly stick to that
its very vague. f2k does like, 24? something like that. MG36 does 34. thats literally a 2-shot "x-shot to kill" spread lol
I mean, yes, there’s outliers, but y’know.
MG36 is an outlier and should not be counted
And come to think of it so is the m110
also, i sort of feel like a 7 damage spread for the "normal" range of damage for 5.56 is already a LOT. it basically means theres no real consistency to it
tho its also not at all helped by oki's stubborn refusal to adhere to the rule of more RPM = less damage. hes only vaguely doing this, and only recently too
like, Hk419 got a huge RPM buff without touching its damage? STOP USING RECOIL TO BALANCE DAMAGE
The fast firing weapons like the f2k and the sg550 have low damage
Different weapons should feel different
f2k has less RoF than hk419 but 7 less damage 💀
which, in my opinion, is just proof that there was no need to fuck with the 419 in the first place
But also low enough recoil that you can beam people with it at mid-long range
F2k was literally in the pipeline, buffing HK419 only made it harder for the F2k to have its own niche
Also, we should take this to the feedback for ars
true true lol
'Cause neither of these are LSWs nor MGs
ill just leave it at: please stop letting the MG36 drown, oki
eh. id say it needs to follow the ultimax formula. since oki clearly has no interest in making it an actual G36-family firearm at 750RPM, bring its damage down to a 4-shot but also bring its recoil (hori and vert) down and let it be the lower-ttk, higher accuracy of the two LSWs
tho it woud also help tremendously if he would go ahead and un-fuck the drum mag on that thing
32 damage for people who liked the old one and want to stick a long or heavy barrel on it
and just so we dont have a repeat of the Rsh's really mediocre balancing changes;
we do not want a faster reload on the MG36 drum mag
we just want it to be 100 rounds
Add 200rd belts to the m249
L86 already has the medium capacity, medium reload speed drum mag. give the MG36 a high capacity, slow reload drum
( 1.) the drum mag reload is literally slower than the 100-rnd ultimax reload, and 2.) it literally uses the model of a real-life 100-rnd cmag drum)
making the MG36 drum reload faster would just make the gun as a whole much more similar to the L86, instead of letting the gun be its own thing
Yeah, and that would be even more necessary with these changes
big DAKKA
GIVE ME THE HUGE DAKKA
(remember, "huge" when talking about dakka means more, not bigger)
It cost 200.000$ to fire this gun... for 12 seconds...
i just dont want a repeat of the Rsh where the gun is technically improved, but it becomes almost a clone of another gun in the category and is still worse than it
the biggest problem the mg36 has is how horrible extended mags are, with a decent amount of practice and discipline recoil even at long range isn't a problem, 40 rounds is still better than 30 to spray with so it's better than an ar for this purpose but the extended mag actually not being horrifically bad would be the best buff that it really deserves honestly, l86 should get a no downside 40 round mag as well
Ammo issues among other reasons I can see, but yea I was using factory default
Well we know they do balance less on caliber & more based around fire rate it seems
Will state the .45 ACP may not be the fastest but it does have the weight advantage (and disadvantages)
ya know, that would be one way to say "I ain't letting off this trigger til you starve to death" to someone lol
with modern ballistic helmets and vests, generally speed is more important than weight for punching through (Kinetic energy = 1/2 * mass * squared velocity). its why 45 acp is generally found in law enforcement settings, not military settings
I don't disagree, 45 ACP main use in a military would be in suppressed weapons compared to 9mm
or other super sonic calibers
(is that the right word,been a while since i talked speeds)
yep. since its already subsonic. you dont have to worry about finding subsonic ammo if its all subsonic lol
Yep add you don't deal with a power loss from using subsonic (part of why I say the USP should just become the best suppressed pistol partly) compared to standard ammo
be it I do have some preference still to 45 ACP (Not saying outright better, but preference)
plus considering a lot of guys in BBR run low to no armor
I suppose it's effectiveness makes some sense lol
yeah. i dont really understand the logic behind how they did the pistol balancing. NONE of them break into 3-shot territory, so the damage levels are largely inconsequential, so you still have the MP Grach being the most logical choice. velocity is a huge factor for semi-auto weapons, and neither the M9 nor the USP have anything going for them to make up for the lack of velocity
USP should 100% have less base sound spread, and i dunno... 3-tap for the m9 at a cost of RPM? meh, not really sure what to do for the M9 LOL
(also, osprey reducing velocity? fucking awful)
This is why we need the armor damage stat to be used. Otherwise 35 damage from an smg is the same as roughly the same from an assault rifle or a pdw.
fuckin YEP
35 damage for an smg is fine, it's just that 34 damage out of a pdw, lsw, or ar should be better against armor
if you ask me, until we get that armour stat to be functional, armour needs to have its durability stat reworked. it needs to be the amount of damage itll block, duh, but it also needs to be the number of times the armour piece can get shot before getting destroyed
Let's take this to the armor thread
aye
Siderail that allows for a grip and a bipod:
gave the ultimax bipod another try, even with the flash hider the recoil is just stupid
yep. its way lower than the m249, but still pretty high for a class that should be the best in the game at throwing lead
This channel is for feedback so here is some real feedback.
With way too many hours on support, the bipod is a near useless gimmick. Near because anything in this game can be used even if it shouldn't.
-The penalties to speed, reload, draw, all speeds, etc. Are simply not worth the miniscule amount of recoil control gained over a normal grip. The tradeoff just doesn't add up.
I've tried everything to make the bipod feel right. Sandbag pushes, proning behind the front line, anything. It just does not flow with the game. A support laying still is just begging to get RPG'd or sniped because movement in this game is a way better defense than armor.
The most advantageous areas to peek with an LMG is from a window where only your head is exposed. But the bipod is so damn finnicky with window ledges that you're extremely limited horiztonally, and massively limited where you can shoot vertically. Again the grip just does the job better and is way more flexible.
A lot of the bipod issues are also just shared issues with support. He's supposed to be long range for automatics but the guns are lacking, and movement in this game is more viable than standing in a spot laying down fire
So ig to summarize the bipod issue in a sentence.
"In a game where movement is so crucial, how can an item designed to make you sit still be good?"
Well this is a bit of a stretch but two games come to mind with a similar issue. Overwatch had Bastion, Rainbow6 had Tachanka. Big machine guns that were stuck being stationary.
Bastion ultimately got: limited turret movement at the cost of higher damage
Tachanka got: -Added defense -Then reworked and for the LMG, movement at the cost of higher damage.
But uhh.. lol that assumes the support guns have higher damage to begin with so I guess this comparison doesn't work.

I say that the problem with the guns is inherently the class that wields them
Being unique guns to only support, they are just as viable as support itself is
Yes the bipod is an extension of support's flawed design currently. But that's for the other feedback thread.
I think Oki probably will have to change the class quite a bit to or just flat buff it quite hard for it to do its job more effectively
support is fine there is nothing stopping you from topping the scoreboard, getting over 50 kills a game, capping objectives etc
attachments are just badly balanced in the entire game
especially magazines...
sure, theres nothing stopping me. but theres a LOT that is trying to stop me
Low movement speed and bad aiming time and TTK is definitely stopping you in a lot of scenarios.
But in others you can nade spam and win. But support usually is the lowest / hardest class to get high XP with
Support with its heavy slowdown and long dakka TRIES to get you to set up shop and rain down bullets onto a choke or wide area
But
smg medic
1.) in a game all about movement setting up somewhere is stupid
——- 1.A) exception snipers because they are far away, support needs to be somewhat close by, allowing them to be easily flanked
2.) you lose 1v1s so on your way to set up you are likely gonna eat the dirt from 6 feet under
3.) your armor is too weak to make up for the speed loss, I played two games today, one medic one support, and BOTH times I noticed how shit support is.
If there wasn’t like 3 flanks
one part of one map, support becomes almost meta. fantastic
yes
no to everything
i used to be support main. i say no to everything at this point
one does not main support without becoming a very angry human
I just play support when a situation comes up that it excels in
support is a good noob check
thats it
new players dont hit their shots, and missing shots is the only way anyone loses to support
Isn’t that the same for… all classes?
