ChickNFoot:
JonesMacGrath:
From what I understand SMG damage drop off ends at around 35ish meters. A range that’s pretty average for a battlefield fight. So on top of bullet deviation encouraging Assault to get close they also have damage drop off to take into consideration. Which is fine, SMGs should dominate close range but be next to useless at medium and long. I suppose this is there to encourage assault to actually assault objectives rather than camping way back with medbags. DMRs on the other hand should be very accurate and precise at all ranges but at long range they should have a severe damage drop off, this is how they seem to work but the deviation seems a bit high for them in my opinion. LMGs the random bullet deviation is removed by sustained fire. I suppose that’s a mechanic to encourage support players to use their bipod and attack from cover rather than trying to run in rambo style.
^^ This guy gets it.
Everything he said can be accomplished with damage drop off alone. There’s literally no need for random deviation.
A semi-auto rifle, something that hinges on user accuracy, is really badly affected by RBD.
LMGs having a bit of deviation that tightens up substantially when bi-poded I could live with, just to drive home the notion of using them while stationary and with the bipod deployed is the way to achieve maximum effectiveness.
No it couldn’t. Take the assault for example, without bullet deviation he’d still be able to get some kills at medium range, it would just take longer with damage drop off unless the drop off is like, 0 in which case why would it matter? They don’t want him to get those kills at all. Ever. Hence the bullet deviation. And we agree about the semi-auto rifles and LMGs