Home » PLAYER'S HQ 1.13 » v1.13 Combat/Weapon Academy » Reason to use LMG
Reason to use LMG[message #306400]
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Mon, 25 June 2012 09:26
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cnagorneac |
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Messages:190
Registered:April 2012 |
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Can any 1 explain me the reason to use LMG? They are usually expensive, hevy, AP to ready expensive and so on.
Also as I understand, they do not give any additional suppression. Usually in the same conditions, Assault rifles are way more effective. Or I am wrong?
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Staff Sergeant
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Re: Reason to use LMG[message #306436]
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Mon, 25 June 2012 22:32
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joel2es |
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Messages:39
Registered:May 2012 |
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DepressivesBrotM14? LMG? Sniperscope?
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Get a proper GPMG, that means FN MAG, Rheinmetall MG3 or HK 21.
I`m playing now the SOG Vietnam mod ,...but playing Jagged alliance2 i remember the HK21 and the FN (good weapons, but not useful playing in the day with burst mode in the really long range, you will have to use them like a rifles, for that...better a rifle , my normal mercenaries use to have a sniper rifle or a normal rifle with extender barrel for the long range and a LMG for the short range...,not the heavy weapons experts,...of course)
[Updated on: Mon, 25 June 2012 22:34] by Moderator Report message to a moderator
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Private 1st Class
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Re: Reason to use LMG[message #306446]
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Mon, 25 June 2012 23:10
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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Talkin' 'bout how to properly employ weapons but don't even know the jargon, eh?
GPMG: General Purpose Machinegun, usually in a 'full rifle' caliber like 7.62x51mm or 7.62x54mm, heaviest gun still used from a bipod - e.g. MG3, FN MAG, 'The Pig'
AR: Assault rifle, the mainstay of today's infantry, usually in intermediate calibers like 5.56x45mm or 7.62x39mm, fairly light - e.g. M16, G36, AKM.
BR: Battle rifle, automatic or semiautomatic rifles, usually same caliber as the GPMG - e.g. M14, G3, FN FAL
DMR: Designated Marksman Rifle, a usually semi automatic platform that provides a compromise between Battle Rifles and Sniper Rifles and are used for accurate, medium range fire - e.g. M21, KAC SR25, technically the SVD series.
Anyway, if you haven't even tried 1.13, no wonder you're trying to use MGs as oversized rifles - they are pretty useless then. The key is simple: Moar Dakka! With fully automatic fire, tracer ammo and suppression, nothing can match the sustained fire of a Machinegun.
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Re: Reason to use LMG[message #306470]
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Tue, 26 June 2012 00:45
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DepressivesBrot |
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Messages:3658
Registered:July 2009 |
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Sure.
Toggle Spoiler;------------------------------------------------------------------------------------------------------------------------------
; Controls how powerful suppression fire is.
;
; 0 = JA2 Default: Suppression is DISABLED.
; 100 = Suppression is fully activated.
;
; This value can be raised to 65535... But don't. Values over 200 are already excessive.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_EFFECTIVENESS = 175
;------------------------------------------------------------------------------------------------------------------------------
; Minimum and Maximum amount of Suppression Tolerance a character can have.
;
; NOTE: You'll cause problems if you set MIN to a value greater then MAX
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_TOLERANCE_MAX = 15
SUPPRESSION_TOLERANCE_MIN = 1
; If TRUE, the condition, leadership and experience of nearby friendlies affects a character's tolerance value.
NEARBY_FRIENDLIES_AFFECT_TOLERANCE = TRUE
; Characters gain 1 bonus tolerance point per each N tiles they move during their turn.
TILES_MOVED_PER_BONUS_TOLERANCE_POINT = 5
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much Suppression Shock is taken when under fire.
;
; 100 is the "normal" effect.
; Range is 0 (no suppression shock) to 65535 (65535% effect).
; 200 is a LOT.
;------------------------------------------------------------------------------------------------------------------------------
SUPPRESSION_SHOCK_INTENSITY = 150
; The maximum number of Shock points a character can have.
MAX_SUPPRESSION_SHOCK = 30
;------------------------------------------------------------------------------------------------------------------------------
; Shocked Target CTH Penalty
;
; When Suppression Shock is enabled, targets under fire become harder to hit (they are trying to hide).
; Use these settings to change the CTH penalty for shooting at such targets.
;------------------------------------------------------------------------------------------------------------------------------
; This controls how much CTH you lose when shooting at a Shocked target: X CTH lost per target shock point.
CTH_PENALTY_PER_TARGET_SHOCK = 2
; Controls the maximum CTH penalty you can get when shooting at a Shocked Target. 0 = No limit!