yeah but I feel its especially true for support
its weird to explain
yes its true for all classes, but Supports ONE benefit, the armour, might as well be non-existent with how fast it can be melted
ONLY if the 547th SMG Medic misses one or two shots do I feel like the armor actually saves you
Like, this is a hot take right
The game doesn’t really tell you when you armour does save you. But it has a pretty powerful effect
but I feel just by armor value alone, a support should win 1v1s
If, hypothetically, I verse a support while I'm using a stronger gun, I should still lose in a 1v1
like 80% of the time
support is designed to be a tank but it just isn't
it only really saves me from the odd Sniper going for me where I'm like "thank god for that"
Based on how most players rate their aim, exo armour will extend the average player’s ttk on you by about 67.4%
yeah but 67% of barely a second is still barely a second
Since you don’t get the usual hit feedback from taking an armour hit though, you often won’t know you’ve begun taking hits until it’s already gone
If you’re firing back at them as well, that becomes pretty massive
taking into account ADS time and adjusting aim, meh
in reality, if you're not already ads, you're dead 80% of the time because EVERYTHING else is so much faster than you, they usually get the drop on you
Assuming CQC, 100% accuracy (worst case scenario for exo armour), durability gained from exo should still on average slightly outweigh the slower aimdown time from both the LMG and the armour
The issue being this only lasts until you take significant damage
yeah it only ever saves you once
which... whopdeedoo
get saved once, lose every other fight you could ever run into
Yeah in my experience support isn’t so much for winning fights, it’s for killing people before they have a chance to put up any meaningful resistance
Hip firing helps a lot though
I mean yeah, role wise I like to compare Support to TF2 heavy
Heavy is great at mowing down unprepared opponents walking into him, it SHOULD be the same for Support
it kinda is though
Like I run the slowest ttk weapon available to the class but still generally kill people pretty easily at close range, partially on account of having armour
which only works once 
Main reason I don’t main the class is that it takes longer to get anywhere
If it works once then it effectively doubles your KD
Which would be busted. It only sometimes works once. But it’s enough to commonly win fights you had absolutely no right to win :p
13 seconds · Clipped by Demyxa · Original video "How it FEELS to Play Heavy in TF2" by LazyPurple
yeah but so does being a fucking zoomy medic main
so it's not THAT special :v
Yeah the point is for all classes to have something that enables them to win where they might otherwise loose. Apart from maybe recon, that’s different
Support’s one is a bit less reliable than the others though
If you go up against a skilled player who aims for limbs you will be at a disadvantage always
I mean, I don't consider myself skilled but I consistently win against supports just going for center mass
because I just melt their armor :v
That does imply you didn’t win the fight because they were a support
Aiming for COM does just put you at a disadvantage and if you beat them most of the time you’re likely just above average in skill (which just about everyone in the discord is)
another day of tldr:
fix support with
-working bipod
-working armor
-normalized/fixed movement
playing support makes me
f u r i o u s
camp more, move less
i ain't a fucking rat.
Playing support is glorious but has to be played very differently than other classes
Not camping, but you have to be more conscious of your movement and where you're going, it's a much slower style than other classes that forces you to predict enemy movement.
hey tony we got a fuckin rat ovah here
The advantage is once you get it down, you start to put yourself in situations where you have 5 enemies all lined up in your ultimax's medium scope, all looking the other way or lying down to heal.
I can tell you, nothing is more supremely satisfying than having 100 rounds and a row of ducks you're just about to commit war-crimes against
It is, it's definitely not a bad gun at all.
Honestly people were overblowing the damage change. I actually love the thing now
It shreds
it's still good ttk, I think it had higher recoil before and I wasn't a fan
Not my playstyle, but if you want to be an up-armored assault with medium-range full-auto accuracy, it's definitely viable.
The recoil used to be far more punishing
yea I'm usually an ultimax main but I've been using the mg36 and l86 recently and I think the close range capability really helps, I did some great worth with the short supressor ultimax though for sure
I try to use lmgs because they're cooler
I'd love more BRs or experimental stuff for support though
Give em the XM or something wacky
I think ultimax is my top kills currently but it's kind of refreshing to just melt smg players and dropshot with the l86
I think support players could get away with having shotguns
And only support players
One thing I will state, Heavy has better durability & damage (last I checked some of the best if not the best DPS in TF2)
Also I desire MG3
(watches as oki makes MG3 at level 200)
I really want some MMG / GPMG options for Support, for min-maxing the Support playstyle into slow but very heavy hitting sustained fire trooper.
The problem with something like an mg3 is its crazy fire rate for a 7.62 NATO round, even the minimum fire rate is 800 rpm
And 7.62 NATO should have a btk of 3.
So 800 rpm on a 3-4 shot profile up to around 101m before damage drop off
at a cost of a LONG reload, longer than average ADS, most likely slower speed & the usual support downsides most likely with a 50-100 round belt
I would assume oki would do 4 shot kill considering the rest of the game
(aka MG36 is a 3 tap at 5.56, UMP is a 3 tap at 45 ACP and so on)
@stable horizon does that sound about right?
as much as i'd like to agree with that
the mg3's personality is literally brrrrrrrrt at 1200rpm
give it a 4sk and a lot of recoil but it should stay above 1100rpm otherwise it just isn't a proper mg3.
I was going to say that 4 shot would make it useless, 3 shot would make it op but an op weapon on support would just make support viable
I'd say that giving the 1200 rpm to a CETME Ameli (chambered in 5.56)
150ms ttk on an lmg
that's really good, give it like 1.2-ish h-recoil and 1.8-ish v-recoil and it'd be fine imo
we won't get that sadly, atleast it's not known, better to have a famous gun that we know about be what it's known for instead of another gun that's not so widly known getting the same characteristics for some reason
and no ameli is not on the list of leaked weapons, mg3 is
it's the closest thing we got to it, better make it good rather than to hope for smth that might never come yk
800 RPM is the min I suppose (so similar to Mp5 if I recalling correctly)
800rpm is a joke for an mg3, make it over 1100rpm or just don't add it, no point then
mg5 already got 640, 720 and 800rpm btw sooooooo, there's your 800rpm lmg...
Yes, 1100 rpm 3btk go BDDDDDDDDDDDDD
4sk if you can't read dude xd
Imo it should be 3btk
they could just give it high recoil so it's harder to use
no it shouldn't
800rpm + 3sk lends you a gun worse than the pre ea val/hb, absolute nuh uh territory in terms of balance
also it doesn't fit with its identity at all
also ump 35dmg 45.acp, tactical tuna 23dmg 5.56 nato, scar 42dmg 7.62 nato, g3 37dmg 7.62 nato, list goes on and on
if you want to tell me "it's realistic"/"it applies the games own rules" it isn't and it doesn't the game is all over the place with its calibers, face it you either get an unbalanced gun that doesn't represent the gun it should
or you get a near scorpion ttk with ok-ish recoil (firerate*recoil is a problem, especially for h-recoil) that is ok within balance
being honest a 3tap 800 rpm is similar to the old L86
25 more rpm
The mg3 is designed to be used with bursts of 3-5 rounds
ik but it has 100rnds probaly more damage if we keep in line with the "rules" and the hb/val were atrocious before ea, so i'd rather have a gun that's "weaker" than it should be for the sake of balance while also being more accurate to what it is irl
ramping recoil would be cool aswell, rewarding the first 3-5 shots with lowered recoil then having the next 5-9 shots be "normal" recoil and then going up afterwards
smth like a 0.8-1.0-1.2 recoil ramp, smoothed out tho to make it less jank
So similar to the jackal I think it was in planetside 2
and keep in mind more damage unless it breaks a breakpoint is just overkill/extra range
could have the opposite for the m249 imo to make it less of a "bad m4" type of deal yk
idk never played that
mg3 should fire nearly as fast as the vector but have a 4sk with a bunch of h-recoil and a bit of v-recoil aswell, but having its firerate gutted for the sake of "realism and keeping in line with the games rules" by making it a 3sk is just dumb, sry it just is
sec, but effectively there are afew guns that get bonuses on certain conditions , MGR C1 charger gets a bonus for the first 7 rounds of a mag (increased fire rate) ,Kindred (my bad, jackal & Kindred have similar models ; gets increased rpm on a trigger pull but loses it after so many rounds fired in full auto fire)
I am up for MG5 being a 3 tap 800 rpm with MG3 being the fastest fire rate support weapon
would be some nice variety to support's weapons
since MG36 handles the slower easy to handle 3 taps
Or Aug hbar
Having the MG5 take the role of the harder to handle but very rewarding 3 tapper
would be a good one
ohhh yeah, interesting indeed
german weapons dominating the meta forever confirmed (:
i mean, don't let that guy from before hear of that, he would be in shivers for you butchering caliber damage ranges...
MG3 should just be a vector
In fairiness this game doesn't do caliber damage
But with range
i mean it technically is the easier more modern gun but w/e
Bigger vector
4 tap rather than 5 lol
thing would handle far worse to compensate either way
True,reason I am saying the harder is I doubt we'll get a varaible fire mode toggle
And I want a replacement/something that feels similar to the old L86 with LB
it ain't a vector, it's a war machine carved out of only the finest of steels, kills faster than any normal human can react and has a mag vectoids could only dream of while also not sucking against armor
"auf der heide blüh......."
whoops a little bit to patriotic xD
good bit of recoil (MG36 feels so boring in honesty) and a good reward for taming said recoil
You know what, you're right. Sounds like it should be a vehicle mounted weapon instead. Great idea!
no, it's a gpmg i will wield it as a 2handed or bipoded laser of doom 
Carryable 50 cal gun you can't ads with when?
Fully automatic drum mag shotty for support when?
The MG3 should be 40 damage-per-shot @ 1000 RPM.
Dakka
That would be a good christmas gift
16.67 RPS of 40 damage per shot
(for reference 650 of the fal,groza & co are at 10.83)
considering that , It would have some GOOD RECOIL
I AM VERY MUCH ENJOYING THIS DAKKA OF A IDEA
THIS DAKKA MAKES ME DAKKA HAPPY!
I LOVE THIS IDEA!
no.
ERIKA!!!
MOAR BIG DAKKA!
this would result in rrrrrrrr levels of ttk, not good imo
Add a gpmg/mmg category, gpmgs can only be fired while prone, with bipod on something or from the hip.
