LMG Needs recoil Spread

VisdoomVisdoom Join Date: 2012-12-11 Member: 174766Members
Unfortunately, the LMG's precision-railgun-straight pinpoint accuracy is its downfall in combat. The only situation in which the LMG is graceful is in very long range combat situations (in which those rarely happen). I believe the spread would help marines significantly in battle, especially with the Lerks irregularly small hit-box.

Just a suggestion that would ultimately benefit myself and others no doubt.
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Comments

  • ToastieToastie Join Date: 2012-11-05 Member: 167351Members
    I'm not convinced it would help, and actually pretty sure it wouldn't, but I'm to braindead to try to math/logic it at the moment.
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    edited December 2012
    <!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->NOOOOOOOO!!!!!<!--sizec--></span><!--/sizec--><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->NO!<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><!--coloro:#FF00FF--><span style="color:#FF00FF"><!--/coloro--><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo-->No!<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro--><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->NO!<!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><!--sizeo:6--><span style="font-size:24pt;line-height:100%"><!--/sizeo--><!--coloro:#FFA500--><span style="color:#FFA500"><!--/coloro-->NO!!!!<!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec-->

    /Thread

    *Huddled in ball saying "no, No, nO, Don't do it, No , no ,nO , NO"**
  • ComboBreakerComboBreaker Join Date: 2012-11-22 Member: 172856Members
    You do realise you are going to make it even worse for marines?
    Those random bullet hits won't help you much,believe me.
  • VisdoomVisdoom Join Date: 2012-12-11 Member: 174766Members
    edited December 2012
    It works on the same premise as a shotgun, the shotgun does so well because it has spread. In a CQC firefight the pin point accuracy is very unforgiving. You will only get scathes of quick bursts of fire that may hit a skulk or a lerk, where as having some spread, say 15% your odds of hitting a skulk increase by at least 25%.

    You guys don't seem to understand that the LMG's super accuracy is actually making game play worse, not better. Don't be fanboys and use some logic please. Also they're not *random* bullet hits. If you go full auto and discharge a clip there should be some spread, I'm talking a small amount of spray, not counter-strike style where you'll get full recoil, maybe 15% of that type of recoil, where you can get a varying spread pattern. It makes sense, and most people I've played with have been asking for this for quite some time.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    Spray recoil without headshots is pointless. Only reason it becomes a skill mechanic is because first shot can kill.

    In this situation it would just make marines impossible and put a massive drop in skill ceiling on the game.
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    edited December 2012
    <!--sizeo:7--><span style="font-size:36pt;line-height:100%"><!--/sizeo--><!--fonto:Impact--><span style="font-family:Impact"><!--/fonto--><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NOOOO!!!!<!--colorc--></span><!--/colorc--><!--fontc--></span><!--/fontc--><!--sizec--></span><!--/sizec-->

    <!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->This is not a tactile shooter, just aim better <!--sizec--></span><!--/sizec-->
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    Spread... helping marines? lol?
  • kespeckespec Join Date: 2012-11-18 Member: 172279Members
    i second the idea, more recoil. lmg is freaking boring.
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    edited December 2012
    WHY!!!
    Tell me why you think this is a good idea?!
  • SpaceJewSpaceJew Join Date: 2012-09-03 Member: 157584Members
    edited December 2012
    I've actually thought this for a while personally. If everyone ran the game at 60+ FPS it would be less of an issue perhaps, but then again I'm sure those with pin point accuracy would never let this become reality.

    I don't want to argue using NS1 examples, but the LMG and HMG both had a spread which <i>helped</i> to hit small, fast moving targets trying to bite you in the arse. Long range would, of course, suffer for this. It's why there's a perfect accuracy pistol both in NS1 and NS2. Smaller clip, more damage, best accuracy.

    At the moment there isn't really a <i>reason</i> to ever switch to your pistol other than it's faster than reloading the LMG. I think the near perfect accuracy of the LMG is very punishing to people that aren't themselves pin point accurate. (Oh, I forgot script kiddies with the pistol. That's probably the other reason to use it.)

    I guess this is where all the 'L2P' comments begin. Sadly, I'm not convinced that the majority of players will ever be able to attain the level of accuracy required for Marines. I suppose only the five percent of humans who <i>can</i> achieve that level of accuracy should continue playing NS2. It will definitely give the experts room to brag about how awesome they are at a niche game no one will remember.

    EDIT:

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->In this situation it would just make marines impossible and put a massive drop in skill ceiling on the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lowering the skill requirement to be effective is a good thing, and I think that's where balance should be focused. There's a logical limit to how much you can nerf the Aliens to make Marines viable. I'd say the skill <i>ceiling</i> isn't lowered at all since there are other guns with perfect accuracy that you start with by default. Oh well.
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    Lowering the skill requirement to be effective is a good thing.[/quote]
    If you want to raise the skill floor, make EXO's better.... Don't make LMG worse
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2044102:date=Dec 12 2012, 12:18 PM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 12 2012, 12:18 PM) <a href="index.php?act=findpost&pid=2044102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you want to raise the skill floor, make EXO's better.... Don't make LMG worse<!--QuoteEnd--></div><!--QuoteEEnd-->
    how is anything related to the exo skillful?
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    edited December 2012
    <!--quoteo(post=2044111:date=Dec 11 2012, 05:53 PM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Dec 11 2012, 05:53 PM) <a href="index.php?act=findpost&pid=2044111"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how is anything related to the exo skillful?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Basically this thread is asking for more easyish to use weapons in ns2, this im all for.
    But don't mess with the LMG.