MAX_CTH_PENALTY_FOR_TARGET_SHOCK = 40
; Divisor for the CTH penalty, based on the target's stance and the targeted bodypart.
CTH_PENALTY_DIVISOR_FOR_PRONE_SHOCKED_TARGET = 1
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_HEAD = 3
CTH_PENALTY_DIVISOR_FOR_CROUCHED_SHOCKED_TARGET_TORSO = 4
CTH_PENALTY_FOR_COWERING_CROUCHED_TARGET_LEGS_DIVISOR = 5
; Minimum range at which you get the full CTH penalty. If you are closer than this, the penalty begins to drop.
MIN_RANGE_FOR_FULL_COWERING_TARGET_PENALTY = 100
;------------------------------------------------------------------------------------------------------------------------------
; Shock Effects
;
; A Shocked character becomes less useful, primarily losing CTH on all his attacks.
; Use these settings to enable further effects from being shocked.
;------------------------------------------------------------------------------------------------------------------------------
; Maximum amount of CTH we lose when shocked. Each point of shock causes a loss of 5 CTH on any ranged attack.
; 0 = No limit.
MAX_CTH_PENALTY_FROM_SHOCK = 0
; Vision loss due to Suppression Shock.
; 0 = No vision loss.
; 2 = Vision range reduced proportionally to shock.
; 3 = Tunnel Vision increased proportionally to shock.
; 1 = Both options enabled.
SHOCK_REDUCES_SIGHTRANGE = 1
; When "COWERING" (fully shocked), the character's tolerance decreases by this many points. This effectively makes
; the character considerably less resistance to further suppression fire, until the shock can clear away.
COWERING_PENALTY_TO_SUPPRESSION_TOLERANCE = 4
;------------------------------------------------------------------------------------------------------------------------------
; These settings tell the AI how to behave when Suppress is enabled. The first tells the AI the minimum mag size of the weapon
; before suppression will be considered. And the second tells the AI minimum remaining ammo the weapon must have to be valid
; for suppression. Valid range is 0 to 1000. Setting the mag size to 0 will mean the AI will try to use suppression on every
; weapon which is the result you used to get when setting the AI Suppression flag to FALSE.
;------------------------------------------------------------------------------------------------------------------------------
AI_SUPRESS_MIN_MAG_SIZE = 30
AI_SUPPRESS_MIN_AMMO_REMAINING = 20
;------------------------------------------------------------------------------------------------------------------------------
; Explosive Suppression
;
; This feature enables suppression effects caused by explosives. All blast-type explosives (Frag, Stun, TNT, etc.) will cause
; suppression based on how far the center of the blast is from the character. Note that suppression works BEYOND the range
; of the explosion itself!
; 0 = disabled.
; 100 = "normal" effect.
;------------------------------------------------------------------------------------------------------------------------------
EXPLOSIVE_SUPPRESSION_EFFECTIVENESS = 150
;------------------------------------------------------------------------------------------------------------------------------
; Other settings
;------------------------------------------------------------------------------------------------------------------------------
; Show a message when a character has lost all APs off his NEXT TURN (normally at -80AP). This is called "PINNED DOWN".
NOTIFY_WHEN_PINNED_DOWN = TRUE
; Minimum distance at which friendly characters become suppressed their own forces.
MIN_DISTANCE_FRIENDLY_SUPPRESSION = 30
;******************************************************************************************************************************
;******************************************************************************************************************************
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Re: Reason to use LMG[message #341439 is a reply to message #306400]
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Mon, 15 June 2015 21:04
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gonzolator |
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Messages:5
Registered:June 2015 |
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My first IMPs were Veteran MG-Gunner with psycho, bodybuilder and Competetive shooter perk, equiped with my trusty fn minimi + tracer.
In my opinion LMGs are supportive weapons to either stay a back and, you know, support the close assault guys by suppressing or pinning/provoking the enemy or even to "soften" up targets in cover..
The Minimi is just great for that purpose, i exclusivley use tracer rounds as they will bring obliteration to the table never seen in vanilla.
Just remember that the LMGs arent for close range skirmishes and will suck in assaults (take a smg for those). They shine in mid-to-barely-past-sight-range (haha) engagements, where the enemy is forced to either assault you, go past through a chokepoint you controll.
Or short, USE IT DEFENSIVELY
Oh, and never go alone.
Be in ave, as the minimi (or simmilar LMG) literally chews through a fully armored elite enemy (in the most painfull manner at that)
Either suppress the living hell out of the enemy or hold chokepoints on your own against overwhelming numbers .
The only drawback to that, is that you have to have a good guess in when and where the enemy will be and be ready for it.
Never really cared about the other MGs tough.
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