probad 44 Posted March 12, 2015 That might be it -- while the current damage value might be true to life, the lack of granularity in the injury modelling makes it wrong. Share this post Link to post Share on other sites
zukov 488 Posted March 12, 2015 ASP 1 KYr for me has a problem without optics is good, with all optics doesn't hits anything Share this post Link to post Share on other sites
gibonez 18 Posted March 12, 2015 ASP 1 KYr for me has a problem without optics is good, with all optics doesn't hits anything It's subsonic so it might not even reach what you are aiming at. Max range is like 300m. Share this post Link to post Share on other sites
zukov 488 Posted March 12, 2015 It's subsonic so it might not even reach what you are aiming at.Max range is like 300m. and why without optics works fine? Share this post Link to post Share on other sites
CaptainObvious 95 Posted March 12, 2015 ASP 1 KYr for me has a problem without optics is good, with all optics doesn't hits anything ACO SMG works fine for me, others I've tested are indeed a bit wonky, maybe I'm just a bad shoot tho. Share this post Link to post Share on other sites
Kristian 47 Posted March 12, 2015 How many times does this need to be repeated? STEAM DOES NOT SUPPORT EARLY ACCESS TO DLC. Once it is officially released everything will be fine. Well BIS managed to make a workaround during the Helicopter DLC devbranch voyage, so I was also expecting it to work. But I'm not mad or anything, I can still mess around in virtual arsenal, and when the time comes I'll get proper access just like everyone else :) Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 12, 2015 and why without optics works fine? It works fine with optics, but you have to be good with it. what's happening is when you throw on a scope and aim down sights, your bullet is going to travel over what ever your aiming at. The maximum effective rage of Sub Sonic 12.7X54 is 600 meters. Your scope by default is ranged to 500. So i suggest using back up iron sights for anything in a decently visual range, close, to medium range. Anything father, your going to need to practice getting your ranging on point, else you'll end up ruining a lot of possible surprise kills. Share this post Link to post Share on other sites
stormhawkv 19 Posted March 12, 2015 In my opinion it would be a good idea to give the MMGs smaller mags and reduce their inventory size at the same time. Maybe 100 rounds @ 40 for NATO (atm 130 rounds @ 50) and 120 rounds @ 50 for CSAT (atm 150 rounds @ 60). They are very cumbersome right now. Share this post Link to post Share on other sites
L3TUC3 32 Posted March 12, 2015 In my opinion it would be a good idea to give the MMGs smaller mags and reduce their inventory size at the same time. Maybe 100 rounds @ 40 for NATO (atm 130 rounds @ 50) and 120 rounds @ 50 for CSAT (atm 150 rounds @ 60). They are very cumbersome right now. I think you're meant to have an assistant. Share this post Link to post Share on other sites
blackpixxel 53 Posted March 12, 2015 Hey, it looks like the DLC-ownership issue is solved. The icon appears now at the bottom of the main menu, and there is no advertisement for "shift+p" anymore. Thanks! Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 12, 2015 In my opinion it would be a good idea to give the MMGs smaller mags and reduce their inventory size at the same time. Maybe 100 rounds @ 40 for NATO (atm 130 rounds @ 50) and 120 rounds @ 50 for CSAT (atm 150 rounds @ 60). They are very cumbersome right now. Or, maybe they could just keep the amount of rounds for each gun that there are in real life, to you know, less balance, more keeping things realistic. Now of course, that's a lot of weight, meaning alot of fatigue, meaning... Some people are going to be complaining about Fatigue again really, REALLY soon. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 12, 2015 Yep, I can't wait for all the bitching about how a player cannot run very far with their silenced Nightstalker SPMG carrying a Carryall backpack full of 130rnd boxes and a Titan launcher. Having said that, unless I'm blind there does not appear to be an infantry class for Assistant Heavy Machinegunner? Share this post Link to post Share on other sites
EricJ 757 Posted March 13, 2015 Asst. Autorifleman. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 13, 2015 Asst. Autorifleman. Does not carry the SPMG's ammo type. Only 100rnd 6.5mm box. Share this post Link to post Share on other sites
Locklear 214 Posted March 13, 2015 Soldiers' equipment has been tweaked a bit, and will be implemented soonâ„¢. Including SPMG's mags in Autorifleman's Assistant backpack. Share this post Link to post Share on other sites
zukov 488 Posted March 13, 2015 again with ASP 1 KYR you play like Counter strike source ;) Share this post Link to post Share on other sites