But that would require improving the bipod
this 100%
(get this man into the balance team)
I second this proposal
That aim drag especially could do a LOT of good things. For vehicles especially, but also to balance gun size/weight
EG, smgs are basically snap to aim, but a LMG or big sniper will have a drift
And vehicles need that yesterday. Just pull the mechanic from world of tanks and stop limiting look by gun position
i don't know about making it non-bipod based to be honest, limited to bipods, it seems to work fine on current balance, but doing it gun specific could have a lot of implications
I think that aim weight and stat overiding would be too unintuitive for the players
However it locking, being passive and no downsides all are reasonable
That could be explained easily like the RPG scope description does, it would not hurt new players all that much if those scopes can be taken as an example
And from what i gather, the main issue with bipods being effective, at least to Oki's standards, is how much the recoil mitigation makes them close range lasers
It's very hard to make a gun effective at full auto/bursts at mid range without making it good up close, and the drag would be very much perfect to counteract that
The drag system works great in games like world of tanks
So long as the sights are accurate while it's dragging, it's quite intuitive
agreed
But the game was not balanced with supports in mind
I wouldn't want shotguns in game in any shape tbh
No other games has really implemented supports in a healthy way
Lucky for you!
They'll be abstract concepts instead of shapes
cries in rpg and c4
i want C4 to have a 1 second beeping windup tho, so it's not a insta win button
like in audio-visual shocks?
Here's how aiming works in WoT for reference on aim drag
Big reticule has no delay and moves freely with the camera
Smaller one is where the shots go
I'm not sure implementing a tank game system into an FPS would be all that in congruence with the current proposed flow of the game
And i say this as a poor war thunder tortured soul
I think it absolutely should be for vehicles at least
Sure why not
I still think the momentum concept for supports sprinting is great. With lmgs it'd be neat if they'd contribute to that system. More weight = more top speed but less acceleration
Wait
I just fucking realized I'm asking for more mario kart systems in this game
It's the laser part
Anything up to 100 meters
yeah, that's why aim drag would help loads
you can't properly use a laser with aim drag, since following people for shots becomes harder the closer they are
it's the inverse effect recoil has, because recoil fucks you up more the farther away, and aim drag messes with you less the farther away
so you're effectively trading all your reactivity, close range effectiveness and mobility for a short moment(until you undoubtedly need to reposition) for good recoil control
you will still feel the recoil at the ranges where you don't feel the aim drag, but if you try to use it at close range, you'll have the same troubles a person using a gun with lots of recoil will have far away
following a fast moving target running to the side at 50 meters with a deployed bipod would be as hard as killing a person at 200 meters with no bipod
and even a gun that would otherwise feel like a laser up close will still have noticeable recoil once you use it from far enough away, recoil is basically multiplied by distance, or better it has a quadratically potentialized relation to it
i think slight aim weight would be fine, and would be a great way of balancing a laser-accurate fixed gun, not to mention i think it actually would be rather intuitive when combined with a locked aim-zone. i know that i quite like it when a fixed-position, locked aim-angle gun has a bit of weight to it. it gives me the feeling of "yeah... this is powerful"
I apologize for getting mixed up with you supports. I thought i was in the battlebit-eng channel
I DESIRE DAKKA
you say deranged ramble
I say masterwork
That's how a GPMG is suppose to be though.
Maximum fire power for minimum mobility.
(Looks at old WW1 & definitions of HMG & MMG)
Oki if you actually read these channels, hire this man.
He devs for ss13
Trust me when I say, they're Ballin
I will say though, aim drag sounds like of like mouse acceleration lol
Or like, just making the gun feel laggy
I'm totally not 100% understanding it though
Tbh, if the bipod just worked like it did in bf4 it'd basically be fine. Trading any actual benefits of a grip for a ton of benefits in a small, stationary fov
Snipers trend to destroy bipod boys in that game, you tend to have to be very mobile and reposition a lot unless it's operation metro where a flank route doesn't exist
The maps are so wide open I think it would work pretty well. Have a button for deploymemt that locks you into it so you don't accidentally lose the buffs while shooting
Takes a second to undeploy, and it limits your fov like crazy so it's more effective at range than up close
The guns accuracy doesn't need to be increased, it's literally just removing most of the visual recoil so it's stable. There's could still be some recoil, but visually it wouldn't bounce nearly as much
Either way, buffing the bipod could make for really interesting lmgs. You could add some that are really tough to use effectively, but become amazing with the bipod. Whole other's don't benefit much from them as a whole because they're already plenty controllable
idc gimme working and balanced buzzsaw
I'm glad this idea is well liked lol
frankly i would sprint through a wall even if it got me killed. because it would feel so fucking cool
Not Battlebit related but I find it interesting that the Bipod counts as a barrel in MWIII; I wonder if you can use this Bipod-Barrel with a grip.
call of shit
Bathroom Duty
To be honest, in the state the FPS industry is in right now, MWIII looks rather compelling.
Honestly, it's just cause it's activision and because they'll all probably be on game pass in like 2 years that I don't buy them
it looks shiny you mean
it's still call of shit
Truly, the immature hate for call of duty still burns bright.
The opposite actually, it's the fact that they're focusing bringing back the old aspects is what makes it appealing.
Something to be entertained by while Battlefield and BattleBit sort out their identity crisis.
my first cod was cod 2, everything they put out now is garbage, in my opinion once you've played things like battlefield, there is no reason to go back to 6vs6 with hallway maps, I think we've advanced past that, battlebit is the forefront of innovation in shooters and we don't have to go back imo, it all looks the same, every cod is a reskin
I think that's a bit of a reductive take. Sounds like "bigger is better" is all you're thinking man.
That's a massive reach; BattleBit is far from an innovation and it not being an innovation is actually what made it appealing. It brought back elements of older Battlefield games and combined them with some Squad traits.
I guess I always felt that way
I don't think any battlefield games had 127vs127 but I could be wrong, I'm not that much of an oldhead here
Increasing player count is not an innovation.
I disagree, it adds complexity to the game, also the maps are pretty dank as well
I don't think BBR is innovating, more like taking elements that worked really well in other games and bringing them back in new ways.
Which isn't a bad thing, but I wouldn't call it necessarily innovation
It's just doing things that have been done before quite well, or using elements from other games in a good way I guess
That's still not an innovation, it's an evolution.
adding all the good things together seems obvious but it seems most triple a studios aren't smart enough to do that
Comparing 6vs6 games to 127vs127 is kind of a non-starter to be honest. The goals of the games are different. The gameplay they can accommodate is different. The general feel and what they can do is different.
If BBR was a 6vs6 shooter, it would blow hands down, but its mechanics were designed around having a ton of peeps to play off of
It's like apples to oranges in a way
To be clear, not saying that AAA studios aren't shiet lol
127vs127 allows small 6vs6s to happen around the map and then it can open up into a 20vs20 on the fly
It still retains it's fair share of problems; class balancing, armor balancing, movement and physics; none of these have even been addressed by the developers.
There's a reason the game is practically on life support now.
The game has kept around this playercount since late august
It's not on life support, it's settled into its dedicated playerbase
And, not all of those players playing may be the same players every day. I know I didn't play battlebit for a week as an example. I think BBR is the kind of game people hop in and out of when in the mood
It is on life support because unlike with triple-A studios, it's not as if they can just release a sequal and throw out the other game; if I recall Oki stated it takes 5-figures per month just to run servers, currently the game lacks microtransactions and anyway to maintain a consistant income.
microtransactions fit into battlebit really well if they would decide to do so
That's a different kind of life support. Definitely should clarify when saying life support, most people mean player count now. But I can agree with that.
there is no real realism standard that they have to live up to, you are a block man
maaaan, I don't want microtransactions honestly. It'd be nice to just get some more dlc packs with bundles of skins, content, etc. If the game got microtransactions now it'd be a real bad look I think.
fursuit dlc when
It's unfortunate that it's the most effective way of making money
If we get microtransactions, I won't complain because i understand why. They'll have to be VERY careful with how they do it though.
To be honest that's the only kind that matters; there's less incentive to put more effort into a game that's barely breaking even if at all. If I recall there's talk of more developers coming into play but I question how long they can expect to be paid when the game isn't bringing up anywhere near as much income as it did initially.
It's a one and done kind of game yea. But that's for them to handle. It's a passion project that'd been worked on for a long time if I understand correctly, and they also do have recurring income via patreon. Community servers exist thankfully to take a good bit of the brunt off of the dev's pockets.
I don't think they'll just drop development on the game, but definitely scale things back and try to make sure people can still play even if they can't necessarily pay for it
I mean tbh the combined traits is innovative. Do you think innovation consists in making something entirely virgin and new? Because let me tell you brother, as the Good Book says, "There is nothing new under the sun." As great men of old recount, "We stand on the shoulders of giants."
Also, if they released another supporter pack or two I'd defo get it
Innovation can be using something in a new way, remixing things, etc
But, I struggle to think of an aspect of this game that's necessarily "innovation" and more "evolution of this specific genre".
