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But, the main thing will be an accuracy reduction immediately following getting shot at to simulate flinching, but it can recover quickly, as long as you're not taking repeated hits.
And a screen indicator, to so you know you're being fired at when you're aiming at a hostile.
Combat Search and Rescue/Pararescuemen being armed with only marksman (scoped rifles, essentially) rifles would be great, and even accurate. The US, in particular, currently use the MK. 17 (SCAR H) battle rifle for their teams. The reason being, these teams aren't supposed to engage in combat, so much the actual rescue part, so the increased effectiveness at range allows for more efficient use of small team tactics.
EDIT: Whatever happened to the mine deploying arty?
It is also the first rank that is available for an RP supplied by time, which is how the RP & support call system is designed for the mod.
-Higher rank to pull crew members to a combat vehicle from the start of a campaign
-More combat power and survivability afforded by the four man team including a medic
-Opportunity to attack lightly defended secondary objectives from the start of the campaign
Now that you got me thinking about the mechanic again, a sergeant is in command of a squad of around 10 men, modifying the rank values to afford a sergeant a 10 man squad in game will open up more opportunies and combat potential for the player at the start of a campaign.
I think that a 'full' load should be a little encumbered, enough to lower movement speed but not accuracy. A 'full load' should be your base kit (rifle, secondary, nades) and a 'full load' could be considered an extra, say, AT weapon, in terms of this game and lack of actual ammo.
An ammunition system would also be a nice addition.
Question: If I were to modify the weights of all the items, do you think you'd implement it? Or at least test it, I feel that this is a fairly important mechanic that should be in more milsim styled games, and it's often overlooked, e.g. SQUAD, Post Scriptum, Hell Let Loose, etc. It lets the player design their own, individualized kit, with various negatives and positives depending on their choice.
Just reading over the backpack encumbrance, it might be possible to isolate the backpack encumbrance from the movement speed reduction of the currently equipped weapon, so that the movement speed is effected by backpack encumbrance only and not by weapon eqquiped.
doing so will prevent a machinegunner from running faster by simply equiping a lighter weapon such as a pistol while still carrying 12 kilograms of machinegun in his backpack
I think, though, that the way it works is actually just a speed penalty to whatever you're carrying, not solely backpack weight. Backpack weight is merely a modifier, and it stops somewhere (which still allows for infinite bags) and base speed is still based on your currently equipped weapon. So, a machinegunner with a pistol secondary can still simply switch to his sidearm and instantly be sprinting.
Speaking of loadout, I think that making spawns with an MG not spawn with a medkit/AT or just anything else heavy, would probably be a nice addition.