    Anywho here is a good video about "balancing-for-skill"

    <a href="http://penny-arcade.com/patv/episode/balancing-for-skill" target="_blank">http://penny-arcade.com/patv/episode/balancing-for-skill</a>
    (note: ###### the noob tube)
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2044120:date=Dec 12 2012, 12:30 PM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 12 2012, 12:30 PM) <a href="index.php?act=findpost&pid=2044120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Basically this thread is asking for more easyish to use weapons in ns2, this im all for.
    But don't mess with the LMG.<!--QuoteEnd--></div><!--QuoteEEnd-->
    flamer and gl are very easy to use weapons
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    <!--quoteo(post=2044127:date=Dec 11 2012, 06:04 PM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Dec 11 2012, 06:04 PM) <a href="index.php?act=findpost&pid=2044127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->flamer and gl are very easy to use weapons<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, but there is nothing in the first 10 mins.....
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2044130:date=Dec 12 2012, 12:38 PM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 12 2012, 12:38 PM) <a href="index.php?act=findpost&pid=2044130"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, but there is nothing in the first 10 mins.....<!--QuoteEnd--></div><!--QuoteEEnd-->
    mines, they 1shot the skulks which is what you'll find that early in the game until cara then itll leave them so low you could look at them and they will die
  • BurdockBurdock Join Date: 2012-08-27 Member: 156553Members
    <!--quoteo(post=2044132:date=Dec 11 2012, 06:12 PM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Dec 11 2012, 06:12 PM) <a href="index.php?act=findpost&pid=2044132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->mines, they 1shot the skulks which is what you'll find that early in the game until cara then itll leave them so low you could look at them and they will die<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah, sadly most new players don't get mines
  • TripleZeroTripleZero Join Date: 2012-11-06 Member: 167764Members, Reinforced - Shadow
    <!--quoteo(post=2044120:date=Dec 12 2012, 03:00 AM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 12 2012, 03:00 AM) <a href="index.php?act=findpost&pid=2044120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://penny-arcade.com/patv/episode/balancing-for-skill" target="_blank">http://penny-arcade.com/patv/episode/balancing-for-skill</a>
    (note: ###### the noob tube)<!--QuoteEnd--></div><!--QuoteEEnd-->

    I loled.

    Anyways lmg is ok but a little ( I SAID A LITTLE!!! ) spread wouldnt hurt anyone and would really stop you from missing that damn skulk by 1 cm.
  • Ellen RipleyEllen Ripley Join Date: 2012-11-06 Member: 167803Members
    Thanks, but I like my bullets to go where I aim them. Even if where I aim them is the result of panicky spraying and inevitably ends in my demise. How are you going to get better if you don't fail first?

    If you want a weapon with spread, buy a shotgun.

    Also, mines are expensive one time use skulk swatters that most aliens are smart enough to avoid. I mean, it's not like they glow bright orange or anything. They're only useful if planted en masse or stuck in vents in the hopes that a lerk or gorge doesn't spot them before they kill something.
  • SpaceJewSpaceJew Join Date: 2012-09-03 Member: 157584Members
    <!--quoteo(post=2044102:date=Dec 11 2012, 07:48 PM:name=Burdock)--><div class='quotetop'>QUOTE (Burdock @ Dec 11 2012, 07:48 PM) <a href="index.php?act=findpost&pid=2044102"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Lowering the skill requirement to be effective is a good thing.
    If you want to raise the skill floor, make EXO's better.... Don't make LMG worse<!--QuoteEnd--></div><!--QuoteEEnd-->

    Exo is end game tech that has infinite ammo and the ability to non-stop fire while stomping alien eggs into dust. Dunno about that comparision, but it would make LMG <i>better</i> at mid to close range. You know, the distance every fight in NS2 is going to take place at. A 5% increase in spread from 2% or 3% will have a very slight impact on the distances most fights take place at.

    <!--quoteo(post=2044127:date=Dec 11 2012, 08:04 PM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Dec 11 2012, 08:04 PM) <a href="index.php?act=findpost&pid=2044127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->flamer and gl are very easy to use weapons<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yep. Flamethrower actually kind of sucks at killing players leaving the GL as the most effective 'n00b' weapon at 25 P.Res. Usually comes out so late in the match that it's moot when you see it, and rushing GL isn't something even a n00b team can make work as a winning strategy. Making the weapons you pay for more friendly to advanced play might be more effective than making only the new players spend huge amounts of P.Res on researched weapons that may or may not ever be researched.

    I guess relegating everyone that can't aim into anti-structure weapons might be ok, but probably not for the players that have to do it just to contribute. (Although maybe that's the intended role for everyone without pin point accuracy.)

