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Old 2011-12-14, 02:13 PM   [Ignore Me] #31
Shogun
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Re: Dedicated LMG's


Originally Posted by Higby View Post
Theyre not as high-damage as assault rifles per shot, but more designed for auto-fire rather than bursting. Stationary shooters can pick at targets from decent range, but if you're moving around a lot the LMGs are pretty much useless for accuracy and the classic HA weapons are a much better bet. It just depends on how you want to play your HA class. HA is also one of our main AV classes, so theres a ton of versatility in that one.
yeeha! this sounds great!
i love the stationary autofire design! sounds like the classes have more versatility than i was afaid of!

so every class still gives some real options what weapons you want to use?
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Old 2011-12-14, 02:26 PM   [Ignore Me] #32
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Re: Dedicated LMG's


Well, let's at least hope for decent bullet whiz/impact sounds to give the pesky TR hiding behind the tree a feeling that stepping outside is not a good idea
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Old 2011-12-14, 02:32 PM   [Ignore Me] #33
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Re: Dedicated LMG's


Awesome, I have wanted MGs in PS for years and its a really important factor that was missing tactically.
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Click here to go to the next VIP post in this thread.   Old 2011-12-14, 02:43 PM   [Ignore Me] #34
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Re: Dedicated LMG's


Originally Posted by Redshift View Post
Thanks for the answer

Can heavy troops equip lighter weapons too? as in could you choose to have heavy armour but an accurate weapon? and do AV troops get a half decent back up AI weapon, ot are they going to be fodder?
No problem!

Right now Heavy Assault don't have any options for long range weapons (except for some of the AV stuff, of course), we want them up in the front lines taking hits and dishing out damage, not playing ghetto-sniper-hulk-hybrid. Although, depending on where we end up with HA weapon variants, theres a chance that we might end up with something like that, still playing around with it tbh.

We have plenty of bullet whiz to indicate close shots and convince people to keep their heads down, and we might even track that stuff for "suppression experience" but i don't think we'll add any negative effects (screen blur, cof bloom, etc) to enemy players who are being shot at.
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Old 2011-12-14, 02:50 PM   [Ignore Me] #35
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Re: Dedicated LMG's


Screen blur could be quite useful if say it blurs on the side of the screen the bullet passes; would help those players without stereo sound perhaps.
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Old 2011-12-14, 02:50 PM   [Ignore Me] #36
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Re: Dedicated LMG's


Originally Posted by Higby View Post
No problem!

Right now Heavy Assault don't have any options for long range weapons (except for some of the AV stuff, of course), we want them up in the front lines taking hits and dishing out damage, not playing ghetto-sniper-hulk-hybrid. Although, depending on where we end up with HA weapon variants, theres a chance that we might end up with something like that, still playing around with it tbh.

We have plenty of bullet whiz to indicate close shots and convince people to keep their heads down, and we might even track that stuff for "suppression experience" but i don't think we'll add any negative effects (screen blur, cof bloom, etc) to enemy players who are being shot at.


Grimes: Why aren't you shooting?
Waddell: We're not being shot at yet.
Grimes: How can you tell?
Waddell: A hiss means it's close. A snap means...
[a bullet whizzes close by]
Waddell: Now they're shooting at us!
[they begin returning fire]
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Old 2011-12-14, 02:52 PM   [Ignore Me] #37
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Re: Dedicated LMG's


Originally Posted by Higby View Post
No problem!

