Den
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Post by Den on Nov 7, 2011 8:57:55 GMT -5
It does indeed read having a 2000 RPM. But to reduce the particle effects and limit strain on the system, you will only see about 30% of the tracers, impacts and bullet decals, making it look like it is firing at only 600 RPM.
There is a possible point that could be made about this, though. Since the game is set to run at 30FPS on consoles, that's one frame every 0.0333 seconds. A 2000 RPM rate of fire is a round every 0.03 seconds.
Assuming the game plays the shot on the frame and doesn't take into account multiple shots being fired in the space between two frames, then the minigun may only be capable of firing at a maximum of 1800 RPM.
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Den
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Post by Den on Nov 5, 2011 15:49:41 GMT -5
Landmines blowin' up unoccupied vehicles BEIGE Yes, unoccupied vehicles will detonate landmines from either side. If you want to "jihad jeep" enemy armor with landmines, run right into them without bailing out (also have the mines sticking on the very front of the vehicle to assure they make contact), both you and your vehicle will go unscathed. Usually.
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Den
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Post by Den on Nov 3, 2011 23:25:03 GMT -5
When half of the Attacking Team defends a bunch of remote hills with sniper rifles.
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Den
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Post by Den on Nov 3, 2011 19:36:08 GMT -5
BF3 and Origin causing my brand new PC to lock up hard while playing and causing my old heart to stop at the same time when it does so.
Being unable to set the resolution of the game in window mode and instead having to manually stretch it out every time.
Some weapons not suited for a 90° field of view (to the point that the PDW-R's rear sight is half-clipping through the view model camera).
Spot and Communication on the same bind and not also including the option for individual binds. Aside from the fact that the Comm Rose is completely useless, it popping up when I just wanted to spot has screwed me over several times already.
Similarly to the Comm Rose popping up undesirably as though I were holding the spot button for half a second, sometimes even just tapping the melee button has me equip the knife as though I held it down for half a second.
The player hears himself speaking English as a Russian but everyone else still hears him speaking in Russian.
Medpacks and Ammo Boxes not passively resupplying when holding the box in your hands. Medpacks and Ammo Boxes being stuck to the ground (but not before bouncing off of every not-level surface) and getting destroyed by damage so easily.
Instantly being put into the SOFLAM camera view upon deploying it.
Flashlights working at all outside in the daytime.
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Den
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Post by Den on Nov 3, 2011 18:50:55 GMT -5
I don't get this.... How do you get 7500 points with the MAV? You only get 10 points for every spotted enemy that gets killed... Assuming that he was flying the MAV above every enemy (earning a +20 point gain from a Motion Sensor Assist) and had spotted every enemy (+10) killed by the top player down to the two guys who got 11 kills each, that's approximately 7500 points.
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Den
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Post by Den on Nov 3, 2011 10:34:07 GMT -5
imagine how preposterously awesome it would be to attach anything to the mav..unfortunately, it appears that dice has thought of that one. flying first aid/ammo station.. on that note, does anyone know the default key for having the mav descent? other than just letting it hover and wait for it to go down on its own. Nothing stick to either the MAV nor EOD. So sad. Crouch (CTRL) to go down. I just got the MAV myself and earned 13 Surveillance Ribbons and about 1800 points in the round just spotting things and keeping the MAV above the enemy to motion sense them. I flew the thing around low through the streets of Seine, annoying the heck out of the enemy and keeping them highlighted. It is excellent.
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Post by Den on Nov 2, 2011 2:52:28 GMT -5
Same with the unarmed MAV. Who is really going to waste their time flying that thing around? A team with an MAV up doing spotting versus a team without will completely and utterly WRECK them. What he said. With the assistance of a pal on Teamspeak and his MAV-guided communications, I moved decisively and mostly alone - staying covert with a suppressed RPK-74M - in a game of Rush on a dominantly infantry map. Kill ratio of 56 to 1. Planted four of the MCOMs. More than 14000 points. And he barely got 1000 for his true MVP action.
