I liked that debate, or at least the parts of it that weren’t outright flaming. :3
Custom Classes? :/
It’s a special case weapon; it doesn’t really have ironsights, but instead of that you can keep the barrel spinning by holding/toggling ironsights on. The cost for this is you have the same dampened movement and turning that you get with ironsighting with other weapons, and obviously any chance of being quiet is gone.
Which can be an advantage as well, a spinning barrel is a warning sound that doesn’t cost any ammo.
Can you keep the barrel spinning manually by clicking fire button and let go before a shot is fired like you could in ET:QW with the Hyperblaster without getting the ironsighting movement/turning?
so atleast i little bit like the deathmachine from black ops then? i mean in the yway on controls and manoeuvring.
Can you keep the barrel spinning manually by clicking fire button and let go before a shot is fired like you could in ET:QW with the Hyperblaster without getting the ironsighting movement/turning?
What would be the point? Spinning the barrel like you described worked in older games because there was no other way to spin it. In Brink, you spin with the ironsight button. What would be the purpose of having a button dedicated to spinning the barrel, and still having yet another way to spin it? If you want to spin it slowly an not make so much noise, keep tapping the ironsight button.
As for trying to bypass the slowed movement/turning, I think that is the whole concept behind the balance of the weapon - if you want to keep the barrel spinning and ready to fire, you have to sacrifice movement speed.
I want to dual-wield silenced mini-guns that have 12x scopes so I can be a heavy operative OHKing nooobs!
(sorry I just had to get that out of my system)
What would be the purpose of having a button dedicated to SMART moves, and still having yet another manual way to do all the SMART moves?
Maybe the one button is easy mode and doing it manually gives you an advantage but takes more “skill”?
What would be the purpose of having a button dedicated to SMART moves, and still having yet another manual way to do all the SMART moves?
navigating around the map and weapon mechanics are 2 separate concepts that need separate ways of balancing. EVERY weapon in the game has a sacrifice to movement when using ironsights, and since the mini has no ironsights, its disadvantage to movement is handled differently - nice try though.
Even if they way you propose was available, what extra “skill” is needed? As far as SMART goes, there is some sort of actual skill needed between holding down the button and manual control.
Sounds like miniguns are very similar to how they were in RtCW, very poweful and effective at defending chokepoints where they have a chance to setup and are backed up by medics. Weak in the open or at close range where they could be circle sprint strafed and shot in the back due to their low max turning speed.
Definitely looks like it will be more effective on the defensive than offensive team.
[QUOTE=tokamak;272098]Especially fun would be to have rounds with a small area of splash damage (and reduced damage/spin up/speed to offset this) then it would be a truly scary crowd-control weapon, if still highly inefficient to rank up body-counts with, even add louder sound effects for a bigger psychological impact.
[/QUOTE]
auto-grenade launcher for this.
I like this one because it has an added penalty attached to it which more or less ensures you only have it spinning when you are expecting to immediately use it. The Hyper doesn’t have any such penalty, you can keep it spinning while running (even if you are running slowly because you have a heavy weapon equipped).