In real life the 3 round burst of an M4 has a very slight rise from the initial point of fire. They should not have a bad recoil until the last bullet has been fired. You can put 3 holes in a guys face at 200 meters with about 2 inches in between.
My suggestions:
-Make the 3 rounds fire very accurately and stable from the initial target location and around 1000 rpm,
-After the final bullet has fired give the weapon a similar recoil to that of a sniper rifle.
-Now increase the damage to around 21k (instead of 18k) to compensate for rpm loss of an assault rifle and to keep it from being as powerful as a sniper rifle.
-Additionally, drop the fire rate to around 350-400 actual rpm.
This effectively turns a burst fire weapon into a mid range sniper rifle which is basically what they are intended for even in real life making it useful, relevant and most importantly fun.
Edit addition:
-Give the weapon almost equivalent accuracy and initial stability as a sniper rifle
-Reload speed of an assault rifle (because it technically is one)
-Base Magazine size of 21(7 trigger pulls)
-Base talent of Enemy Armor Damage but at a slightly higher rate than an assault rifle for RP purposes. (3 round shot so close together can do a lot more damage to body armor than 3 shots in 3 completely different locations.
Thoughts?
I like it, esp if they would let you choose 3 round burst or single fireOriginally Posted by KG_Magicmix Go to original post
I like that idea, but I think it would require too much re-working of both the assault rifles and the burst fire weapons. plus they would have to implement an entirely new UI design where players could hit a key to switch between the modes which there aren't currently any options like that except in the talents tree of the character sheet but this would mean you couldn't really change it easily on the fly.Originally Posted by Whiskey.Zulu Go to original post
Perfect. I have been wanting burst fire weapons to be viable for a long time but they are just terrible. This would make them so good!Originally Posted by KG_Magicmix Go to original post
Hi,
Thanks for the suggestion. I passed it on to the development team.![]()
Regards
QuB3
I will confirm, burst fire weapons are still garbage and are still not viable. Our then in their own category and give them their own bonus or just delete them from the game
Fantastic. I appreciate it. If I can help at all let me know. I know this idea mixes 3 weapons together but i personally love burst fire weapons in the 1-30 era.Originally Posted by Ubi-QuB3 Go to original post
In my opinion all assault rifles should mirror their counterparts in real life as far as mode selection goes. Some have Single fire, burst, full auto, or two round. I always liked the SOCOM games because of the option to switch your fire rate on the fly.
Perhaps a simple solution is just adjusting base damage when each fire mode is selected. Some kind of multiplier for each mode. This would lend itself way more tactical usage in the game as well.
Okay it still isnt on par with the other weapons yet but mostly because of its horrid accuracy / stability. I think the problem is that there is a real heavy kick back right from the first bullet and if that was removed or atleast moved to the second bullet it would allow for a ussr to hit with two of 3 rounds which would be in the middle of my suggestion above.
Will the damage or the accuracy of the burst rifles be adjusted before 1.4? The burst fire MP5 i think it is is extremely weak but does have great accuracy and stability. In order to match weapons of its line it should have its damage increased by 15 percent. The rifle with the highest current base damage should simply lose about 5 percent damage but seriously needs a tweak of around 15 percent stability.