Which, once again, isn't a bad thing
Example, support being slow as fuck with exo armor, not really an innovation
but, having the armor is a logical evolution
It's fuzzy to me, haven't really spent much time thinking on the exact definition/difference in my head tbh
imo they're the same thing
Anything new that succeeds is innovative. The combination of things that BBR is is new, and it has succeeded.
An innovation has to at the very least fundamentally change what it is based upon or imitating.
BattleBit heavily takes after Battlefield and could even be considered a clone of sorts, the Squad elements do make referenceable changes but they're rather small in the grand scheme of things.
95% Battlefield + 5% Mil-Sim isn't what I would call an innovation.
Nah. If you say that then 95% of automotive inventions aren't innovative at all.
The weather lamp was not innovative when we already had the regular lamp and umbrellas.
Your bar for innovation is too strict.
You can't compare those industries to how BattleBit is relative to other games.
I'm comparing your definition of innovative with a more reasonable one.
That's not my deifnition of innovation, it's the dictionary and the industries definition of innovation.
Fundamentally BattleBit hasn't done a whole lot "new".
And that's okay, because not all changes are good, and the FPS industry is at the forefront of that philosphy.
The combination of things it has is certainly new tho,
It's like saying the first car with headlights wasn't "new."
I mean we agree that BBR is cool we're just disagreeing about proper labels. :P
Which to be honest are few; 256-players is likely the biggest thing one can reference, but at the end of the day even that seems rather stale now because squad-play is in such a horrible state.
Yeah. The initial guy said BBR is the forefront of innovation but that's just not true either. It's innovative, but not very.
I can not put into words what makes controlling the LSWs/LMGs worse than M4
I just can not
I know M249 and MG36 are low recoil
but they do not have the range I get with an AK or similar
L86 I don't have this issue nearly as badly, and Ultimax for obvious reasons I don't either
I've been using the ulti mostly because of that too
they either need more kill power IE firerate or they need better recoil
M249 has 1.1 horizontal compared to M4's 0.6. also doesn't MG36 have insane vertical recoil?
They need (vastly) better recoil in the form of an actual fucking bipod tbh
Best I can get the MG36 to is 1.28 vertical 1.22 horizontal, or 1.4ish vertical 1.09 horizontal.
The M249, with flash hider and se-5, hits 1.43 vertical and 0.97 horizontal
Lower RoF tho
Just a thought
If they're not gonna be better DPS than ARs then they should be better recoil tbh
Heavier gun means better recoil in real life, why not for these?
Bc ammo OP
Oki doesn't know squat
Fr tho
Team convinced having an extended mag of any kind is OP and needs to be nerfed
If literally nobody takes an extended mag, then you have balanced the extended mag wrong
The same is true of support
Sometimes finding a support when you need ammo is like looking for a unicorn
And the one thing that makes Support, well, Support, is his high ammo. Nerfing him for that is just...
The speed debuff is flipping 0.24
The reload debuff is a full second and a half
for 20 rounds
What crack is Oki smoking
put the hsg scope on there and your gun now looks like a school kids drawing of a cock 
Oki needs to stop just neglecting support. Like, sure, we got the resupply others thing, but we probably should have had that a good while ago. Even just putting "most resupply" on the end scoreboard would be nice
I mean aside from attachments
Refilling armor
IG?
The building fix for that spawn point bs
Maybe some more armor variety
What else
Assume bipods and mags are a part of the attachment stuff Larry mentioned on reddit a while back
armor refill, effective armor, more weapons, suppression.
Suppression is never coming
fix bipod.
oh i forgor "iT reWarDs fOR nOt hITtinG yOur tArgET"
Same for armor
Anything that makes game less fun for others indirectly
Refill maybe
But doubt exo is going to get an HP buff
essentially oki either doesn't care for support or hates whst it should be
The latter it seems
not HP but actual armor type stuff....

Armor is just extra HP tho
Or do you mean the damage resist stuff
exactly, makes not a lot of sense
Larry did mention on dev stream an armor rework eventually
So again
We're more likely to see OP support guns than OP support armor or suppression
And even then we might not see either
I don't want OP, I want the stuff Support has to not suck
Ultimax seems a little bit easy to use, could have a bit more Hrecoil
its job is literally medium to long range fire supremacy
what every lmg should be able to accomplish btw, the ultimax is for accurate, continuous firing at range
nerfing it would be incredibly stupid, it's supposed to laser, this is balanced by bad ttk tho so uhm 🤷
also try using it at about 150-200m and you'll see that you won't even hit half your shots most of the time
also pls don't come at me with "where skill" the skill lies in not commiting special c4 without the c4 while playing this dumpster fire of a class
"It's balanced by bad ttk".. So there's something called : TTK is not the only one stat making a gun great or bad, when you're positioned (which is supposed to be the case when you're playing support with an LMG) you're already aiming on a spot with a big mag ready to shot like a pig, if the hrecoil goes up by 0.1 it'll just avoid to laser everybody till 150m/200m like an EBR.
The main problem atm is that the bipod is pure shit but it's not an excuse to make LMGs with really good fallof dmg and lower recoil more good that they're supposed to be.
bro 
the whole point of an lmg is accurate f/a fire over ranges where ars and brs just don't cut it
it is supposed to be a laser and trust me
150-200m out you won't be lasering anyone accurately with any sort of consistency
and we won't see a fixed bipod anytime soon, so "oVeR PoWEred" lmgs (one of two, the other one's just shit) are a must have until then, if you can't handel a gun doing what it's supposed to then i'm sorry a scorpion shouldn't kill easily in cqc
Why we won't see a fixed bipod anytime soon? You're just making stuff out.
We can test it on a patch and actually see if it's cool or not.
My point was : I think Ultimax is little bit easy too use, I didn't say to nerf it to hell, just put a little bit more Hrecoil to avoid laser like M4/AK under 70m
The goal is not to make every weapons better and better but every of them balanced, because if you keep buffing thing at that point we'll have weapon with 1s reload, 0 hrecoil, 0.05 ttk
it got nerfed into the ground a while back and oki didn't do anything about so.................
the ultimax is a slow killing laser my guy, get that into your thick ass skull
and no the point is not to buff everything into absurdity but make shit usable and the ultimax met that expectation finally after being just another bad weapon on support, i'd argue it's the only gun on support doing support shit, medium to long range volume of fire shenanigans
Yep, so it could be rebalanced.
Being a 0.3s instead of a 0.2 ttk for LMG mid/long range don't change actually much thing because you're shooting far from target and often with the advantage of being positioned where TTK 1v1 is not really a thing because you'll shoot before. If a guy is closer and actually kill you faster with an AR or a SMG on lower range it's normal it's how the game is supposed to be, it's the exact same thing in other games and how it was on BF3, 4 and BFV (didn't play BF1)
So you're saying MG36, L86 and M249 are not doing support thing.. it's pretty weird actually when they're better for most part. Also I repeat, I talk about a very little nerf on Hrecoil to avoid having people blasting through the whole map with lower falloff dmg (which was also a thing to not buff DMR too much)
Personally the Max's niche is high acc with a below average TTK and a standard LMG mag size
but I would say if we reduce it's acc, it should get a compensation in another way
be that more velocity or such
the ultimax's ttk is 0.3s/300ms, that is already subpar ttk dude, for reference the m4 has 257ms, the p90 has 225ms, fal 184ms, scorpion 150ms, vector 200ms
you got some serious problems if you think support doesn't suck but out right say it has "crutch guns" smh
Suppose a question to ask is against which targets & body or headshots?
body, ultimax gets down to 200ms with 2hs and 1 more bs
which armor type in play if any?
none, just pure flesh ttk aka medic ttk 
@modest fern
Here's the good thread
Also, sorry for bad grammar and stuff, I'm not english talker
It's fine
Ultimax could have it's hrecoil increased slightly, sit somewhere between current and aug
Although Aug needs it's hrecoil decreased so it can still full auto well
For both of the LMGs, I think their QoL should be much better
Low muzzle flash, higher velocity, good swap speed in Ultimax case
Ultimax should also prolly not suffer against armor nearly as much as it does now
If there were no damage increasing barrels, 33 damage would put both lmgs at a 4 shot kill against normal armor
What keeps it balanced? Low TTK, low ADS, meaning poor reaction speed
As for M249, I'd buff damage and firerate so that Ultimax has it's niche, and M249 becomes the DPS option that vector/fal/MP7/Groza is for other classes
If we need a 700 rpm it should be an LSW so that it can immitate the AK/M4 as actually flexible
And then good drum mags would fill the other holes
thats a hard no until bipods get fixed. the last thing either of the LMGs need is more recoil
i think, as you said, low TTK is what the LMGs need. In exchange they would have just "normal" recoil when not using a deployed bipod
and then very low recoil when using a deployed bipod, at the cost of having limited window of aim and having to undeploy the bipod to be able to move
mg3 and mg5?
M249 would be the semi controllable middle child
m249 should be the m4 of lmgs imo, not great at anything but good enough at everything that it still fucks
but well for that we'd need the 3 more lmgs...
i mean we are getting an rpd...
heavier hitting ak with more boolet and slightly worse recoil
i don't think we're going to get a light lmg, idk about the 3rd one but the mg3 is heavy af and the mg5 still got some weight
Can we give support the pp2000, but with a 200 round mag?