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Post by Den on Nov 1, 2011 3:10:49 GMT -5
Knife only delivers 34% damage if it isn't a back attack.
Highly unlikely you'll be able to get a guy with three quick-draws before he mows you down. Equipping the knife however lets you swing it quite rapidly.
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Post by Den on Oct 31, 2011 6:02:25 GMT -5
1. Is there anyway to improve my jet flying skills offline?Nope. 2. How do I setup a proper strafing run?First, be an A-10 or Frogfoot. Second, SLOOOOOOOOOW DOOOOOOOOOOOOOOOOOOOWN. Hold that Throttle Down button and get to 200 speed. Third, CANNON. Focus your crosshairs right on the tank and fire in rapid bursts so that it doesn't overheat, maybe use Belt Speed. It is ideal for the A-10/SU-25 to approach from a relatively low altitude with lots of time to keep firing the main cannon. The cannon is the most powerful air-to-ground weapon in the game. If in a Flanker or Hornet, use Rocket Pods and saturate the area or the Guided Missile with Beam Scanning. For a SU-35/F-18 using Rocket Pods, a high angle of attack bombing is quite effective (for both staying on target and minimizing enemy targeting on the approach), flying up to 900m and then pointing straight down on the target to litter it with rockets. 3. Anything that makes finding targets easier? It seems hard to find targets without anyone marking them.If enemy air isn't spotted by you or someone else, you're probably going to "find" them as they're shooting you from behind. To prevent getting shot and prevent being spotted yourself: Stay on the outskirts of the map, look out the side of the plane while coasting on the edge to get an overview of the battlefield. Fly low so you can silhouette the enemy aircraft in the sky; they'll be difficult to spot against the ground. Again, circle around and approach the map from the enemy side - that way you will likely catch enemy armor from behind as they're approaching the objectives, if not an enemy jet as it is taxiing from the strip. Complaints about preying on landed aircraft will not change the fact that it is the best opportunistic attack; not doing so out of a sense of honor or fair play is not one "winners" subscribe to. If they don't want you attacking their home, they'll get in the AA and ward you off. Or kick/ban you. Also note that when a vehicle is unoccupied, it is gray on the map to everyone. If it vanishes, an enemy has just gotten in it. Hunt it down immediately. 4. Is there any notable differences between the F-18 and Su-35? 5. Is there any notable differences between the A-10 and Su-25?Nope, they're identical to their opposition. No J-10 statistically outperforming and being virtually unbeatable against a Harrier here. 6. Is there any good maneuvers to evade missiles aside from flares?A simple Immelman. Since you can't look straight behind you, you have to pinpoint the origin of the missile launch on the radar or by some other means. Make a hard 180° turn (by hitting the brakes to temporarily increase your turn rate until you reach bottom speed, then let go to maintain corner speed) and then slowly continue turning in that direction. If you can get at least perpendicular to the missile, it is sure to pass behind you, unable to match you. Like-a-dis: Similarly in a helicopter, move perpendicular to the missile. This will usually mean finding the incoming direction of the missile, cutting all lift and picking a direction to plummet as it flies over you. That quick drop will hopefully evade the missile OR have you put something in between you and the shooter, like terrain or a building. If they're aiming up at you from below, you're probably screwed unless you can bug out real quick as the helicopters generally seem to be able to survive one missile at full health. 7. Can tank shells hit jets and helicopters?Yes. They will do enough to disable any aircraft and send them reeling, but not outright destroy it at full health. 8. Can heavy machine guns damage jets?Yes. Chip damage. No handheld infantry guns can damage jets, though. 9. How do you hit the jet if the pilot is carrying flares?Guns. Fire one missile to make him pop flares, reacquire him and then fire the second before he reloads the next Flare. Note that there is a distinct difference between: Someone locking on to you (slow, low beeping) Having been locked on to (solid tone) Incoming missiles (high pitched beeping) Popping flares on the first two will break the lock as long as the flares are in the way, but the enemy will not have fired his payload. Flares once the missile is incoming will break them off of you and the enemy will need to reload. So be patient BUT soon after you hear that high pitch, let the flares loose. You want to reload flares as soon as possible, not let him reload earlier than you. It's the optimal defense even though it is a gamble. Even if he only fires one missile, you don't want any of them hitting you (unless you decide to use the other type of countermeasure) and you don't want to be vulnerable any longer than necessary. 10. Where do you aim after locking onto a jet with missiles in order to improve the chance of getting a hit?Right at them. You can't exactly look away from them or else you'll break your lock. If you're tailing him in another jet, get as close as possible to minimize his window of opportunity and ability for effective maneuvers.
