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Pvt. Lewis

Any specific small arms you'd love to see?

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tatzhit   

Probably the #1 thing we need are 30mm and 40mm automatic grenade lauchers tbh, it's the kind of weapon that really needs a spotter to be effective, which promotes teamplay. Preferably with an implementation of "ammo bearer" roles (i.e. an infantryman can carry extra LAT rockets, or extra AGL ammo boxes), and dedicated spotter-to-arty comms (i.e. being able to talk to specific member of squad by pressing numpad, kinda how SLs talk). The only danger is that well-used AGLs might prevent movement on the map, it already kinda happens with well-defended objectives.

 

Shotguns and bolt-action rifles have already been mentioned.

 

Molotovs would be kinda cool and appropriate, the problem is that they're an ineffective weapon generally.
They would just make a bunch of smoke and destroy light vehicles, but a normal grenade is way better against infantry and 1-2 molotovs won't do much to real armor beyond obscuring the crew's view.

 

Donbass militia used a lot of 14.5mm heavy anti-tank rifles, it would be a cool weapon in theory, but annoying both to use and to have it used against you, plus it doesn't promote team play and would trigger tons of whining about needing 50 cal snipers.

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Para   

Militia and taliban - m1 Garand  so iconic with it audio ching as well.

Javalin

GPMG

Molotov cocktail
More LMG's and SIGHT units with zoom.
Weapon resting with true bipods

 

M1-Garand_002.jpg

Edited by Para

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2 hours ago, Hotpokkaminny said:

snipers are a part of combat and should be in the game

"but I don't like the sort of players it attracts" is a shitty excuse

don't care what the devs said either, they initially said there would be sniper and spotter kits

 

Ok fine, we don't have to complain about the type of players then. I don't like the type of gameplay snipers produce, it can be accomplished with the DM, and it sounds like the devs seem to agree, based on the statement a couple posts above.

 

On Topic:

I'd like to see some Chinese small arms in the game. But that would, obviously, require the addition of a new faction.

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SHO-SHIN   
2 hours ago, chaz69 said:

@ZXD_SHO-SHIN  how are you not worried about everything when moving around? and a sniper would make it more of a threat?

 

I am worried, just want more worry!

A well positioned proper sniper and spotter can cause some havoc at real range, and IMO should be part of the game. But very limited in terms of numbers, like 1 per side.

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Arduras   

In any FPS, whoever has the most range tends to completely ruin the experience for  everyone else because everyone clambers for the kit(s) and either misuses it and pisses off their team, or uses it so well the enemy team is utterly helpless. It's a lose lose proposition.

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But in Bad Company 2, it became a sniper war on maps that didnt use vehicles....they had modes for this...so snipers can balance out on teams and they would hunt each other down., Right?  I mean if your squad ran into a sniper and all that didn't get shot took cover, they would call in a sniper on their team or squad to get the enemy sniper right?  And that enemy sniper would have supression in that zone til he was taken out.  So would this not be part of the fun?  To have this ability and scenerio play out?  I mean your points are valid, but they could also be overstated and inflated because snipers hasn't been tried in game yet right?  Your saying things that are speculation based on other games?

You also have options of flanking, calling in airstrike - mortors, retreating, or using smoke....with limited sniper kits, it could work, only way to know for sure is to experiment and find out what the magic number is per team. Would or could we get the devs to do it? :) Experiment with snipers on teams?  Most likely I feel snipers would be forced to shoot and move if they did not have enough concealment in game world, plus they would be vulnerable if sound and shots gave their positions away easily, the sniper would not be overpowering, but its just a guess at this point.

Edited by XRobinson

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Peerun   

I think the M82 could fit in, just make it a part of an anti-material kit and don't include any kind of optic. Or a deployable.

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tatzhit   
3 hours ago, Peerun said:

I think the M82 could fit in, just make it a part of an anti-material kit and don't include any kind of optic. Or a deployable.