That's basically an lmg right?
can we give support every gun with a 200 round mag
But like, they're all nerfed into the ground to compensate of course
and reduce the firerate by 25% too
And with BANGING low recoil. M4's recoil is crazy good.
not banging low, we got ultimax for that but ye lower than the bs we have rn
they both need to be pretty low
they are very slow to aim, reload, and move around
they should be low recoil to compensate. because right now they dont compensate
The Ultimax having the 1.5x first shot recoil sucks so hard though. Bursting is good generally so if you're trying to use the low recoil to extend your range the 1.5 is gonna fuck with bursting. I think it's just a mean design to force me into holding down L1 when continuous fire isn't even the best thing most of the time.
theyre just slow ARs with little more than magsize as advantage. and thats not a net advantage
yeah, MGs having high first-shot kick sucks
it's about average right now
i mean if we get the mg3 i hope it'll get some sort of "ramping up" recoil so burst fire is the most effective way of using it
so the first 5 shots should have like 0.8 recoil, the next 10-15 should have 1.0 recoil and everything after that has a 1.2 multiplier, ofc in a smoothed out curve but it'd probably help cement its role as the "brr brr brrrtt brrt brrr brt brrtt"-gun yk
Oh shit a ramping recoil mechanic would be hot.
according to some guy who used the actual gun it would make more sense for it to be the other way around like it is now, apparently it kicks at first but then you feel nothing
ye mg3 and mg5 both with some recoil but fast ttk having that would be awesome
i like to imagine the mg3 gets 1100-1200rpm and a 4sk on flesh so like 30dmg
and the mg5 gets its 800rpm + a 3sk but a bunch of recoil, high risk high reward kinda gun, same for mg3 but a little less so ig...
i have no fricking clue, my dad only used the g3 or was in a tank so 🤷
but it should be that way imo to "force" its rl usage, aka 3-5 shot bursts
bbr is not a realistic setting
yeah but that's part of the identity and appeal this gun has imho
ofc a fixed fricking bipod would be nice aswell to embrace my inner stormtrooper (this is a joke)
So like, gpmgs would have high fsk but low recoil?
I guess
that would be so god damn stupid
a mg3 having a high fsk is just mind boggling
"muh realism in gun handling" idc gimme "realism" in terms of gun usage, for the mg3 that's bursts
I think that side could be reduce, it's pretty weird to have a high 1st recoil on a LMG, idk what's the point (maybe to have "different weapon" but like bad balancing it'll just provide other problems)
Yeah, that would be terrible imho.
(looks at how the M249 gets .4 less vert for over double the horz recoil)
oh shit that is actually a good point worth raising
Esp when vert is like half the value of horizontal RNG
I've noticed that LMG's don't fire fast enough to counter somebody just running past what you're supposed to be holding. You can literally just shoot down a corridor and have people run by you because you still shoot too slow to punish people pushing. It doesn't matter if I can fire for 10 seconds straight if somebody can just run right through the beam with barely a scratch. You could literally be pre-firing around a corner towards someone you KNOW is behind it, and still lose if he decides to push you. I sincerely do not understand how LMG's have any upside as they currently exist if anybody can just say "Oh he pre-firing around this corner, let me just rush him or just go around and be behind him in ~3 seconds". You're actively punished for using the supposed upside of an LMG.
I'm not saying the LMG's are outright unusable, just in what world would you WANT to use them? You will not survive ~3 people pushing you from the same corner even if prefiring and that seems like a massive oversight.
1st recoil should be on AR to balance them because they're good at everything and suppose to shoot heavier calibers than SMG
put every LMG on 1.00 normal like handguns, and push DMR to more. It'll provide a usefullness to Stabil grip that'll lower a bit DMR 1st recoil (and also put some 1st recoil on G3)
I think it really depends of the weapon, for example all M60 LMG in others FPS shoot very slow (smth like 600rpm) but have very high dmg and better falldmg than AR
The only way to give them a proper unique gameplay is too change again the bipod system, it's normal IRL (or ingame) to have weaker stats than an AR on midrange if you're not prone or crouch, but maybe some TTK close range should be a little up.
Thing is, if support movespeed get buffed, I still think LMG (M249/Ultimax) still have to be heavy to use, because it's heavy weapon, with low dmg fall off and very big mag + ammo so you can stand and clean a lot of people before being weakened (reloading time etc)
I would say in those games it works because movement isn't at the same speed Battlebit is currently at. You can shutdown a peak area in Insurgency or even CSGO with LMGs because you literally can't run back into cover fast enough and you get slowed from damage. In a faster game like CoD its fine because like you said, you do enough damage for it to not matter, but this games movement is somehow faster then CoD making it an issue. Battlebit has, in my experience, the second fastest movement of a game I ever played and no hit slowdown making the LMG's have no niche unless they fire faster. If they have to lower the overrall damage of LMGs I would be fine with that. I want to at least HIT the person running across a alleyway, not for them to be so fast they can run through bullet fire completely unscathed.
I do agree movement should still be slower if they're buffed I wouldn't mind being able to move faster as Support if Oki doesn't decide to change LMGs, you already can't ADS so you have to rely on pre-firing (which is even worse on Support since you basically HAVE to be sprinting, which makes your pre-fire come out from the bottom left until it centers).
That's a really good point. What could actually buff support is the slowdown after hitting, I didn't even think about it.
yeah mobility is a problem, you can just dank sprintjumping evyerwhere like a dumbdumb it's minecraft gaming
Slowdown is at least somewhat implemented already (helicopter crash effect). Only issue I see with slowdown is due to the movement being so stupidly high. Think of like an Arena shooter or Titanfall where you're going like 200mph and suddenly you hit a brickwall because someone hit you once. Balance wise I think its a good decision to implement, however people may get extremely upset by it due to everyone being so used to going so fast with no consequences.
Nah there's always way to balance things around that. First thing is I don't think you should be able to jump and goes every direction keeping your inertia, second when you get hit by a bullet you get slowed by like 20% and then you've something good
that sounds like a great idea for milsim mode
I wish it was actually in the normal game mode
i don't. the ttk is nearly instant and you want to slow movement by 20% when you get hit
that'd be disgusting
TTK ain't instant for LMGs my friend.
the ultimax is the slowest at around .300 ms on unarmored (So all these speedy medics you complain about)
Didn't mention medic anywhere in my post, do you have me confused for someone else? Also, snipers must be the best guns in the game since they have a 0ms kill time.
snipers are pretty good yeah, they need some help with glint being broken and poorly implemented but they do fine, including stonewalling games from progressing on some maps
also, really? don't be stupid. ttk isn't the be all end all stat especially for a class WHOSE ROLE IS TO HOLD A LANE
Actually not that much, in CQC you died almost every time if you don't kill the guy so if you're slowed well.. you're dead like you'd, if not you kill the guy then you live, or you slowed but you were getting killed anyway. It's just a way better thing when you chase someone or actually track someone far and shoot at him. 20% is not a lot specially if we're talking about "normal speed" classes like Medic, Assault, Engi
I agree with you on balance, I'm more talking about reaction from the people that play the game. Countless times games have been balanced for the better with anger from the communities because the toy they played with was taken away or damaged. I don't agree with these reactions, this is more so me saying the devs would have to be prepared for an influx of posts criticizing a new implementation and to just take it away instead of testing for a few weeks/days before changing their minds.
you're more than likely getting first shot from a position where the majority of your body is hidden
it would actually impact cqc, jump shotting/trying to reposition around nearby cover would both be removed as a response in a large number of situations, all for the benefit of "it's too hard to shoot someone far away"
i guess it would make it easier to deal with sweats because they would ALWAYS drop shot instead of having different tools
I'm saying TTK doesn't matter if you don't even get an opportunity to use the gun. A pistol that has one shot and one shots, but has a 4 second draw time is absolute trash because other stats negate the TTK. It doesn't matter that the LMGs numerically have a fast TTK if they make you extremely slow, they take forever to ADS. If you reload using an LMG in a combat area you are practically dead, you quite literally are too slow to run to a safe area and reload.
Jump shotting is actually busted likealmost all animation from prone/run, jump/prone is for me a form of abuse, it's not realistic, basicly it's call of duty and I don't think it should be like that the game is already very nervous and ttk are low.
So as I said, it'll absolutely not change anything in CQC, if you're getting shoot by 2 guys you'll get slow a bit, that doesn't mean you'll loose it because you could also loose it because of poor strafing.
the run speed and ads speed i'll agree with but eehhhhhhh... also really even the ads speed is a meh arguement. pre-aim the angle, stop getting caught sprinting
jump shotting isn't abusing prone, that's drop shotting
you're not talking about drop shotting?
If you are, then it's still the case
i feel like i specified both sides that the movespeed slow from tagging would kill jump shotting and all you would have left is drop shotters
Nope
Because when you're slow, it's a total slow even from drop shotters and basicly drop shot should get removed from the game, it's shit
drop shotting has existed for 15 years, if you don't have a response for it that's a you issue
At some point it'll never get fixed : because of poor coding OR because of poor animations, pick your poison
Nobody is going to play Support if they have to walk everywhere because of how this game plays. You HAVE to sprint because you're so slow already you're dead if you can't get to cover fast. Every other class if I'm shot I know I can at least try to run to the cover thats close to me, Support can't do that and it just makes him awful.