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Den
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Post by Den on Oct 27, 2011 5:25:51 GMT -5
While everybody and their dog has had the idea of tossing explosives on to a jeep and running them into enemies, there's also the fact that you can throw an Ammo or Medkit on the vehicle and they will stick, essentially giving you a mobile ammo/healing station (at least until eight Resupplies / 200 health recovered).
I wonder if they'll stick to a MAV...
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Den
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Post by Den on Oct 27, 2011 5:04:08 GMT -5
All of the bullets in BC2 have a TimeToLive of 2.0 seconds.
So 1200m, not including gravity.
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Den
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Post by Den on Oct 22, 2011 11:13:54 GMT -5
Enemy Boat spotted.
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Post by Den on Oct 19, 2011 15:43:13 GMT -5
I dunno.
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Post by Den on Oct 19, 2011 0:45:39 GMT -5
1. Nope. 2. Most explosions do many times more damage against light vehicles like jeeps and quads compared to tanks. 3. Yes. 4. Yes, the mounted machineguns on light vehicles are the same.
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Den
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Rage
Oct 12, 2011 17:38:32 GMT -5
Post by Den on Oct 12, 2011 17:38:32 GMT -5
There are some problems with the PC version's configuration. Makes the game think that many PCs have extremely low Video RAM, causing the megatexture streaming to fail to load in textures properly. There are other console-default settings on the PC version, only using a 4GB megatexture instead of the high resolution 8GB or 16GB texture. That's on top of the video option menu having almost nothing except "Anti-Aliasing ON/OFF". Tweak the configuration files and things will look nice and load smoothly.
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Den
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Post by Den on Oct 9, 2011 18:56:17 GMT -5
I'm all about ArmA II, however just ArmA II alone doesn't cut it. If you ain't got Combined Operations, then you're playing with an incomplete product. ArmA II:CO is worth the fifteen or thirty bucks or whatever it's going for ( I got it off Steam when it was on sale). ArmA II Free is basically an extended multiplayer demo. (also, it doesn't have any microtransactions, you just get ArmA II). - The problem DICE, or perhaps all of EA (and other developers) seems to have is that they're still treating micro-transactions, "cash shops" and even the "Ranking Up" processes as though it were the early 2000s. Back in the day of blooming Korean MMOs, large scale free to play games in their infancy, games making a profit by means other than retail copies and subscription fees. Back then, cash shops were "Pay 2 Win". You wanted to beat the competition or not go at a snail's pace, you bought stuff. Anything worth getting was worth money and likely impossible to get just by playing. Since that point in time, the "free to play" market have grown wiser and have come to realize one important thing - "Pay 2 Win" is not nearly as lucrative as "Pay 4 Clothes". When money is a requirement to be "good" at a game, a huge amount of the potential player population vanishes. They also realized that few people will pay to win but a LOT of people will pay for a silly hat or fancy clothes for their initially generic character. The amount of money a handful of people spend on visual fluff rivals that of an entire player base paying a fee of sorts. So they took out all of the $Winning and put in the $Cosmetics. You can currently see this in effect most visibly by the popular adopter of this revenue type, Team Fortress 2. A less visible, but equally telling of the Cosmetic Cash Shop's effectiveness, Vindictus. Apparently the most purchased items are underwear for the female characters. By a large margin. Thirdly, they realized that if players see the opportunity for gaining things without buying, the greater likelihood that they will eventually buy something anyway. Cash Shop shooters like AVA, S4 League, Combat Arms and CHANGING MAGS give you access to guns for a short time with a measured and trickled-in Game Points earned by playing. The amount of points spent on a weapon and the amount of points earned are often just enough for one to make just enough points again to rent the weapon again. This method appeals to longtime players and "potential buyers". Want to branch out? Buy the gun you like so much permanently instead of spending all your Game Points on it, so you can use them on other things. Some times, they'll even give you some of the points you would otherwise gain through purchasing. This is in contrast to the way it has been handled in BF games. Limited purchases to certain items. Weapons and gear that are unmistakably better than the free stuff. Gains that do not meet the losses. Instead of leading the player along, making the prospect of buying over endless renting appealing, they hold out on the free points. Who pays, wins. - Anyway, I had intended to chart P4F once it stopped being a beta and went open... but then I played it. Nuh-uh.