 

RO2 and similar games have anti-tank rifles. They are:
- annoying to use against infantry (single-shot, no optic)

- annoying to use against vehicles (require multiple solid hits to kill, vehicle usually kills you or gets out)

- annoying to have them used against you (since they usually resort to bothering shots from extreme long range, and penetrate all cover)

 

So I think anti-material rifles without optics would be cool in theory (and I'd love to see Militia with 14.5mm WWII-era ATRs - they used a lot of those in Ukraine), but ultimately just not a very good fit from a gameplay perspective

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Converge   

I don't care about the sniper aspect but just an interesting thought here...

 

If there was a sniper class, there could be a counter measure that made the player using it and everyone else unable to see the kill or score count for that role, even at the end of the game.  could even change the way the scoring is done with it. Instead of seeing a +10 points per kill, something else could be done. But like I said, I don't really care.

 

And I can't help but laugh when I read things like "P90". Wrong game man...

 

Also I wouldn't expect to see the Sig P320 as the contract was only agreed upon very recently. Could be a couple years before troops even see them.

 

I would just like to see authentic Russian red dot optics on the AK variants for the Russian side.

Edited by Converge

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2 minutes ago, Converge said:

Also I wouldn't expect to see the Sig P320 as the contract was only agreed upon very recently. Could be a couple years before troops even see them.

 

Field testing.

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Peerun   
56 minutes ago, tatzhit said:

 

RO2 and similar games have anti-tank rifles. They are:
- annoying to use against infantry (single-shot, no optic)

- annoying to use against vehicles (require multiple solid hits to kill, vehicle usually kills you or gets out)

- annoying to have them used against you (since they usually resort to bothering shots from extreme long range, and penetrate all cover)

 

So I think anti-material rifles without optics would be cool in theory (and I'd love to see Militia with 14.5mm WWII-era ATRs - they used a lot of those in Ukraine), but ultimately just not a very good fit from a gameplay perspective


Why not? There's wall penetration now for small arms, I think it'd be a perfect way to fill the gap between a fully automatic universal purpose machine gun(which I hope they'll add soon) and a deployable HMG.
In fact I think it's the perfect fit, balance-wise, because you get the power of an HMG with the "portability" of an UMG, at the cost of being semi-automatic.
You could probably throw in the optic aswell, if you made it literally unusable without it's bipod deployed like PR's UMGs, although I am generally against that.

@Converge That has to be a troll post

Edited by Peerun

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Converge   
1 hour ago, Major Trouble said:

 

Field testing.

 

Right, field testing wouldn't be on a large scale. It would also take a long time to replace the existing M9s in use. Plus it wouldn't be field testing. Field testing is done before the contract is made, not after. After the contract is made they need to get the production increased and ship theguns to the government in multiple shipments. The replacement will probably be slow and take a while. But I agree, it would be cool. I'm more of a fan of the 320 then I am of any m9 or 92 variant.

 

Just like the Marines testing the M27 IAR. It's on a limited basis and being used by one experimental battalion. Adding something that was being field tested, on a full scale, it wouldn't make much sense....

 

Edited by Converge

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Peerun   
1 hour ago, Converge said:

If there was a sniper class, there could be a counter measure that made the player using it and everyone else unable to see the kill or score count for that role, even at the end of the game.


How does that do anything...

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Converge   
13 minutes ago, Peerun said:


How does that do anything...

 

For one, I said at the beginning and end of that section that I do not care about seeing the sniper role in this game.

 

The point I made, simply as a random thought, was regarding the entire reason why the devs don't want a sniper role. Because people will use it to kill whore for KD. The idea of having that role unable to show kills would POSSIBLY eliminate that problem. That's the idea.

 

Again, it was just a random thought. I couldn't care less if we don't get a sniper role.

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Peerun   
18 minutes ago, Converge said:

The idea of having that role unable to show kills would POSSIBLY eliminate that problem.


I strongly disagree.

