Partially Accepted Engineer + Auto rifleman Buff

Content that has been partially accepted
Status
Not open for further replies.

Jack G

Head Moderator
Head Moderator
MilitaryRP Staff
Content Team
Donator
Feb 19, 2021
299
97
111
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.
 
Upvote 1

shaun11103

MRP War Veteran
Mar 13, 2022
266
72
91
+support SSL keep saying oh we don't want LMG's to be stupid good but when the server was doing the best LMG's were stupid good and no one complained because if you had issue with it you just used an LMG or got smarter with your fights as for the ammo drop I am impartial to it do it don't do it doesn't make a massive difference
 
Jul 10, 2021
420
82
91
i feel like you forgot that KGB is also not a vechile regiment...
they already got like every other thing in the game
Yeah man let the actual Infantry get something for a change 😭

+Support
I'd love to see autorifleman and engineer get used again
Though I will say maybe instead of giving the engineers the ammo supply drop and having to code that in with the tablet, give them the ammo resupply thing that the E.R.T on SCPRP use which restock your ammo to max and let the engineers holster the ammo and drop it to their comrades.
 
+ support/change the lmg suggestion but make sure the player move slower and ads speed is slower and also when not moveing make recoil better with better dmg this will encourage more defenceive plays

Possibly add mini rally points to them that lets 2 people spawn on them and also add a combat construction kit that lets you place mg positions that have 300 ammo with a stupid op mg that cant be moved
 
Status
Not open for further replies.