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Showing results for tags 'ak'.
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Since V12, most assault rifles have had drastically changed recoil patterns making them very hard to control. They're also unrealistically uncontrollable. For instance, a full auto m4 in-game literally has more hop than an m240b. In real life, it barely moves. You could say its game balance, but that doesn't matter considering that the m4 has just about the same amount of recoil as an AKM. V10/V11 had nearly perfect recoil patterns. It wasn't stupid like in v9, but it still made sense to a real-life counterpart. Simply revert the recoil that was present in v10, and all would be fine. At least change the full auto recoil for these guns, it's horrendous, especially after the iron sights on the Ak now are rendered differently, making it even harder.
I am just gonna leave this here... The Kalashnikov AK-12 (formerly АK-200) is the newest derivative of the Soviet/Russian AK-pattern series of assault rifles and was proposed for possible general issue to the Russian Army. In late September 2013, the AK-12 was passed over by the Russian military, but it was announced in December 2014 that it had passed state tests and now is being evaluated by Russian Army as well as its competitor the A-545(modernized AEK-971). https://en.wikipedia.org/wiki/AK-12#/media/File:AK-12_Engineering_technologies_international_forum_-_2012_01.jpg
Noobgamer posted a topic in Feedback & SuggestionsThe fact that anti-tank and grenadier do not get reflex sight really bugs me, as it discourages teammates to pick roles useful for the team. It really annoys me that most of the time some rookies in my team would just go for sharpshooter role, which is completely useless to the team. Overall, RU weapons and vehicles are completely inferior to US and British, and the terrible iron sight on AK would only make it worse.
Americans have m68CCO and it's useful a lot! And what about Russians? In real life they also have collimators or red dot sights!( look at this page http://www.ar15.com/forums/t_4_64/140502_Russian_Red_Dot___Non_Magnified_Optics.html) Why they couldn't also have collimators in this game ? Why not?
Noticed something odd about the centering of the optic rifles (AK, SVD etc). At first I noticed it playing on a server. I had the AK with the optics, fired at enemies that were far out. I saw my bullet splash far off to the right of were i was aiming. First thought: My mistake. Fire again. Splash right again. What the... - d'they now implemented wind? Turned around, aimed at a small rock... splash on the right. Tested on the Firing Range with the same behavior. Went on a server again. Thought, maybe its only the animation and the actually hit will be correct. Nope. Had to aim left in order to hit the target. US weapons seem fine. Now, is this only me or does any one else notice that?
Yesterday me and my friend tested damage of M4A1 and AK74M. Result was: 2 shots in torso (maybe only chest) to kill US-unit and RU-unit, equal. But I have a question: if we need 2 shots by 5.45x39 and 5.56x45 to kill unit, why SVD kills also by 2 shots? I don't like one-shot marskman rifle, but also I don't like when 5.45mm/5.56mm cartridge kills by 2 shots. So, I propose to reduce the damage of M4 and AK to 3 bullets to kill in torso.
I know what it was mentioned in a previous monthly recap that the Russian faction had been added as a playable faction with placeholder content. Has there been any update since in regards to when they will be in the game? I've searched the forums and can't find anything concrete about the Russian faction, I'm particularly curious about whether or not we''ll see the russians before Steam release.
So I noticed that in one of the Monthly Recaps and the "Kalashnikovs are comin'" thread I saw a lineup of AKs, including the AKMS and the AKS-74. I searched some stuff up and it was said that the AKMS and AKM would be selected at random for people who picked the AKM classes just for aesthetic diversity. As for the AKS-74, the Monthly Recap or Closed Alpha Build mentioned that it was added to the Militia. Sooo I went in-game and saw that none of the kits seem to sport the AKS variants. Are they removed from the game? Will they make a return any time soon? Or is it the same with the Founder Skin issue that led the skins to be taken off the game? After all, the models were made, the textures were applied and the animations were complete, it wouldn't be much to reintroduce them, no? It wouldn't be a pain to balance since they can just perform identically to the fixed stock counterparts, it would just be for aesthetics since unconventional forces don't seem to have "standard issue arms". Sorry if this was asked :P
Hi guys! I'm Echo, and I'm very new to the forums! I'm a former player of PR and loved it, then heard about this and decided to check it out. One thing I've noticed from every video I've seen of Squad is this : the crazy amount of recoil. Being a Real Steel shooter, I was quite bugged, for a lack of words, at the recoil. The 5.56 doesn't have that much kick to it! Also, the 5.45 isn't that bad either. I suggest that you make the guns move backwards towards the player. However, I do understand that there is muzzle rise. This is really only seen on sutained fully automatic fire, so having your gun jump all over the place when you shoot a 3 shot burst isn't quite realistic.