For 15 years.. do you know that actually every drop shot are different in a way on many FPS games, and there's a lot of game without drop shotting? Do you... know that..?

why are you not already in cover? the only running you need to do is to get to the hotspot area on the map and then you hold a lane till you die
did you know that just because not every game has drop shotting doesn't mean the mechanic hasn't existed for over a decade, again, adapt
No you're talking about feedback to change things here about LMG, I'm saying putting slow after shoot is a mechanic that exist from long time ago (actually way more than dropshooting) and then dropshooting should be removed, again, adapt

i understand your feedback. but that sounds like exactly what milsim mode wants to fill
Actually BBR is way closer to a milsim than a cod even a BF game (when BBR copy paste BF gameplay), problem is Devs actually go on the two takes which is a very big mistake
that's why they should remove the dropshot it's garbage shit, animations will never get done, and the code will still be spaghetti so we will have problems to shoot on someones because of hitboxes
Check #1159035953902534656 and check the video of my dood lucuma
the hitboxes aren't broken, there is a lot of animation jank, like people walking off ledges and teleporting straight down
drop shotting just makes getting headshots easier anyway the vast majority of the time
that's a neat video, really funny when people say movement needs to go because atleast 3 separate people couldn't combine to land 4 shots
You literally just described the issues I have with Support. Again, he is the ONLY class that has to do this where everyone else can just run cover to cover without issues. What if the spot you chose seemingly cleared? You either stay and are bored or risk crossing the street where some people were waiting for you behind a wall and you die without any counter play. If I were Assault or Engineer in that situation I could feasibly turn to the car on the street or a pillar and attempt to get a quick angle. If I try that on Support I just die because I either:
Die because draw speed is so slow
Die because the target is at medium range and my ADS is too slow
Die because movement speed is so slow I can't even prone at a reasonable speed
Support shouldn't be "You stay in this alleyway and shoot until your mag empties", even Recon who is more or less "Stay very far away and snipe" can get up close with pistols or with snipers without a scope if skilled enough because he has the speed to do so.
support can't have those other tools because they're balanced around having functionally 200 hp
There's a lot of problems actually with hitboxes, being the animation being jank (so the hitboxes do), and the hitregistration or servers being shit, so very fast movement like dropshooting with weird animations will make the game more clunky and it's just dumb to have a cod mechanic in a BF game with 127 players, at the end you'll just get dropshooting by every hyperactive kid
welcome to why we need an armor rework
i haven't noticed any hitbox issues, i regularly play on a 240 hz 64v64 server with some of the sweatiest the community has to offer
there's definite issues with desync in the 127's though
The sweatiest are on 127
they are not, unless you're talking about 127 frontline
... because it's not a 127?

And I'm playing on 64 most of the time, just have some big problems like dumping a whole mag and having 1 hitmarker (was server side issue). About hitboxes there's some problems when prone position on specific textures, just had some issues with that yesterday while DMRing (no lag this time)
Exo isn't even that good on Support anymore since everyone has learned to just shoot the arms/legs. Kind of just a design issue that would inevitably happen over time as people learned how to play the game more. I try to play Support still and my armor barely gets shot off anymore since so many have learned.
i don't have that problem at all
Ok, many did, it's just not most of the time
and server side hitreg/connections issues has nothing to do with hitboxes
When you identify the target yes, but most of the time when you're shooting you don't instantly aim for leg imo so.. Idk
tbh i don't use exo when i play support, the drawbacks remain even after you lose your armor, just better to be without it
armor rework hopefully soon alongside some new guns for support and hopefully some buffs
tired of the ump/groza meta
Honestly thinking of just taking it off at this point. Only enjoyment I get from it is when a Recon doesn't use the M200 and I hear the clink and I know they're going "How is he not dead!??!".
That's what I'm saying, I said there's server problems, and there's hitboxes issues, maybe the problem I encountered with hitboxes while the prone sniper was an issue server side (like bad positionning etc) but still I shooted on him (client side) without having hitmarker and proceed to kill him with 3 more shoots
Haha yeah only for the guys starting with M200, but in few months, M200 ranger everywhere
yeah there's plenty of server issues, the hitboxes aren't broken though. there's jank animations (or in some cases jank because there's no animation at all) but it's not breaking the hitboxes
You don't have the code to be sure, I don't have the code to be sure, we can do hypothesis but that doesn't change anything. Thing is I shot on his legs, he doesn't take damage, then he did after other shots on an other spot of his body
Probably just me being extremely unlucky at times when playing this game. Had a recent match where a friend ran across a street and didn't get shot, but when I ran across I got shot at by a jeeps Browning, 2 RPGs, and 4 other people.
So because of that => let's go back to the source of the thread => it could be cool to slow or fix the animations first, then it could also buff the support class by standing and shooting at guys when setup
timing
fixing animations yes, supports really don't need more help fighting in the hotspot if you position well and use the angles available to you
Also, with hitbox issues yeah its never really hitboxes being broken. Its the actual animations not following the hitboxes that causes issues. If somebody is prone the hitbox is usually 100% accurate in games, but if the animation places the model to the left or right making you shoot at the model instead of the invisible hitbox it makes you think the hitbox is wrong or you got a no reg. You can see this with the cosmetics and people saying their hits weren't registering, the cosmetics being bigger then the player hitbox was the issue since they were technically still missing. This is just so much worse in Battlebit since you literally can't predict where a player will go with no inertia being present.
This is a major thing in something like TF2 where if somebody is rocket jumping you sometimes want to snipe ahead of the player model. The person is going so fast the model is lagging behind the hitbox, but its practically 100% predictable since players have movement restrictions so you can just make an educated guess where to shoot.
as far as i've been able to tell across my 300 hours in battlebit, there's no hitbox jank (just weirdness with animations, again, mostly the lack there of. things like people walking off of one of the buildable covers and they nearly teleport from on top of it to standing on the ground). the only times i see weirdness with hitreg is when i'm lagging or the master server is having issues
if you're having issues with desync i'd try playing on a different server where you have a better connection
generally 500-600 rpm
being honest I think the only game I know with faster movement is titan fall & Crysis when ONLY in a speed mode sprint (and even than that is a close one at best)
I see Okami also was here lol
the only faster games ik are singleplayer, tf|2 feels slow in comparision xD
pretty much
and even a game like Crysis with it's speed mode struggles to keep that speed up due to the various notes
i mean if you're mechanically so similar that only a double jump, dash and slide would be needed to turn you into a top tier movement shooter meanwhile another class moves at ~60% speed for having "armor" is just dumb as heck
Apex needs actually a way higher tracking than BBR
and it's famous for that at prolevel
certenly not the only one there but from I've in mind rn
it wasn't about tracking targets, moreso the sheer speed of it
and if you take a movement shooter take away its double jump, dash and slide and end up with bbr's movement system then... idk kind of weird...
wdym the sheer speed of it?
The other mechanics are really bad for BF game imo it'll just more way more chaos when there's already lot of problems to fix
no need to have double jump or weird stuff, animations are already clunky af
we don't need that but this game is so similar to that "tactics and communication" my ass
I've litteraly the same communication as I had on Battlefield with my friends (who also played it 3 4 and V)
You can kill fast, heal swap ammo, chit chat fast and then go go
communication between randoms
there isn't any.
if you're talking about PU, actually I often leads in VC if there's no one, giving objective buildings things etc
some don't follow your stuff but others did, sometimes you can have very good time with them
obv if you just use the VC to spam, swear or just not use it.. well it's not usefull I agree
whatever you say chief...
I mean you can also create the squad and ask for squad teamplay
the squad system in-game is actually great for that
ofc ofc...
All I ever use squad chat for is asking for respawns on me when I’m about to engage an objective…
Only ever 1 person actually does so…
I’ve had 2 rounds in my plethora of games where I actually had solid squad comms and team play
We held a choke with alternating support players wielding MGs. One ran outta ammo, dipped down, other came up and kept firing while was pumping heals into them
9000 healing in a game 
Our recon flanked and pincered them so any that would dip back into cover before the supports got them got picked off by him instead
We held that point fr fr
(Which leads me to believe that support only works in its intended role of defense when you actively play around it with your team which won’t happen in 90% of games)
It also only works when you're not moving around a lot
In conquest support is most effective holding up on one obj and defending it
But it's hard to do that sometimes 😔
only sometimes...
This is also true lol
insert the frugis tunnels when those fights get going
Waki tunnels 
reminds me metro
Finally unlocked the l86 drum mag, but it might as well not exist for how not worth it it is
at least its not the MG36 drum mag
True that brother
let see like 25 rounds bonus for a 25% speed decrease to begin with
Add on worse aim down, worse draw speed, worse recoil by at least .2 in both hori and vert...
And I thought support was supposed to be "for sustained fire."
