These LMGs in the game are meant to be used as an attacking sort of weapon, compared to the heavier MG42 or M1919a6 meant to be used more for defensive roles. While the dispersion values are fine for these guns, as you are defending and can find somewhere to stand still and gets kills, but the moving dispersion is terrible on these guns and the bullets go everywhere expect the person your aiming at, which again is fine because that isn’t the role these Mgs are made for.lower ammo count Mgs suffer from this unnecessary accuracy while moving nerf while having often half or less ammo than the Mgs that it should be on. Using these low teir low mag LMGs is unverable and you always choose a high ammo count LMG over a low ammo count weapon due to accuracy by volume and all LMGs having an almost identical damage model.so I propose all LMGs that have less than 25 rounds have this rediculous dispersion aleffect removed or significantly reduced as they are just not effective and have to be used like more defender like LMGs, that means staying still, but when you have those LMGs you often have to reload and get onto cover.thid wouldn’t break the game too much considering that it only affect low ammo count weapons and the game is already a broken mess in T2 and T1 with all the T3 players coming in with their invincible tanks and their flamethrowers and grenade launchers and impact grenades and whatnot.
They need to do this with every weapon in the game. Especially my Degtyarev PDM-42 which is very special to me.
I think it should be weapons with a fairly low capacity that benefit from it, I don’t want someone crouching with an rd44 or M1919 killing me across the map
Normally I’m against reducing the dispersion of weapons, but I could get behind low capacity MGs getting it.
Edit:
Especially if its specifically on “first-shot” basis. Meaning those firing more in a semi-auto type of way (either by using the semi-auto feature or just firing one bullet at a time rather than full-auto) would have less dispersion on those bullets. Making the low capacity MGs more useful in their intended capacities.
LMGs generally already handle worse than other weapons by default.
In particular, ADS speed, movement speed and recoil.
I’d be fine with adjustments to their moving dispersion so they aren’t shotguns unless you’re sitting still, unless they already have special adjustments implemented already, like with the BAR variants.
Not just the MG’s. Semi-autos are a disaster due to dispersion, especially the garand.
They should reduce this mechanic a lot.
Also, unpopular opinion: all SA should have a maximum possible damage of 20.
Anyway, regarding the Mg’s, the priority should be to fix the bipods. How long do we have to wait? How is it so difficult for them to make an auto deployable bipods mechanic?
I guess it would make sense to give them similar accuracy to ARs but with movement penalty. This way they are more mobile than heavier MGs but less mobile than ARs.
Dispersion is the laziest way to balance guns in any game
If they want to simulate sway, suppression, panic, poor trigger control, jamming or whatever, there are ways to do that. But when you can have your sights on center mass on a guy no further away than than across a room (or less than 15 meters), and the bulllets dance around him, that’s insane.
But just dispersion is problem ?
What about The distance damage drop off ? It is ridiculous. All full-powered rifle cartridges (what basically every small arm other than submachine guns were using in WWII) from the .303 British to the 8mm Mauser were considered “effective” (lethality + hit probability) to anywhere from 600 to 750 meters. They were LETHAL out to like 2000 meters.the “effective” threshold for something like an MG34/42 on its sophisticated tripod mount WAS 2,000 meters.
The idea that you’re hitting anybody with any of these full-powered rifle rounds at any of the frankly short engagement distances in this game (even the ones it calls “long range kills”) and they’re shrugging it off is out of sci fi movie.
This isn’t gunplay at all. This is some silly RPG-tier nonsense. In this game we aren’t shooting at the enemy actually. We’re casting “bullet spells” at them that have a calculated, then randomized chance to hit, and take away a certain number of “hit points” from the target.
It reminds me the morrowind’s jank meele system. You have %15 chance to deal any damage even if you are are hitting the enemy with your sword from zero distance.
I could have never imagined that an antiquated game like cod 1 handles gunplay better than a game which was made in 2020’s
Thanks for quoting my recent rant on the subject almost verbatim - which you definitely read, because you’re one of two “likes” on it - without a link or a tag.
https://forum.enlisted.net/en/t/quality-of-life-logical-update-suggestions/134614/13
Chauchat in 2021 be like