Or implement this mechanic for Ar's and smg's.
This mechanic makes lmg's s..t pvp wise, if Ar's and Smg's had the same mechanic, we would play on equal footing aim-wise.
Negative magnetism is a mechanic that pushes you away from the target, forcing you too constantly re-acquire the target
Which LMG are you talking about? I have this problem with the Big Alejandro but not others like the M60 and RPK. I think this is a gun specific behavior and not a weapon class behaviour.Originally Posted by psycomad81 Go to original post
Behaviours I've noticed that are associated to the LMG class is having NPCs either suppressed in cover forever or stand shocked in the open whilst they are being bursted down.
You probably have to try beltfeds to understand.Originally Posted by thecaveman991 Go to original post
No matter what angle you come from, it pushes you away.
Its worst on hard-hitters low-rpm, its even worst if you get suppressed or they fire back.Originally Posted by Sangersss Go to original post
Traking a target, while fighting Negative-magnetism is ****ing impossible, makes lmg's garbage pvp wise.
Due to movement it is hard to hit a human as it is, with those mechanics its stupid.
So implement this on Ar's and smg's too, to even the playing field.
I really don't agree. I find the higher RPM LMGs harder to control which makes sense. I can't speak for PvP because I won't bother using LMGs in PvP. They are more accurate when you're in cover and no fool goes into cover in PvP unless he's sniping from a mile away.Originally Posted by psycomad81 Go to original post
Pc or console.Originally Posted by KnightGhostbear Go to original post
This was introduced in 1.6 or 1.7. Lmg's are my main since day1 too, this is mainly beltfeds.
Their behavior switches once the reticle goes red, im on ps4
@Hammer, stability mods don't seem to affect it.
@Sangersss. Lmg's are my main, controling them is not a problem, mg5's are best for pvp.