as is quickscoping but it's a viable option to play the game. So rushing with an LMG should be difficult, but not impossible. Not saying it is but yeah. The buff I would like to see for LMGs is the ads should be reduced to around .30 instead of .45, making it slightly faster than snipers, but slower than ARs and SMGs, another buff would be to slightly tweak the mobility a little. Maybe running like maybe 10% faster than the current rate. Not a vast improvement but a notable one. Also with mobility, they could tweak the raise and lower rates of LMGs a little, I understand it's a heavy weapon and meant to be slower than many. but at it's current state without fast hands the weapons take longer to raise or lower than the games version of the stinger. These are merely my opinions, but I believe these changes would make LMGs more viable for use.
Your point is invalid then, because it is possible to run and gun with the LMGs but difficult as you said, it certainly is not impossible by any means.
The class needs to have draw backs such as this due to the huge clip size.
What I find more upsetting about the class is that while prone with a heavy arse machine gun, I get more flinch recoil than I do with a SMG. THAT is a legitimate issue with the class.
Perks such as lightweight were implemented in the first place to help offset the speed penlties of using LMGs and the like. You wish to move faster, use lightweight.
LOL.. the lmg's need a buff? Tell that to my gold MK48... it works fine. So does my LSAT. They are effective when used correctly. They are not meant as run-n-gun weapons. They are defensive weapons, not really offensive weapons. so if your moving around a lot with them, that is your problem.
best attachments, vz and fmj. Pretty much turn the mk48 and the Lsat in to full auto snipers at that point.
Actaully I did, you think they need to made to work easier. when no, they do not. The work fine when used correctly.
An LMG is not meant for run-n-gun playing, it never was. Nor it is meant for chasing players around the map. LMG's are meant for long term stational defense of a placement.
You are not meant to be moving around with them a lot. So no they do not need any improvement on how fast the ads compared to any other weapon.
And forgrip does reduce the recoil; but with the fact of how many rounds they put out, recoil is a minor issue with them to begin with. They do not really jump around enough to really need it.
My MK48 with the VZ is as accurate as any sniper in this game. with virtually no recoil, so there is no real reason for me to use the foregrip
And I pretty much stay ads most of the time when using it. Since I am not chasing a player, or movign too much. Because the LMG is not meant for that game play style to begin with.
Learn to use the weapon how it is meant to be used and stop expecting them to make the weapon work how you want it to work.
I agree, with most of your points! I love powerful wep's (not fama's OP. but BFG's and 1 shot kills). I take on the role of a overwatch/suppressive fire postion when I play with friends. (which fails hard if im not on a team).
But LMG's feel weak, theres more problems with them than positive. Even when playing to its strengths.
Without sleight of Hand style perks, reloading is a pain on beltloaders. no fast mag for mk46.
(insert sarcastic comment about having 100 bullets, and reload issues.) minor issue.
Poor drawtime, even with quickdraw. major issue.
massive hipfire spread. small complaint, LMG's do alright in melee range. (cause you wont get a second chance if you try for a knife.)
Slowest run speed. (as expected)
surprisingly poor FMJ compared to past experience with cod. (might not be lmgs, but map design. subjective)
Sniper has the advantage, on longshots. Understandable. But even if their cover is supressed, not a problem to peak back into my bullets and lick a shot off. (subjective, but my opinion)
difficult to be aggressive with LMG's. Playing with rushers, you wont keep up with map positioning. good chance spawns will switch behind you.
Who cares about a huge clip if assault rifles do everything better. reload. rpm. ads. hipfire. accuracy. cqc. speed. Even in a LMGS intended use, a assault rifle does everything better.
Now that all the QQ is out. Some suggestions
A) MW3's buff for LMGs to have no range dmg drop-off felt great. It's a game mechanic that really suited LMGS. I didnt see it abused much in mw3. If it were to see the light of day, mabey increase recoil without a grip more.
B) very small decrease to draw time with LMG's. With another small improvement for quickdraw.
C) every x round is a tracer round. has nothing to do with balancing. would just be cool.
D) A & C combined. Make up for the added range by giving off position more. like sniper trails.
E) improved flinch when hit by a Lmg, helps the defensive role. less peaking, more flanking.
Some ideas for whoever
P.s. R870. unnerf this gun, but switch its unlock position with the last shotgun. Its not OP, just over used and accessible.
p.s.s. Where are the night time maps?!?!?!
ps.s.s.s Love your game when Lan, but online lag comp/host makes or breaks if the expierience is fun. Remove lag comp from core, but keep your setup for league matches. just a idea
I've never used LMGs in any COD until this game. I can wipe out a whole team 3 times without even reloading, they are all powerful and most the time I beat snipers out from any distance. I may not always beat SMG up close but laser sight with FMJ helps a ton. If you run-and-gun with an LMG then you need to re-think your strategy.
LMG recoil is fine. L2P
They are more of a heavy assault rifle in this game, because of map design, than an LMG used for locking down map areas with suppressive fire.
Only major thing I found amusing is that fast mags as an attachment isn't available for LMGs so they could have made target finder to be an LMG exclusive I guess.