chortles 263 Posted March 13, 2015 Soldiers' equipment has been tweaked a bit, and will be implemented soonâ„¢. Including SPMG's mags in Autorifleman's Assistant backpack.So not a separate assistant machinegunner class? Seeing as the SPMG is probably even more meriting of the Asst. Autorifleman than the MX SW (the gap between Zafir and Navid is lesser). Share this post Link to post Share on other sites
stormhawkv 19 Posted March 13, 2015 Or, maybe they could just keep the amount of rounds for each gun that there are in real life, to you know, less balance, more keeping things realistic. Well, the HK-121 uses 7,62mm ammo in 50 round drum mags or 120 round box mags. Atm the vests of the heavy gunners can only carry two additional ammo boxes which leaves a lot of free space but not enough for a third box. Share this post Link to post Share on other sites
gihzmo 10 Posted March 13, 2015 I believe the Cyrus and the MAR-10 are supposed to be comparable weapons for CSAT and NATO respectively, correct? It seems like the Cyrus is a superior weapon in EVERY WAY. It is lighter, it has more stopping power, it fires faster. Was this done for balancing against the other weapons in the CSAT kit? I feels almost like the MAR-10 was held back to make the Cyrus be a better weapon. I could be missing something though. Keep in mind, I was testing in the worst case scenario, Heavy plate carrier, shooting center mass. The Cyrus did not always take the target down in one shot, but it did feel like I could take a target down in one, depending on where the round landed. The MAR-10 did not seem to have the same stopping power. I guess it comes down to the fact that the Cyrus is firing a bigger round, but why is it so much lighter? Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted March 13, 2015 I believe the Cyrus and the MAR-10 are supposed to be comparable weapons for CSAT and NATO respectively, correct?It seems like the Cyrus is a superior weapon in EVERY WAY. It is lighter, it has more stopping power, it fires faster. Was this done for balancing against the other weapons in the CSAT kit? I feels almost like the MAR-10 was held back to make the Cyrus be a better weapon. I could be missing something though. Keep in mind, I was testing in the worst case scenario, Heavy plate carrier, shooting center mass. The Cyrus did not always take the target down in one shot, but it did feel like I could take a target down in one, depending on where the round landed. The MAR-10 did not seem to have the same stopping power. I guess it comes down to the fact that the Cyrus is firing a bigger round, but why is it so much lighter? The Mar-10 feels like it's Recoil is evened out by some kind of firing system built in. However the Cryus has far more kick and recoil than the Mar-10. However, given the rounds for the .338 don't seem to be as strong as they are in real life, they really need to add in more .338 Ammo Types, preferably Anti Material. Share this post Link to post Share on other sites
stormhawkv 19 Posted March 13, 2015 I believe the Cyrus and the MAR-10 are supposed to be comparable weapons for CSAT and NATO respectively, correct? To me it looks more like the MAR-10 is the counterpart of the Kir because both weapons are used by soldiers of the recon group while the Cyrus is used by the CSAT sharpshooter. Share this post Link to post Share on other sites
Brisse 78 Posted March 13, 2015 MAR-10 is not inferior in every way. One advantage it has is the flatter trajectory of the .338 LM. I would not be surprised if it's effective range was slightly better than that of the Cyrus. Share this post Link to post Share on other sites
razor6014 35 Posted March 13, 2015 (edited) Funny how they chose the lighter bullet the 250 for the sharpshooter ... ok i guess under heavy size and weight constraints that would be the choice .... but if accuracy and stopping power are the objective .... the heavier the projectile the better it preforms downrange ... inertia FTW yes its slower a bit and its has a smaller dead space but if you are taking the time to deliver a precision shot , the less that bullet is under the mercy of the elements , the more of the chance is that its gonna hit bottom line it would be nice to have the choice of a Lapua Scenar GB528 VLD Load Edited March 13, 2015 by Razor6014 Share this post Link to post Share on other sites
CaptainObvious 95 Posted March 13, 2015 MAR-10 needs a faster fire rate, arbitrary limit is silly, stupid even methinks. Share this post Link to post Share on other sites
flex 1 Posted March 13, 2015 MAR-10 needs a faster fire rate, arbitrary limit is silly, stupid even methinks. i would agree on that. additionally the slow speed of the loading mechanism really makes no sense. would probably even cause jaming in rl Share this post Link to post Share on other sites