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Den
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Post by Den on Oct 7, 2011 11:36:45 GMT -5
I do have a question for people though: how fast does stamina regenerate, and does it regenerate faster with EC/Mara or do you just have to wait twice as long to get a full sprint again? CoD doesn't use a stamina mechanic: there's a sprint delay after you exit the sprint during which you cannot enter the sprint again. However, this delay is the same length regardless of how far you just sprinted. Stamina or Sprint Time recovers at the same rate it is used. A total of 4.5 seconds sprinting, a total of 4.5 seconds to return to maximum. There is a one second minimum requirement to sprint, so if you use all of your Sprint Time and continue to hold Sprint, you will go slow for one second and sprint for one second.
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Den
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Beta
Oct 5, 2011 14:12:03 GMT -5
Post by Den on Oct 5, 2011 14:12:03 GMT -5
The problem with "Deploy" button is that it breaks after your first spawn in.
If you notice the very first time you join a server, there is a countdown timer before "Deploy" shows up. All following respawns fail to show the countdown.
Just count to five or so once your screen changes from the killcam to the spawnpoint selection menu.
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Den
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Post by Den on Oct 4, 2011 14:00:10 GMT -5
Praise the Sun!
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Post by Den on Oct 4, 2011 10:46:50 GMT -5
Does anybody know how useful the slug shotties are at long range? I unlocked the 6x scope for the 870 today, but I couldn't use it very well. I probably tried to hit a dude eight times with different aim points and couldn't hit him. Slug shotguns are just as good pseudo-snipers as they were in BC2, except this time they've got a bunch of scopes. ...Although, I find it far better to handle just using the irons or a Reflex instead of any of the actual zoom scopes. The wavering scopes are just an unnecessary hindrance.
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Beta
Oct 2, 2011 21:59:44 GMT -5
Post by Den on Oct 2, 2011 21:59:44 GMT -5
Flip the idea on its head. Instead of a standardized time limit or limited tickets for one side...
Limited tickets for both sides.
Attack gets 99 tickets, Defense get 99 tickets. If the Defense takes out all Attackers, they win. If the Attackers take out all the Defenders' tickets, they move on to the next Wave of MCOMs automatically and their tickets are set back to 99.
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Den
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Oct 2, 2011 21:39:16 GMT -5
Post by Den on Oct 2, 2011 21:39:16 GMT -5
Does anyone else feel like Rush is always massively inbalanced in regards to Attack vs Defense? You would think Dice would have picked up on that by now and done something about it. Infinite respawns + no respawn timer + infinite camp spots = easymode. I felt the same way when I played BC2 to the point where I would actively try and not get on the Attacking team. It's no fun running into a meatgrinder every other round. Even if you have a good team it's total hell. Before anyone says to just wait for Conquest, I don't like TDM games. I find Objective modes more compelling and will likely very rarely play Conquest/TDM. Yup. I would expect a time limit instead of limited lives in such a game where death is often abrupt, unpredictable and generally the result of the enemy tactical loitering spawn points. A terrible player can rack up loads of deaths, causing an even more alarming limit to the entire team. That the Attackers' "time limit" is literally determined by the weakest links on the offense is ridiculous. The Attackers are already on the fence since they actually need to do something - all of my victories as an Attacker on Rush were a result of me and many others relentlessly crashing the MCOM locations (WWII Russian style) until we simply overpower the Defense by numbers alone, fighting against a fluctuating, abstract clock just as much as we are against the other team. Having a standard time limit at each MCOM wave would be appreciated and ultimately nothing would change except that bad players on Offense don't ruin it for the rest of their team. If the attackers never make it past the first Wave, the average game length in Metro seems to be about eight to ten minutes, sometimes rounds last as short as six minutes if the defense moves up and actively camps the Attackers back in their spawn.
