Support Dyanmic IN 1.22

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  • WAAASSSUUUPP

    #31
    Re: Support Dyanmic IN 1.22

    I used PKM pre buff, and will still use it.

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    • WarGimp

      #32
      Re: Support Dyanmic IN 1.22

      Originally posted by Hu.Z_of_PLA
      in 1.2 and 1.21, yes, you would.

      in 1.12 and 1.22, you have to compensate for recoil.
      Oh come...

      1.12 it was more luck than skill hitting anything with the PKM. Not compensation involved. Even proned, I had a habbit of putting shots into the dirt just infront of me while trying to hit targets more than 100 meters out.

      That version of the PKM was perty naf. I still played it lots, but in order to make kills you basicly had to cram it up someone's tail 'n jam down that trigger. Even then, you were in danger of shooting your own foot off.

      Sounds like 1.22 has a much more solid balance going on. I'm looking forward to givin it a shot (or a couple hundred).

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      • Ghilleman

        #33
        Re: Support Dyanmic IN 1.22

        The metal storm system seems just like a glorified shotgun, considering how fast it goes through ammo. Can't wait till the U.S. railgun is done with testing and in battlefield use though... they can fire an object at over 3300m/s+. The u.s railgun uses 48 inch tungsten rods.

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        • Hu.Z_of_PLA

          #34
          Re: Support Dyanmic IN 1.22

          Originally posted by Ghilleman
          The metal storm system seems just like a glorified shotgun, considering how fast it goes through ammo. Can't wait till the U.S. railgun is done with testing and in battlefield use though... they can fire an object at over 3300m/s+. The u.s railgun uses 48 inch tungsten rods.
          chinese laser gun

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          • Ghilleman

            #35
            Re: Support Dyanmic IN 1.22

            The U.S. has lasers as well (like the PHASAR), but so far, combat lasers (as in the kind that cut through tanks) are lab only right now. Has anyone else seen the new liquid armor in development? looks pretty cool. (As does dragon scale armor)

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            • shiremct

              #36
              Re: Support Dyanmic IN 1.22

              Back before SF came along, the M16 and the Type 95 were my number 1 and number 2 favorite weapons. I was tickled to death to see that the Type 95 has the lowest deviation and couldn't wait to try it out in game. Much to my dread... It sure didnt feel like the most accurate LMG. The MG36 still feels much much more accurate. Infact, the Type 95 seemed less accurate that it was 1.21. Anybody else try it out in game and feel the same?

              Edit: I just checked Duck's updated weapon chart to get the low-down on the other changes besides min-deviation and I'm at a loss. There should be no reason that the Type 95 performs less effectively than the MG36, and in fact it should perform much better, even with the increased recoil, as I know how to handle the LMGs. I mean... My bullets were hitting the dirt WAY off from where I was aiming... I suppose it could have been ping issues. I am stuck playing on a rather unstable wireless connection for a while... In fact, I am stuck not being able to play as of now as my connection hits spells where BF2 is simple unplayable... my connection just drops too many packets. Someone Please tell me the Type 95 is great now... I do wish it to be so!!

              Edit #2: Yup, it's my wireless. I'm totally in love!

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              • Chowley

                #37
                Re: Support Dyanmic IN 1.22

                Originally posted by {GD}Spunky
                Ha! If you want to shoot it out in real life, I will gladly take a 7.62x54 machine gun with some body armor against some 12GA buckshot any time, at any range, any shooting posture. Or any other gun in the game for that matter. Modern infantry has been structured around the squad machine gun for decades for a good reason, man. They are manufactured because they excel at killing people, not destroying random bits of dirt and concrete.

                I agree that the G3 needs to be adjusted for accuracy to reflect its actual abilities. Right now it sucks. Thing is, in 1.22 IT STILL SUCKS. Just that the PKM sucks again too. For once in a mainstream game, they started doing SAWs correctly. But instead of learning from one good example, they bring it "back into line" with all the other horribly done weapons.

                Random deviation is the bane of all that is good. It simply progressively removes player skill and tactics, since within a certain range you have just as good a chance to hit or miss regardless of how well you handle the weapon. If you take the time to set up and actually aim carefully, the bullets just come out at bizarre angles and miss anyway. And frankly you are just as likely to be gunned down by acrobatic support "noobs" since the random blunderbust-like spray provides a comfortable margin of error.

                And the G3 still can't hit the broad side of a barn. Unless you flick it to full auto and dance around like an epileptic fairy. But we should be used to that by now.
                Thats one of the funniest posts i have read in a long time . Well the latter part of it. :)

                I think the PKM is still perfectly fine, although at times it seems incredibly random at close range when not using iron sights.

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