There is nothing sustained fire about the l86 or the mg36(unless you count the 10 extra rounds the mg36 gets)
I shall state this again, I kinda feel like support should get a passive to reduce the downsides of extended magazines if/when he gets the Battle rifles or another category
Just a passive recoil modifier would be good
Also make magazines more consistent across all guns so that every gun is playing with the same values in that regard 
Which is my way of saying buff quick mag on HB 
Ngl I like it
The base gun runs out of ammo so quickly
Move speed penalty isn’t nice but that gets ignored if you pull out your sidearm
than got the swap speed penalty to deal with as well 😦
My only gripe is the recoil
my gripe is it only is a one upside for effectively how many downsides & some large ones at that (large being 20% or more of a penalty)
L86 and MG36 default mags need changing up. Change the L86 drum mag to 60rnds, and make it the default mag with all of the current base stats with the current default mag except reload speed, which would inherit the current drum mag reload speed.
Same for the MG36; give the drum mag 100 rounds and make itthe default mag, with all of the current base stats with the current default mag, except reload speed, which would inherit the current drum mag reload speed (which is already slower than the 100-rnd ultimax reload, so you dont even need to change the reload speed when making the drum mag 100 rounds... actually its almost as slow as the ultimax+bipod reload, 6.31 vs 6.59)
You can then have the current default mags be treated as "quick/short mags", with debuffs to draw speed and first shot kick (NOT recoil itself) and control, and a buff to movement speed as well as reload speed (duh)
These LSWs are, with their default 30-rnd and 40-rnd mags, already as slow as the LMGs, and with their respective drum mags, their movement speed is a fucking joke. They also have a shit tonne of recoil for how slow they are. Their current base recoil and movement speed values would make sense their drum mags (with the aforementioned increases to capacity), but instead you get all that recoil and slow movement with a regular AR-sized mag, and leads to a generally underwhelming gun for any class to use, and is entirely unsuitable for Support's role of "supporting/suppressive fire"
I would enjoy LMGs being more differentiated from other guns. Have them do more long range damage like sniper rifles do, and make the bullet wooshes and bullet trails very distinctive, but make them less accurate. That way they are better as suppression tools, players will recognize the danger, and they'll be less "heavy m4 with infinite mag" or whatever. Instead of melting individual enemies, you would use them to do "area denial" kind of. Maybe the bullet impacts could cause a lot of dust and sparks too.
decreasing accuracy would only make them worse at suppression. you cant suppress someone if they know you cant hit them enough to be any real threat
thats pretty much exactly the current issue with how much recoil the LMGs AND LSWs have. You just cant actually suppress anyone, because you cant hit them all that reliably. It results in guns that handle poorly and make you move slow, but also arent actually very good at hitting enemies, on a class that already moves slow (because of armour that also doesnt really do what it should), so youre pretty much an easy kill for most other classes
True, maybe the damage curve change is all it would really need. The idea is that if you get hit by one of those random bullets you are in trouble, and it's creating a wall of fire essentially.
My idea of implementation is likely to be bad, since I'm not at all a game dev, but the sentiment is there. Something that is dangerous at range but not something you would target individuals with. Right now They just feel like assault rifles with big fat mags, and they don't make a significant difference in gameplay.
hmm. it might be rather difficult to make them dangerous to groups of people at longer ranges without also necessarily making them dangerous to a single person (in other words, if its not dangerous to one person, how do you make it dangerous to two people? four people?)
also, if they arent effective against single enemies, it just makes it that much harder to counter lone-wolfers
which i think is something they could be very useful for if they get their recoil reduced (theyre already slow as hell, reduced recoil would give them their niche)
It's more about the "area denial" effect. Sure, the gunner might not be targeting you specifically, but those bullets are landing everywhere around you, and you have no good way to avoid them. That's the "wall of fire" idea. If you walk into the line of fire it needs to be a hard gamble.
My idea would make them more dangerous at range, and more like a normal smg/ar at closer range. It's the increased damage at longer ranges that would make it a gamble specifically.
Like 100 snipers firing blind at that area from across the map haha
issue with that is that medics can self heal at literally zero cost, and so far oki refuses to change that. Its hard to pose any sort of threat to a medic short of killing them
Again, it might be entirely the wrong way to do it, and the better way could be to change something elsewhere entirely
especially since, given what LMGs are, a support player cant chase a medic and finish them off before they bandage and heal
I just miss the LMGs, and indeed the different guns in general, being more differentiated.
Having different roles, encouraging different styles of play
aye, support is by far the most "different" class, but that comes from it being mostly shit, doing everything else worse than the other classes without any positives in trade. do enough digging around in this thread, youll find plenty of ideas more towards fixing the bipod and reducing LMG recoil in general, at the cost of mobility, essentially letting them use their LMGs as machine guns instead of obnoxiously cumbersome ARs without any real advantage to being heavy. That would play well into support's identity and would also in-turn increase their accuracy, and thus lethality, at longer ranges
I believe Squad makes the LMGs basically unusable if you don't have it supported with a bipod?
I do like that idea. As long as it is fierce when bipodded.
hm. BBR is probably a bit too "arcadey run-n-gun" for that
it would just be another unnecessary nerf for support
MMG when I last played
SPMG when!
Yeah, I'd rather see it done with the bipod buff
God I can't wait for the M60 with 51 dmg and 500 rpm
The RPD that's basically just an AK15 but LMG and hopefully not ass
And a working bipod. Please.
can guns just be judged by their weight as it should effect them including recoil? that would fix alot of problems with firing sustained fire, for any weapon, but especially LMGs(and other heavy guns)
One of the tricky things about balancing LMGs is that in an arcade setting like BBR, they’re functionally a heavy assault rifle.
The LMG is the centerpiece of a squad’s firepower, whose hail of bullets keeps heads down and lets a squad move under its protection. In milsims, they’re easier to balance since they more accurately depict the use of such weapons.
Here, that isn’t the case, and if properly imbalanced can make anyone wielding them Rambo. Thus, I think it would be better to treat them as heavier assault rifles, guns that excel at holding a position than trying to compete with SMGs.
that's what they are as of now.
the kill well, you just can't use mag size to its potential.
the slow motion handling makes them feel really clunky, as well as the speed debuffs. Weight should mean that at least the LSWs should be able to be run faster.
That I am in agreement with.
At least get them to SCAR-H or AK15 move speed. They should feel a little lighter than a 249.
I just realized, but why do all the lmgs have less velocity than their counterparts?
you know I never paid attention to that. what are the stats?
They’re all 600.
l86 got 650
Ah.
better than nothing ig ._.
ultimax, m249 and mg36 would benefit from some velocity imo
And more damage to vehicles.

well a lot of guns don't have that
funniest example being the as val with a velocity of 440m/s while actually only having around 290 
Ngl that seems like it would be a much more interesting balancing quirk than the current weirdly high recoil, low mag size and overal stats
Well, IF we got some movement adjustments and inertia + whatnot, adding it rn would just be painful
Or the 7.62x39mm from the AK15 getting the same velocity as the 7.62x51mm from the SCAR-H.
70% of the assault rifles having 700 velocity despite having different barrel lengths and calibers
Literally all of the lmgs/lsws having 600 or 650 velocity despite having the same calibers as the ars
with longer barrels
funny aswell
but the val and honeybadger having super sonic velocity with a notoriously sub sonic cartridge just takes the cake 
Oki originally wanting a milsim
Also Oki making all the velocity values in the weirdest way possible
I mean same for the as val
ye
Tbf, this game has ludicrously high player speed. I'm sure you know the pain of trying to shoot a moving player with an M9. It's an exercise in masochism.
The Val is already the "spend 10 rounds to get 5 hits" gun, imagine how dogshit it'd feel with subsonic velocity lol
indeed
and then you got stuff like the osprey vector with ca. 370m/s 
Well the vector has 50% more RPM. But yeah, especially with the new hitreg system (which I still really think needs to go in the bin, Oki.) even guns like the Vector can feel like trying to shoot an F18 with nerf darts.
i mean the vector, scorpion and val are greatly benefited by the new hit reg on my end
like shots actually hit, before they just committed special (c4) on the way there or teleported into the 69th dimension of assumed skill issue
True. But the new hitreg just generally favours higher velocity projectiles since its WAY harsher about how it will invalidate in-flight projectiles if you die before they hit their target, even if they do actually hit
yeah that's definitely a problem and annoying af
Sniper headshot not counting moment 😭
💀
I have yet to have a more than 1 hit denied since that update was pushed, is it really that common?
depends on the range as well as the total difference between the velocities of the weapons involved. its harder to see with automatic weapons since it can be hard to tell if the hit was ignored because you died or if it counted but they just barely survived or whatever. but with something like the SSG69, its very easy to notice getting a headshot hitmarker but not getting a kill for it
ah that
it also makes the M200 just that much more oppressive compared to other snipers. If your bullet reaches the enemy first and kills them, it doesnt really matter how accurate they are
thats actually because they died ms before you hit them
I've had that happen at alot of ranges and someone else kills the guy as I start shooting but I just hit the ragdoll, still get hitmarkers
nah, thats a different thing. like yeah that 100% happens, but that happened with the old system too
tbh i think its a difference of the new system having purposefully designed kill-trading out of the game, whereas it wasnt a consideration with the previous system, so trades happened occasionally at very long ranges
hmm, I haven't that happen that often at all, and when it does its usually because I'm shooting someone that a blueberry is already shooting
that could also be true, but it still happens up close
i mean sure it might be harder, but thats only if you are rocking the same weapon class. trades happen all the time if you got different weapon types.... don't know why that is, but it is
according to oki control does smth xD
I mean it does
not anything major
but it does help with mid to long range shooting
and apparently it allows smgs and such to dominate in cqc?
ehhhhh
not really in a straight fight
except when you are like barrel stuffing the other guy
fal long barrel 😳
In any game with projectile usage , trades can happen as a rule lol
well apparently Oki put actual effort into making them not possible with the new hitreg system. i dunno why lol
hmm,Grenades?