Edited by Peerun

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8 hours ago, tatzhit said:

 

RO2 and similar games have anti-tank rifles. They are:
- annoying to use against infantry (single-shot, no optic)

- annoying to use against vehicles (require multiple solid hits to kill, vehicle usually kills you or gets out)

- annoying to have them used against you (since they usually resort to bothering shots from extreme long range, and penetrate all cover)

 

So I think anti-material rifles without optics would be cool in theory (and I'd love to see Militia with 14.5mm WWII-era ATRs - they used a lot of those in Ukraine), but ultimately just not a very good fit from a gameplay perspective

RO2 has no light skinned vehicles

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1 hour ago, Hotpokkaminny said:

RO2 has no light skinned vehicles

 

Universal carriers were a post-release vehicle in that game, but they were largely useless. 

 

Anti-material rifles in RO2 came semi-automatic. They were also largely useless because of the way bi-pod mechanics worked in that game, the general invulnerability of tanks in that game, and the AI machine gunner which would spot you and hose you down in half a second. Safe to say, tank mechanics were broken in that game. 

 

Devs have said that snipers and anti-material rifles will be largely useless in this current iteration and they have a point, however I don't think they've disregarded a post-release addition, so if (and IF) people feel like it's needed they'll add it, but it's a no for the foreseeable future. 

 

 

I'd like to see some of the more obscure cold war relics personally! 

 

Something like the [url=https://en.wikipedia.org/wiki/Type_63_assault_rifle]type 63[/url], [url=https://en.wikipedia.org/wiki/FB_PM-63]PM-63[/url] and [url=https://en.wikipedia.org/wiki/RPD_machine_gun]RPD[/url]. Along side others! 

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On the topic of Anti-Material/Regular Sniper rifles. They can easily be balanced by a server side effect of a massive dust cloud from the muzzle gasses and a massive tracer for easy spotting. And after the introduction of Commander artillery/airstrikes and mortars Snipers will be as ballanced as anything. And besides you must be playing on some really shit servers to have people lone wolfing as much as you say they are.

 

On topic of the thread more specialist weapons for RUS would be great RPO-SHMEL Launcher , VS VAL (Probably SL only weapon or Support kits) are not special units only nowadays. How things regarding what rifle you can use eastern european armies on deployment work is you can use anything in the armory as long as you have the armorer to be your mate.(Bulgarian here, had a friend on deployment in Iraq he used a M4 with an ACOG bargained from some US forces deployed nearby when everyone else had AKSs) and  Different Russian optics for Ins and Rus would be cool too.

Belt fed MG's are a must of course.

Edited by Kcekelkai

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4 hours ago, I_hate_usernames said:

Universal carriers were a post-release vehicle in that game, but they were largely useless. 

Universal carriers are still armoured iirc

point is that AM rifles were bad in RO2 because everything had thick armour, but the ability to instantly punch out a humvee engine in Squad would be great

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Nimbus   

Belt fed: M240, PKM/PKP, MG3 (zee tjermans) something with a bit more punch than the M249. M60 perhaps.
SMG/PDW: MP-5, MP-7, TMP, Uzi, etc. Can be handy for a crewman or medic.

Shotguns! 870, 590A1, M4 Super 90, KS-23, Saiga-12. With the addition of doors/breaching, maybe as a secondary for certain kits.

On the topic of breaching, grenades/explosives: flashbangs, CS, AN/M14, breaching charges, C4, the lot.
Launchers: scrap the M72 Law -> AT4, SMAW, Javelin, Carl Gustav. AGL's sound nice too.
Portable 60/81mm mortars, atop of my wishlist actually.

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3 hours ago, Nimbus said:

Belt fed: M240, PKM/PKP, MG3 (zee tjermans) something with a bit more punch than the M249. M60 perhaps.
SMG/PDW: MP-5, MP-7, TMP, Uzi, etc. Can be handy for a crewman or medic.

Shotguns! 870, 590A1, M4 Super 90, KS-23, Saiga-12. With the addition of doors/breaching, maybe as a secondary for certain kits.

On the topic of breaching, grenades/explosives: flashbangs, CS, AN/M14, breaching charges, C4, the lot.
Launchers: scrap the M72 Law -> AT4, SMAW, Javelin, Carl Gustav. AGL's sound nice too.
Portable 60/81mm mortars, atop of my wishlist actually.

Agreed and I hope the m60, m249 and pkm is one hit upper body kill! These guns have feel like they are  powerful 

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