no. not at all. no freaking way. I love the time to kill. Its so satisfying. I haven't experimented with the guns much, and haven't used any submachineguns. I stick to the AK/M4 and find the ak is always a 2 hit kill and the m4 is often a 2 hit kill and never more than 3. One hit headshots are good.
I've just been playing some late night 5 v 5 PvP on a bunch of maps and it was really good fun.
Whitby I think friendly fire does slightly less damage. Slightly. Which is a good thing.
Don't make this call of duty by making me pump 6 rounds into a guy before they go down. This is insurgency, and some of you fellas can't aim if you reckon you need 6 bullets to kill a guy.
Can I just add that I quite like how it is without the ammo selection. I get that it works with the points system and the armour system. But in original insurgency it was AP ammo or nothing. It was dull; why have a selection when im always going to select AP and im always going to have to allocate those points.
maybe it could work, especially with the current amount of given points, i'd have to sacrifice a nade, or compensator to get AP, and I don't know if its worth it.
This is crunch time.
1.0 is around the corner.
Patience young padawan.
@cyoce said in An idea for LMGs:
Adding RNG to someone's aim because you missed is an anti-skill mechanic for both players. If suppression just blurred the edges of your vision, increased contrast, and messed with your audio like Insurgency, I'd be fine with increased suppression on LMGs.
I personally haven't noticed suppression seriously messing with my aim. I like your point. I don't like it, like I don't like aim punch. throwing your aim off uncontrollably is frustrating and never fun.
A small buffer would be nice. But sometimes you just gotta sit out 25 seconds.