LMG Needs recoil Spread
Visdoom
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.
Just a suggestion that would ultimately benefit myself and others no doubt.
Comments
/Thread
*Huddled in ball saying "no, No, nO, Don't do it, No , no ,nO , NO"**
Those random bullet hits won't help you much,believe me.
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.
In this situation it would just make marines impossible and put a massive drop in skill ceiling on the game.
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->This is not a tactile shooter, just aim better <!--sizec--></span><!--/sizec-->
Tell me why you think this is a good idea?!
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.
If you want to raise the skill floor, make EXO's better.... Don't make LMG worse
how is anything related to the exo skillful?
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)
But don't mess with the LMG.<!--QuoteEnd--></div><!--QuoteEEnd-->
flamer and gl are very easy to use weapons
Yeah, but there is nothing in the first 10 mins.....
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
Yeah, sadly most new players don't get mines
(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.
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.
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.
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.
I vote against this.
How about no
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.
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.
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.
wh... what?
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.