Right now Heavy Assault don't have any options for long range weapons (except for some of the AV stuff, of course), we want them up in the front lines taking hits and dishing out damage, not playing ghetto-sniper-hulk-hybrid.
i don't specifically mean long long range, more what MA weapons covered in PS1, my only concern would be if HA troops are limited to very short range weapons they'd stand zero chance outside hence be fairly rare there. Unless the idea is heavy assault just gets forces to be the AV guy outside, but even then he's going to get minced as soon as a lighter ranged soldier finds him.
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This is the last VIP post in this thread.   Old 2011-12-14, 03:08 PM   [Ignore Me] #38
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Re: Dedicated LMG's


Originally Posted by Redshift View Post
i don't specifically mean long long range, more what MA weapons covered in PS1, my only concern would be if HA troops are limited to very short range weapons they'd stand zero chance outside hence be fairly rare there. Unless the idea is heavy assault just gets forces to be the AV guy outside, but even then he's going to get minced as soon as a lighter ranged soldier finds him.
Well, it's inverted indoors / tight areas where Light Assault can't maneuver, so I don't see that as being a problem. Each class has distinct and obvious strengths and weaknesses, that encourages people to try multiple roles and gives some strategic depth.

That being said, we're attempting to design most areas of all our levels, (indoor and outdoor) to mitigate the "this class is useless here" factor, so while they might not be as effective in certain situations, if you're stubborn and refuse to put your MCG away even during wide open field combat there will be things you can do (like use your pistol to kill yourself and respawn as a Light Assault!**).










**just kidding
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Old 2011-12-14, 03:16 PM   [Ignore Me] #39
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Re: Dedicated LMG's


Originally Posted by Higby View Post
(like use your pistol to kill yourself and respawn as a Light Assault!**).
It's ok mate i'm not VS, i'm not desperate to suicide.

I think i'm just worrying about everyone being LA/stealthed outside and then everyone switching to HA/MAX inside
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Old 2011-12-14, 03:33 PM   [Ignore Me] #40
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Re: Dedicated LMG's


Originally Posted by Higby View Post
Theyre not as high-damage as assault rifles per shot, but more designed for auto-fire rather than bursting. Stationary shooters can pick at targets from decent range, but if you're moving around a lot the LMGs are pretty much useless for accuracy and the classic HA weapons are a much better bet. It just depends on how you want to play your HA class. HA is also one of our main AV classes, so theres a ton of versatility in that one.
So does this mean adadadadada strafe battles wont happen anymore? Or just with specific weapons will it be a bad idea to move around while firing?
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Old 2011-12-14, 03:37 PM   [Ignore Me] #41
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Re: Dedicated LMG's


Originally Posted by Casual View Post
So does this mean adadadadada strafe battles wont happen anymore? Or just with specific weapons will it be a bad idea to move around while firing?
ADAD happened partially cos of the broken netcode that allowed you to fool the hitbox by ADADing. This shouldn't be the case anymore with PS2.

As for the question, movement accuracy is a quite a bit factor in weapon balance. I'd figure though that most MA weapons will be decently accurate even when strafing (at least when aiming down sights), perhaps only shotties/SMGs will have true accuracy outside ironsights and on the move.
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Old 2011-12-14, 03:52 PM   [Ignore Me] #42
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Re: Dedicated LMG's


Originally Posted by Higby View Post
HA is also one of our main AV classes
Could you elaborate on the other AV classes, pretty please? I'm assuming the MAX is one of them, but can I play a more mobile (not HA/MAX) guy with a shotgun and some kind of fairly hard-hitting AV dumbfire rocket launcher?

Last edited by FIREk; 2011-12-14 at 03:53 PM.
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Old 2011-12-14, 03:59 PM   [Ignore Me] #43
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Re: Dedicated LMG's


Cheers to no crappy artificial suppression mechanic. That would suck in a game like PS.
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Old 2011-12-14, 04:14 PM   [Ignore Me] #44
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Re: Dedicated LMG's


If these LMGs act like BF LMGs which have awesome accuracy at range (while prone and what have you) then I have only 1 response.

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Old 2011-12-14, 04:22 PM   [Ignore Me] #45
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Re: Dedicated LMG's


Sounds good (I do want suppresion assists though, they encourage people to put a lot of lead on targets which is cool and actually suppresses people if theres enough fire).
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