What does this suggestion change/add/remove:
- Add the Asset Marker for the Small Ammo Drop to SGRU, SAS, SHA and ISAF
> The engineer job during war has no use for these regiments during war as opposed to the air regiment where it can repair helicopters as well as the tank regiments where they can repair tanks.
An issue right now is that it feels too easy to run out of Ammo on a battlefield and with how easy it is to destroy an FOB right now, the Ammo Stash' aren't actually good at all as it resets the Ammo amount once destroyed. It means we have a supporting unit, like medic, that can be used on the field and it would make these jobs used more.
- Buff the LMG's and HMG's that are on the Auto-rifelman job.
> As it is right now, the spread of these guns makes them absolutely useless and impossible to use effectively.
The max spread needs to be decreased and the recoil should be increased. I have the old vguns_debug_stats of some of the machine guns as well as videos of what they were like when I tested them. Ideally, the weapon should have f*** tonnes of recoil and the spread should increase 'slightly' each bullet. By 40 bullets the gun is already impossible to use, what's the point in these weapons having 100 rounds?
For example here. This was a while back after I made the gun changes. This is with my yoinking my mouse down my desk to counter act the recoil, you can see it starts off with not much recoil or fire spread and towards the end it gets to where it wouldn't be effective at Medium combat range.
Has something similar been suggested before? If so, why is your suggestion different?:
I don't think so, it's different cos I'm cool.
Possible Positives of the suggestion (At least 2):
The engineer change means there's actually a reason to play Engineer during war for these 4x regiments and the LMG buff means that they're actually useable.
Look at that video and tell me they're in a good way right now lmao
Possible Negatives of the suggestion:
Negatives for the Autorifleman there literally is non, just makes them actually useable.
Negatives for the Engineer buffs I don't think there is any to be honest. The jobs are unused, their weaponry isnt that great, this just incorporates pre-existing content that can help influence more use of these jobs without creating more hastle for Developers.
Based on the Positives & Negatives, why should this suggestion be accepted:
Because it would be pretty cool man.
- Add the Asset Marker for the Small Ammo Drop to SGRU, SAS, SHA and ISAF
> The engineer job during war has no use for these regiments during war as opposed to the air regiment where it can repair helicopters as well as the tank regiments where they can repair tanks.
An issue right now is that it feels too easy to run out of Ammo on a battlefield and with how easy it is to destroy an FOB right now, the Ammo Stash' aren't actually good at all as it resets the Ammo amount once destroyed. It means we have a supporting unit, like medic, that can be used on the field and it would make these jobs used more.
- Buff the LMG's and HMG's that are on the Auto-rifelman job.
> As it is right now, the spread of these guns makes them absolutely useless and impossible to use effectively.
The max spread needs to be decreased and the recoil should be increased. I have the old vguns_debug_stats of some of the machine guns as well as videos of what they were like when I tested them. Ideally, the weapon should have f*** tonnes of recoil and the spread should increase 'slightly' each bullet. By 40 bullets the gun is already impossible to use, what's the point in these weapons having 100 rounds?
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For example here. This was a while back after I made the gun changes. This is with my yoinking my mouse down my desk to counter act the recoil, you can see it starts off with not much recoil or fire spread and towards the end it gets to where it wouldn't be effective at Medium combat range.
Has something similar been suggested before? If so, why is your suggestion different?:
I don't think so, it's different cos I'm cool.
Possible Positives of the suggestion (At least 2):
The engineer change means there's actually a reason to play Engineer during war for these 4x regiments and the LMG buff means that they're actually useable.
Look at that video and tell me they're in a good way right now lmao
Possible Negatives of the suggestion:
Negatives for the Autorifleman there literally is non, just makes them actually useable.
Negatives for the Engineer buffs I don't think there is any to be honest. The jobs are unused, their weaponry isnt that great, this just incorporates pre-existing content that can help influence more use of these jobs without creating more hastle for Developers.
Based on the Positives & Negatives, why should this suggestion be accepted:
Because it would be pretty cool man.
Upvote
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