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Click here to go to the next VIP post in this thread.   Old 2011-07-21, 01:17 AM   [Ignore Me] #16
Malorn
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Re: HA, what do we do with you?


Originally Posted by Treerat View Post
If I had to design the "perfect" (to me at least) LMG system I would be sure to incorporate a few limits based on the characteristics of actual LMGs. First is heat buildup as limit on how long the weapon can shoot before needing to cool off;
In Day of Defeat the machineguns had heat and if you overheated them you had to change out the barrels (in gameplay terms that meant you couldn't shoot the gun for about 10-15 seconds). If you fired controlled bursts you never had a heat problem, but if you had to unload for a short time due to a push you could do so. Heat management was one of the skills of being a machinegunner. Good mechanic, and easily tweakable for balancing.

They also had limited ammunition and non-machinegunner classes each had 1 box of ammo they could drop a machinegunner per-spawn. A push usually had friendlies dropping ammo boxes for the machinegunners as they ran by them. A good teamwork element. I'm sure Planetside will have some form of ammo-dispenser class as is common with Battlefield. I suspect it will be the engineer (in the form of building an ammo dispenser, or something like that).
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