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Den
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Oct 2, 2011 20:03:07 GMT -5
Post by Den on Oct 2, 2011 20:03:07 GMT -5
Does anybody know of a website that lists the order of unlocks for each class and/or unlocks for each level? I am at 17 right now, and am curious about what I have to look forward to / how much more time I should put into this beta. The Battlelog.
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Post by Den on Oct 2, 2011 4:04:29 GMT -5
I haven't touched Medic nor Engineer nor Recon classes at all.
I have steadily made my way through the Support list, a little bit away from the M240, however I've hardly touched his weapons either aside from the SAW at some points on Defense... until I realized that I had far superior suppression, focus fire and overall lethality at any range with PDWs and pistols, those not suffering from long reload times, poor accuracy and situational use.
I've the most time with the SAW after a poor initial first impression of the RPK/M27, but I think they would be the more desirable weapon for entrenched defense. A quarter capacity and a quarter reload is a superior trade to four times the capacity and four times the reload time. That 200 round mag will eventually run out and the enemy will slip by.
870MCS + Irons + Laser Sight + Slugs PP2000 + Reflex + Laser Sight + Extended Mags G17c
These have been pretty much all I've used in the nine hours I've (managed to have) played (and not been disconnected repeatedly, losing my progress yet still adding to my time) so far.
Against Anybody, a single 870 Slug to the chest puts them down at a considerable range. Against Recon snipers, my disregard for ammo conservation (as I am the dedicated ammo guy and deliberate distraction) often has me gaining the upper hand in suppression if I don't outright finish him off with a headshot or two general shots.
The PP2000 and its tight maximum cone of fire (especially with the laser sight) is the master of suppression, just sending a hail of "paintballs" in the enemy's direction will have them running for cover or falling dead. Switch to single fire mode and steadily put holes in dudes from long range. In CQC, I'm almost always the victor even when I don't get the first shot in. Exception being when that encounter is against a Medic with ANY of his class weapons. I don't even bother sighting the thing anymore (unless I get suppressed) because it is more than accurate enough.
The G17c is virtually the PP2000 lite before I got to the actual PP2000. Narrow cone of fire even when firing as quickly as possible from the hip that let me peck away at distant snipers and anybody on the move. Unless those revolvers and/or G18 are radical, the G17c is probably the only thing I'll use.
Observations so far: The Support's LMGs don't measure up to other type-weapons since the other weapons remain exceptionally accurate when on the move. They're a very limited situational weapon, requiring a good place to set up a bipod. The Medic - as always by the Unwritten Rule of DICE - is the class with the best guns. Fast, powerful and accurate, without a doubt the M16A3 with an ACOG is the weapon that has killed me the most. The Recon is a "sniper's" wet dream as now his semi-automatic rifles are as lethal as older series' bolt actions. The Engineer is a pretty cool guy and he's got a super duper robot. His SMGs and carbines are swell.
C4 is my friend. But come on, I can't even chuck it one meter.
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Den
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Post by Den on Oct 2, 2011 2:42:45 GMT -5
Slugs are nice too but I think they've been nerfed from their BC2 days. They give you more range and precision than Flechette rounds but you sacrifice that quick up close kill if you have to aim or if you miss a shot. Slugs are a far more reliable (practically guaranteed) one shot kill at close and even medium range than any of the other shot are at any range. Buck, Fletch and Frag are made almost completely obsolete on the 870MCS once you unlock slugs. The same might not be said for some of the automatic shotguns, but the 870 rechambers so damn fast it is kind of pointless using a weaker "faster" shotgun.