    <!--quoteo(post=2044132:date=Dec 11 2012, 08:12 PM:name=Volcano)--><div class='quotetop'>QUOTE (Volcano @ Dec 11 2012, 08:12 PM) <a href="index.php?act=findpost&pid=2044132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->mines, they 1shot the skulks which is what you'll find that early in the game until cara then itll leave them so low you could look at them and they will die<!--QuoteEnd--></div><!--QuoteEEnd-->

    3 shots for 15 P.Res, a bit steep. That doesn't even take into account how incredibly easy mines are to dodge even with the base life form. Any bigger life form will ignore it like it isn't even there. This is just to say that Mines are already a bit situational rather than a true gun that makes a player feel like they're contributing.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    I would wait until the average skill level of marines gets a lot higher before introducing any recoil to LMG.

    Recoil on HMG was to prevent skulks and lerks being sniped in 2 seconds of burst in NS1 from down a corridor, not to help people who couldn't track well in close quarters vs skulks which I assume is what your asking for the LMG to have, some way to turn near misses into hits and near hits into misses since the majority of people miss more than they hit.

    In NS1 9/10 good marines would run around with the pistol out (most likely using a pistol script) and either outright kill or put a serious dent in most skulks (trying to para since it was useful) before mopping up with the LMG, I see the opposite in NS2, people using the LMG to try and kill skulks and whipping out the pistol at close range while jumping up and down.

    In fact I don't even think most pub players realise pistol does more dmg per bullet, a lot more dmg and hence why every other clanner either uses a mouse macro or some other wizardry to go full auto on pistol all the time and make kills they shouldn't have.
  • Hunter.S.T.Hunter.S.T. Join Date: 2012-05-26 Member: 152596Members
    make guns less accurate to increase the accuracy of guns.....

    I vote against this.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Joined: Yesterday, 11:56 AM<!--QuoteEnd--></div><!--QuoteEEnd-->
    How about no
  • SherlockSherlock Join Date: 2012-11-09 Member: 168595Members
    The pinpoint accuracy of the rifle is what makes it inferior in close combat to the shotgun - but far superior during long range offensive. If you had spread, there would never be any reason to upgrade/research an advanced weapon - and no way of taking out a Lerk sitting up in the rafters sporing your extractor.

    Pro-Tip: Move in groups and spaced out when armed with rifles, and take aim at a skulk attacking someone else (hoping they'll shoot at the one attacking you). They are far easier to hit that way.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2044340:date=Dec 12 2012, 07:01 AM:name=Hunter.S.T.)--><div class='quotetop'>QUOTE (Hunter.S.T. @ Dec 12 2012, 07:01 AM) <a href="index.php?act=findpost&pid=2044340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->make guns less accurate to increase the accuracy of guns.....

    I vote against this.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The argument is that most people are terrible shots, so recoil spray would leave some of their shots hitting.

    I'm against it because it would just punishes the people who actually can hit accurately.
  • VisdoomVisdoom Join Date: 2012-12-11 Member: 174766Members
    edited December 2012
    <!--quoteo(post=2044500:date=Dec 12 2012, 10:53 AM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Dec 12 2012, 10:53 AM) <a href="index.php?act=findpost&pid=2044500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The argument is that most people are terrible shots, so recoil spray would leave some of their shots hitting.

    I'm against it because it would just punishes the people who actually can hit accurately.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I very much doubt you can nail 100% of your shots engaged in <1 meter combat with a veteran skulk or fade. In what situations do you find yourself having to shoot more than 20 meters, very rarely. That is unless you're running aimbot.

    Most of you can't seem to read anyway, I said <b>15% spread</b> comparable to 1<b>5% recoil of Counter-strike weapons</b>, which is abysmally small in comparison, it's just enough to get a spread going for more fair intense CQC. How this doesn't make any sense to you people is completely beyond me.

    Bottom line, it makes the LMG better in close and mid-range combat and more comparable to NS1 (yes the LMG had spread). No one will notice a difference that you've lost a little bit of accuracy shooting over 30 meters, and if you did, you're probably running aimbot anyway.
  • SoulfighterSoulfighter Join Date: 2012-11-05 Member: 167432Members
    i wish we could downvote posts into oblivion
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    Aim at one place and bullets go to another. Kool skill increase also no luck involved.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    <!--quoteo(post=2043735:date=Dec 11 2012, 02:06 PM:name=Visdoom)--><div class='quotetop'>QUOTE (Visdoom @ Dec 11 2012, 02:06 PM) <a href="index.php?act=findpost&pid=2043735"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unfortunately, the LMG's precision-railgun-straight pinpoint accuracy is its downfall in combat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    wh... what?
  • ToastieToastie Join Date: 2012-11-05 Member: 167351Members
    <!--quoteo(post=2043965:date=Dec 11 2012, 05:43 PM:name=Visdoom)--><div class='quotetop'>QUOTE (Visdoom @ Dec 11 2012, 05:43 PM) <a href="index.php?act=findpost&pid=2043965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It works on the same premise as a shotgun, the shotgun does so well because it has spread.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Problem with that is that the shotgun shoots a whole bunch of bullets at the same time, with spread, the LMG is over time, so it is actually not the same premise.
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