Nah, it'll invalidate gun projectiles that are still in-flight when you die. It's pretty dumb imo
...I think that's more latency than anything man
the server didn't recieve you gun shot packet
cause that happens in a lot of games when you have slighterly higher ping or even a small amount of packet loss
maybe at 20m with a vector. but it didnt used to happen at 500m with an SSG69 or [insert other sniper]
could also be the person moved, at range you can dodge those shots if you know where they are coming from
going prone, walking down a slope, especially since you are aiming for the head, hell leaning would also make you miss
im talking specifically about getting hits (i.e. hitmarkers) that are ignored
hitmarkers are client side as well
not serverside
most of the time they are right, but that is why the scenarios I mentioned can happen
thats still not my point lol
whether it be serverside or clientside, its something that i never saw even once with the previous system
I mean you are saying the bullets are being invalidated. can you actually say that is true or are you just trusting the client side hitmarkers?
why give me a hitmarker if its not an actual hit
especially when the previous system wouldnt
the previous system did, there was just a much, much smaller time frame for it to occur. again this usually happens when they die just before your bullets reach them
I assume its the check system for custom hitmarkers that slow it down
nope, the specific instance im referring to, they didnt die. no-one shot them right before i did (i had already shot them once, so i would have gotten an assist if they died)
also
you get a hitmarker if you hit an enemy model
always, since its client side
I happened to be on a server getting DDOS'd in view of an enemy
I emptied my mag into him, and got a bunch of headshots (markers), but obviously the shots were denied.
So, I'm thinking its less the "hit reg" system, and more the "client side hitmarkers" that is your problem here
well, regardless of the cause of it, i think its very much a "if it aint broke dont fix it, and fix it properly if you do" sort of thing
yeah, maybe an option for non-custom hitmarkers tied to the server maybe?
because yeah, previous system had its flaws. im not trying to say it didnt. but in general this new one just doesnt feel like an improvement
I still think its the hitmarkers giving false positives over the hit reg being bad
then why was that changed, it must be asked
I like the custom hitmarkers don't get me wrong
but making them only client side with no option to have hitmarkers tied to the server is not the best plan
before the custom hitmarker patch, hitmarkers were tied to the server ftr
i dont understand NOT tying them to the server in the first place. if its only for the ability to have custom hitmarkers... dont have custom hitmarkers
that's my point, being able to select a tab to have them on or off would be an easy fix when oki gets back
its one of those Oki moments where you gotta wonder what the hell he was thinking
I mean, its fun, and mostly not a problem
but well as with most new systems
problems get found
well, in my uneducated PoV, it doesnt seem like a good idea to have hitmarkers done clientside for any reason if hit registration isnt ALSO being done clientside (which i would assume is a big no-no)
just give us a check box for custom hitmarkers or not. boom problem solved
itll inevitably lead to these sorts of discrepancies that make it hard for players to understand "what the hell just happened, why did he eat half of my mag?"
yeah. Check box though, would hopefully help
hopefully. but knowing oki, hes gonna devote like a week to player challenges when he gets back instead
I don't mind it because I mostly chill and like my custom setup, but well I can see that being a problem to other people more used to casual games
eh hopefully not, I just hope when he gets back the support data will be collected so that we can stop with the two support weeklys every week
I don't mind playing support, I like it actually, but goddamn
ngl im willing to bet the challenges repeating is 100% because oki just didnt create enough challenges, not because he still needs data
nah, they ain't that sophisticated that it requires alot of work to do. Like I know we should be cynical with game devs, but Oki, at least, has proven that he isn't at EA levels of stupidity
i mean, isnt it the entire challenge sets that are repeating, not just the support-specific challenges?
I.. don't know. Honestly they are easy enough I can get them done in an hour or two on day one, then I don't think about them. I'll have to pay attention next week
I only remember the support ones because they haven't changed at all
im pretty sure the ak74 challenge from week 1 has also already repeated once
Nah, that’s nothing to do with it
Custom hitmarkers would not at all mean hitmarkers can’t be server side
Maybe oki changed it to this because he thought people would complain less about hit reg if they always got hit markers
what do you guys think of this for the support class lmg weapons ?
more dakka! this is what i need!
i can just imagine myself screaming "come get some" while holding down a burst into the enemy onslaught
All I need is an m60 and 300 round backpack
mg3 for that fire rate
Yes
i desire more dakka!!!
Support shotguns could go crazy
!shotguns
i desire dakka, not skill issue compensators which don't even fit the class' playstyle
what the hell is a support shotgun
Support (with a) shotgun
Slug aa12 drum mag now
Sorry this is days later but are all hitmakers client side now, or just custom?
I don't know, I've only kept my custom one.
Whether custom or not is irrelevant.
Hit markers are always client side (because duh, they’re on the client), what matters is if the client waits for server side confirmation before displaying them to the user.
feels like kill (conformation) hit markers are serverside, just a guess tho
Yeah
It gives you white hit markers on the client by default
They change colour after server confirmation
attachment changes are nice especially the bipod but the lmgs still could use some buffs
i don't know about more buffs tbh, both the ultimax and the m249 are absolute menaces with the right setup and spacial awareness
other than velocity, damage or ads times I don't think they require any buffs, and even then with the belts velocity and damage would be hard sells to buff.
I think the Ultimax is in a pretty good spot as it is. Maybe the 249 could use a little more love (maybe it’s own custom bipod so it sits on the front like the real one), but I can’t see how else LMGs could be buffed without making them too deadly.
Maybe up the SAW’s rate of fire so it’s more of a foil to the Ultimax.
just let us deploy it ourselves goddamn
It's made worse by the fact that most barriers are at exactly the wrong height
we need bipod mounting
Please Oki, jusst take a page out of Enlisteds book
i'd be up for velocity and damage fall off buffs
even the m249 now easily reaches over 100m
I feel like the current bipods are great at remedying what few issues I had with LMG use tbh, but I say that as a rat bastard that redeploys at 5 different spots close to the main fight and just cleans up sightlines there
It would be interesting for bipods to have some drawback though, not recoil wise, they're perfect, but honestly looking at both how they perform in DMRs and LMGs makes me think they should either have some drawback to them, or be present in every gun that has them besides a grip option(recoil control doesn't stack, or it would be hell to balance)
Since atm there isn't much of a plausible justification to not take a bipod
I don't think that's the worse that could happen anyways
(This is much more balanced than the previous version, this here is mostly a nitpick)
or just make the grips better at different things. a bipod shouldnt effect you so much as to have a massive drawback over not having anything in that slot
Oh, agreed, just thinking about how things currently are
Having some more appealing grip options would also be considerably good
well there's a reason militarys use bipods on those guns, cause it's effective
the drawback of the bipod is its situational use and being a sniper beacon, imo bipods are fine
I guess that does make sense yea
i just want more velocity and dmg fall off, shooting at, maybe hitting multiple times after figuring your distance to account for out at over 100m with an ultimax feels sad 
It's a pipedream but a part of me desperately wants to see how bipoded LSWs would be
I'm not sure if it would be ridiculous or balanced, because on one hand, lsws are already somewhat uncontrollable, and on the other, giving up a grip slot for one would kinda hamper their offensive capability
Aggressive play style I suppose comes to mind
you get a lot more for defensive play with bipods than with other grips & vice versa
I could see the ultimax getting a velocity buff to between 650-800, M249 could get a small (like 50 rpm) Fire rate buff
recoil buff to compensate aswell
It should be as simple as. The slowest automatic to setup, aim down sights, reload, etc. Should be the deadliest when it gets ripping.
i honestly hope we get an LMG with the recoil of a 12g slug and fuck you-damage
I hope that's along the lines of what the MG5 is
That'll probably be more the M60's wheelhouse
Willing to bet the MG5 ends up more like the F2 with better range and ROF
just really hope we get a meta LMG to compete with literally any of the other automatic categories
m60 with a 2sk, mg3 with 1200rpm and a 4sk and mg5 with 800rpm with a 3sk moment
my desire for when a MG5 hits
750-800 RPM at 3 tap damage with good deal of recoil
That’s an M60.
I want to fulfill my Rambo fantasies Oki.
Ultimax 100 still needs a draw speed buff.
1.7 seconds to swap weapons is a nightmare to deal with in any circumstance, and in closer ranges its a massive disadvantage on an already not that powerful gun.
I think it's fair enough
the gun is really strong, it fits as a way to stop it being too flexible for CQC
For the love of all that is good and right, can we please get more velocity on the support weapons
The estimated real life velocity(according to google) is about 900
What we get is 600, at 100 less than the m4 which fires the same round
I know it's not quite the reason the Light Support Weapons exist but it would be nice to have bipods for those as well as the more traditional belt fed/LMGs
it makes sense

Are you planning the addition of shotguns?