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Den
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Post by Den on Sept 30, 2011 1:29:36 GMT -5
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Post by Den on Sept 28, 2011 17:54:57 GMT -5
The organization of the Support Streaks makes choosing tough.
As per usual, I'm going to be the low-streak helper guy when it comes to the Assault Package, the other guys I play with working on lethal mid-streaks. Probably the bare minimum UAV, Care Package and I.M.S. almost all the time.
As for the Support... Gametypes like Domination and Sabotage on maps where the chokepoint or middle objective needs a strong crash to push through and the fight is sure to go on for a long time, I'd go all the way along the list on the Support Pack, set up with "countermeasures" in mind. Ballistic Vest at 5 so we can brave the bullet and explosive hell. SAM Turret at 8 for the inevitable enemy killstreaks. And then all the way up to 18, a coin flip between the Osprey Escort Airdrop. Trading kills and getting equipped with Recon and Hardline will get me along the list quickly enough and hopefully the push with the Vests on will let us gain the upper hand; if not, the Osprey helps out.
For shorter gametypes and mild maps (or when I've enough pals getting more effective assault streaks), a standard UAV & Counter UAV. Just those two. Omitting a third higher Killstreak, I can create an almost indefinite static map for the enemy and blips on our screens. Even if assuming they get shot down, I'll be calling them out so frequently that there will be multiple drones in the air, creating a hell of a distraction.
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Den
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Sept 26, 2011 11:02:20 GMT -5
Post by Den on Sept 26, 2011 11:02:20 GMT -5
Not much to talk about until everyone has it.
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Post by Den on Sept 18, 2011 2:08:39 GMT -5
I see what I did. I accidentally pressed 1 instead of 4 and then mixed up the two.
The default damage kills out to about 3.3m and with Danger close, 4.8m.
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Post by Den on Sept 16, 2011 21:15:14 GMT -5
Riot Shielder pulls out his MP9's in that video...and appears to move at the same speed. So, confirm for now, unfortunately. I loved how Black Ops fixed this and IW just ignores the tweak. I agree. It may be illogical to be based just off of what you are holding, but it adds to the game. More thinking. That didn't fix anything and it sure as hell does not require "more thinking." It subverted the movement speed detriment of the LMGs (which still remained pointless as they were reduced to nothing but slow assault rifles with more recoil, the only redeeming factor of a high capacity removed). It takes out both the forethought of planning by allowing one to ignore the speed disadvantages as well as the the on-the-fly thought process of considering the time disadvantage of getting from place to place by just drawing a faster weapon. It is a very limited tactical-only design: as long as you don't run out into the open with a pistol in hand, you'll have the big gun ready. Black Ops returned COD to a one-gun game. And since the only useful weapons in Ops are a sub machinegun and two assault rifles, there is hardly ever a time or reason to think about anything related to switching to something else to go faster. The MW system has actual planning consideration behind it. Whatever you start with is what you're stuck with. Picking the shield and dealing with its slow movement speed is a conscious choice. However the only tactical choice on the field is picking up a heavy weapon or Shield when the player starts with an SMG. That and using One Man Army to swap between classes and speeds (something to actually put thought into due to the secondary restrictions and change downtime). The planning setup of MW is more demanding of one preparing in advance for something than the Black Ops "go fast whenever you want" as you can't simply go back on choosing the slow weapon. Speed is king, giving up speed to gain something else is a significant choice; there's nothing to gain by going slower in Black Ops. Regardless of their quality in comparison to one another, neither are exceptionally interesting. A system that can have both planning and tactical considerations would be one that takes into account one's total inventory. Either: 1. Apply the speed detriment of the heavier of the two weapons. Whether or not an LMG or a shield is in the first or second slot, the player will move at that speed. 2. Apply a combined slowdown from both weapons. Two weapons cutting movement speed by 10% and 5% respectively to reduce the player to 85%. Picking up and dropping weapons will modify the speed accordingly.
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