#Return of optic blur from suppression
1 messages · Page 1 of 1 (latest)
I remember the times when mg’s were actually scary 
Rip my homie Zat
The issue is not the lack of blur, the issue is that most MGs are only good at shooting everything but the target they are aimed at.
Still, ability to accuretly return fire while being directly shot by MG is wrong. That single thing kills suppression tactics in squad
I agree with that
Once you get 2 people returning fire the automatic riflemen has to duck
apparently can add link to other posts here.
Made another proposal with tweaks to weapon destabilisation instead (it's already in game, but values are quite low)
Sight destabilisation if player being shot. Those 2 small boxes at compass
I mean stability just an summation of a bunch of metrics so
its not really a stat in of itself
so you get shot at but nothing else is happening you get max Suppression sway so the bars go to a certain place. You happen to be out of stamina and moving the bars are way bigger etc....
I think whoever shoots the other guy and kills him should win the fight
Not whoever shoots at someone first
What do you mean with "accuratly" the suppression sway still applies. You can only see the target a little bit better.
the biggest thing to suppression being ineffective would probably be A) Aimpunch not applying to optics though it does so with purpose and B) Aim flinch progressively getting less effective as more rounds land nearby as opposed to more effective.
that and the MGs being really bad at actually killing people so in scenarios where the enemy would poke up being shot at because the MGs are so bad they don't die in a situation they probaby should have
My issue with mgs is they start with a high spray at even max stability, so even if I'm prone, podded, and stable, my first few bullets go scatter