It is well known that for some reason unknown to me, allied army light and heavy machine guns can rotate both horizontally and vertically to a greater degree than their axis army counterpart, that decision I think is unfair and I suggest adjust it to have equality when fighting, since as attached to the photo, I can admit without error to be wrong that if I put a machine gun from the army of the axis, I could not aim downwards in the same way and it is really unfair, yes It’s for a damage balance issue or something like that. I think another way of optimizing it should be found…
I’ve been asking for them to fix the downward angling for machine guns, for sooooo long.
https://forum.enlisted.net/t/please-adjust-the-mounting-system-for-machine-guns/104554
If only the mounting system worked as efficiently as this clip from HLL.
fun fact allied ones work better than axis and bipod system is a terrible joke,hell, it’s barely impossible do it in windows in certain areas,but in others you can do it more or less
The only reason they Don’t fix bipods or make MGS functional for the Germans is because they do not want to hurt the zerg rush players or rainbow 6 siege players or cod players they’re more focused on fast pace gameplay.
what a shame if it’s that to be honest, axis deserve have the mgs working and everyone want bipods too…
those rejects That’s why they keep crying for all the nerfs because they don’t like getting their ass kicked.
wich ones?,because they are lof of rejected styles lmao
They’re all rejects those who Couldn’t cut it or those who aren’t smart enough and that’s why they only know how to zerg rush.
You got me laughing bro
I am bored of see people playing zerg rush, in fact most of the high rank players don’t do in fun way anymore,they just do toxic strats spamming phosporus grenades,flamethrowers and cleaning all too fast for enjoy the games…very sad for me <,<
I 100% agree. I too have written about this many times.
It’s a STATIONARY position, being able to rotate to the necessary position should NOT be an issue, ESPECIALLY because they don’t even allow us to set up proper fortification around it to prevent being shot so easily!!!
(Bring back the ability to stack sandbags at least 2x tall!!!)
The intention is NOT to use them as ladders, but to ACTUALLY fortify.
in my case I would add more fortification styles who can cost more or less
One thing I’ve suggested in the past and think would make a decent difference, is that the current version of the MG nest be given to Engineer 1 squad.
A separate version that has a sandbag window built in around it would be for Engineer 2 squads.
they removed that ability cause it was abusable. people blocked entrances to objectives and some other people used double sandbags to abuse some bugs.
now if you apply some other ideas that you had in other topics regarding explosive packs and fragmentation not destroying sandbags, you wouldnt have any easy way to destroy when someone spammed 10 double sandbags on entrance/chokepoint. defenders could easily defend such entrance just with spamming WP, impact grenades and ordinary frag grenades.
You should be allowed to block up the objective there’s a reason why it’s called a fortified position to begin with.
and if you’re so concerned about that what do you say to people shoving a dead tank corpse in a doorway.
So from what I’m seeing are you saying we need a soldier Which can take out Titans like snake from Metal Gear Solid.
I’m not saying it, you are
So glad you brought them up, as I’m going to reference them as well!
This is false. TNT mines would still be very effective, and still quite easy to use, but with the drawback that you would need to get close to use it.
For ranged options, concentrated fire from large caliber ordinance (direct hits from tanks, field guns, planes) would also eliminate them.
Those grenades would still need to land outside of the barricades to be effective, the one exception would be white phosphorous, though even with it detonating inside, very little of the gas would leak outside to make much difference to attackers.
Any grenade hole that defenders can utilize is a also a grenade hole that attackers can utilize.
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Will it make it more difficult than it currently is for attackers? Absolutely.
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Will it make the defenders unstoppable? Not even close.
The point is to bring about better balance. Right now that is critically lacking.
As is part of the point.
I’m aware of the MG bug, and honestly the really easy fix to that is to not allow interference between the mg’s hitbox and a structure. It’s really not that hard to fix. So unless there is another bug you are referencing, there really isn’t an argument there.
and how many of them would you need to destroy 5 double stacked sandbags? tnt can only get one spot, while explosive packs get 3.
if they have line of sight, most of tanks need 2-3 hits per sandbag to destroy it, not to mention lower caliber tanks that either need 5+ hits or overall just cant destroy sandbags. if you calculate time needed for average tank to destroy 5 sandbags, it could range anywhere from minute to 2 minutes. and it would not stop players to spam sandbags again and again.
you only need little clearance on top to spam them over.
not really… there is difference from launching grenades from well defended positions and from open positions.
it depends on teams and their loadouts. and do you remember of people abusing old AA to block entrances to objectives? when you create such bottlenecks it is almost impossible to for attackers to clear them. certainly with coordinated stack and shitty enemy team it is easy to bypass it, but not so if teams are similarly skilled.
idk about what kind of balance you are talking about. game is always “balanced” towards side with more skilled players. only with sbmm you could actually try to balance attackers and defenders.
and that is why devs removed that ability.
whole clipping mechanism needs to be redesigned cause it is not only problem in sandbags, but in walls also. also game is so riddled with bugs that you could always find new ways on how to abuse them.