pkm way too strong

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  • <}US{>Mother

    #46
    Re: pkm way too strong

    Yes I admit it I have a serious problem.

    I am a PKM sniper Whore! Waaaaaaaaaaaaaaaa AND LOVING IT and cant wait to get home for more!

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    • Tenshi

      #47
      Re: pkm way too strong

      the power isnt such and issue but the accuracy seems a but out there.

      A few times i have been killed at range so quickly i coulnt even turn to face them let alone return fire (coupled with the "no sound" bug its a problem)...i only stand a chance if theyre noobs...if they have any skill i just hear a few impact sounds and drop dead at the same time.

      Not to mention the outrageous use of the gun as a rifle from ranges that are difficult to return fire with even a scoped rifle before they get enough rounds in me.

      I guess the first bullet that leaves the muzzle is too accurate which should only be the case if the player is A: on the ground and B: has been there for a while without moving.

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      • TomGazpacho

        #48
        Re: pkm way too strong

        I was playing a sniper last night. I shot and missed an enemy. I didn't take cover because I thought there was no way he could hit me without the help of a sniper. He hit me with a PKM. What?! Is the gun accurate like a sniper rifle without a scope? Crazyness. Takes some of the strategy out of being a sniper.

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        • Ghilleman

          #49
          Re: pkm way too strong

          Yea, the PKM is too accurate, completley unbalanced right now. BUt were just going to have to deal with it until EA/DICE decides to nerf it to a more acceptable level.

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          • imported_xRandoMx

            #50
            Re: pkm way to stromg

            Originally posted by White*Feather*67
            Point I am trying to make is that a support player should be owned by a sniper at long range 99 times out of 100. Support is there to provide suppressive fire and to re-supply the troops not to take out players at a distance.
            A support player is owned 99 times out of 100 by a GOOD sniper. You know, the sniper who actually gets into position and then delivers the headshot, preferably outside of the support player's visual arc just in case he needs a 2nd bullet to finish the job.

            Fortunately, there are very few good snipers in this game. Most of them lay down 20 feet in front of the support guy, proceed to shoot him in the foot with their SVD and then wonder why they get shredded by a short burst after he prones. Sniper has no armor and very little range advantage in this game, you have to shoot first and you have to aim for the head.

            Your argument about suppressive fire is valid in the real world, where bullets flying by tend to instill fear and make you keep your head down. In bf2, it doesn't work. The only suppressive fire is fire that you know to be both accurate and deadly. The light machineguns didn't meet that criteria until the patch.

            No, what they really need to do is make the deployment and retargeting of the light machineguns much more cumbersome. Think Day of Defeat type LMG cumbersome---but also with their devastating rate of fire and damage. The point of the weapon is that if you set it up, anybody who gets in front of you is going to be one sorry puppy, but that if anybody flanks you, you're toast. That is the only valid mechanic to 'balance' them without making them completely pointless to use---as they were previously.

            Originally posted by TomGazpacho
            I was playing a sniper last night. I shot and missed an enemy. I didn't take cover because I thought there was no way he could hit me without the help of a sniper. He hit me with a PKM. What?! Is the gun accurate like a sniper rifle without a scope? Crazyness. Takes some of the strategy out of being a sniper.
            uh, you got owned because you're a very poor sniper, not because the pkm is overpowered.

            a. you broke cover to take a shot.
            b. you missed.
            c. you didn't immediately seak new cover, or even bother sending in a 2nd round.

            Lol, if you try to snipe me that way, it doesn't matter what gun I'm using, you'll end up dead.

            Comment

            • imported_ColonelPanic

              #51
              Re: pkm way too strong

              I have to disagree with all of this. PKM is strong....because it IS a powerful weapon. Before it was broken now it's fixed. It cannot snipe from 'miles away', only medium range. As others have mentioned...when you hear the PKM don't go running right at the guy using it. You deserve to die if you do. BTW, before the patches I was able to 'snipe' with the PKM at the same ranges I can now. I've always played support and always thought the PKM was severely underpowered, and you know what? It was.

              Comment

              • keenie

                #52
                Re: pkm way too strong

                Originally posted by ColonelPanic
                I have to disagree with all of this. PKM is strong....because it IS a powerful weapon. Before it was broken now it's fixed. It cannot snipe from 'miles away', only medium range. As others have mentioned...when you hear the PKM don't go running right at the guy using it. You deserve to die if you do. BTW, before the patches I was able to 'snipe' with the PKM at the same ranges I can now. I've always played support and always thought the PKM was severely underpowered, and you know what? It was.
                For me, the biggist problem with the PKM is that on maps like Karkand (where every 2nd player is Support) is that Snipers have ZERO advantage over a PKM user thanks to the heavy fog. If (while scoped) the sniper rifles had had a longer view distance (say 110% of what it is currently) I doubt PKM-snipers would be as much of a provlem (my fav. way of dealing with PKM-snipers is to flank them then headshot em' with a pistol
                For those who claim that befor the patch the PKM was useless, it wasn't it wasn't, it required a bit SKILL to use effectivly (my killstreak of 44 was with a PKM back in 1.03), much like M134's do now.

                Originally posted by Wargimp
                I personally think the PKM could use just a little nerfage.
                Up it's min dev and recoil little (not much tho) for prone and more for crouching and standing.

                More importantly, buff the assualt class! The GLs need a better blast radius. Maybe, just maybe, the assualt should be the exception to the armour/sprint rule and be able to do longer sprints while retaining their armour. Compaired to support (packing a big gun and tons of ammo) and AT (those AT missiles ain't light!), the assualt class carries the lightest load of all the armoured classes. Makes sence that they should be able to run further to reflect that.

                I'm not a fan of nerfs... gimmie buffs! Ramp it all up 'n make me !
                Have to agree 100% with that. I'm also not a fan of nurfs (especially after DICE nurfed my beloved Assault class into near uselessness) but the PKM needs a little of tweaking. Like wise - gimmie buffs!

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