Author Topic: Minimi in exp. Mod: Bink = 0?  (Read 8965 times)

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Offline Thyr

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Minimi in exp. Mod: Bink = 0?
« on: August 16, 2006, 11:25:03 pm »
Hi,

I just noticed that the Minimi has a (Self-)Bink of 0 in the experimental balance Mod...I doubt that's intended, as it would render the AK completely useless (not to mention that it would make it an extremely unbalanced Auto) - even if the movement acc is 3, it looks (and feels) a bit more like a low-damage-multi-shot-barret right now...
If its intended and not just a mistake, ignore this - I'll test it intensively then ^^

Kind regards,
Thyr~
« Last Edit: August 16, 2006, 11:33:32 pm by Thyr »

Offline MofoNofo

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #1 on: August 17, 2006, 01:41:29 am »
It's 0 because of the large movement inaccuracies, and the fact that not many people use it (except most of the good people in australian clans).

Doesn't mean I agree with it, though :(

5th_account

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #2 on: August 17, 2006, 05:09:10 am »
No experianced played is effected by selfbink. The system works in a bad way and can be fooled. With the compensation of added moveacc it's noticably harder to hit an enemy while moving, making it more of a stationary machine gun as it was intended to be. It will also add to the variety between guns, since it will be the only auto that can be fired non-stop.

But then again it's only experimental, not final.

Offline Mr. Domino

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #3 on: August 17, 2006, 05:14:43 am »
It will also add to the variety between guns, since it will be the only auto that can be fired non-stop.

What does this mean? Other autos will overheat or jam? Really, I thought most auto users click to fire these days. That's what I see mostly, at any rate.

Offline MofoNofo

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #4 on: August 17, 2006, 05:16:47 am »
Ugh, he meant that you can hold down the button and get no self-bink, or "recoil" as i hear tards in pubs say. Basically you don't need to click anymore for minimi.

I personally think the exp balance is almost perfect, only problem lies with the soccom.

Offline Twistkill

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #5 on: August 18, 2006, 10:27:28 am »
Noooo! I love the Minimi as is! Please don't change it! That means, in the experimental balance, we have to stop to fire the damn thing?! For god's sake. >:(

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Offline Bgretydews

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #6 on: August 18, 2006, 10:37:58 am »
No just means it will be more inaccurate :D, More like it is IRL now.
I know i'll get flamed for metioning IRL
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Offline Twistkill

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #7 on: August 18, 2006, 10:39:48 am »
No just means it will be more inaccurate :D, More like it is IRL now.
I know i'll get flamed for metioning IRL
Yeah, I know, because they added some movement acc, but that means it won't be as effective now. :( I love the Minimi as is... it shouldn't be changed...

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Offline Bgretydews

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #8 on: August 18, 2006, 10:58:11 am »
But everything always gets changed :(
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Offline Death MachineX350

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #9 on: August 18, 2006, 06:19:03 pm »
(except most of the good people in australian clans).
I play with it and i'm an American.I've seen many other people use it too.

Offline SDFilm

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #10 on: August 21, 2006, 10:01:34 pm »
Noooo! I love the Minimi as is! Please don't change it! That means, in the experimental balance, we have to stop to fire the damn thing?! For god's sake. >:(

2'nd

I don't think the Minimi should be made better or worse, its fine as it is at the moment.

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Offline MofoNofo

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #11 on: August 22, 2006, 01:47:39 am »
(except most of the good people in australian clans).
I play with it and i'm an American.I've seen many other people use it too.

Well duh.
But I do not live in amerricka.


Nah this exp minimi is pretty good. I never wouldhave thought of that as a change for minimi.

Offline Rooster

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #12 on: August 22, 2006, 05:46:53 am »
Noooo! I love the Minimi as is! Please don't change it! That means, in the experimental balance, we have to stop to fire the damn thing?! For god's sake. >:(

2'nd

I don't think the Minimi should be made better or worse, its fine as it is at the moment.

Instead of balancing their adding further 'features' for a funner experiance.  ::) movement acuracey on autos sounds very very lame. And i use deagles :|.

Offline O.R.I.O.N.

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #13 on: August 22, 2006, 10:50:02 am »
Gewd for you. :P  I don't use autos very often either, but still, the Minimi is plenty powerful, so long as you use it like it was designed for: mid-range brawling.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

Offline Will

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #14 on: August 23, 2006, 11:49:32 am »
It was designed as a support weapon. Thats why it has bipod and  real soldiers have to prone to use it properly.
The same thing should be with the minigun. More mov acc and a faster startup time

Offline SDFilm

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #15 on: August 23, 2006, 11:58:22 am »
http://www.infiltrationmod.de/waffen/m249_03.jpg

Its used as both an assult rifle and machinegun.


So this is going to be like somekind of AK with much higher bink, reload etc with just 10 bullets as a balancing reward? Yes it will have higher rate of fire, but it sounds to me like you will have to shoot it at the speed of an AK or worse anyway.
« Last Edit: August 23, 2006, 12:02:37 pm by SDFilm »

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Offline Twistkill

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #16 on: August 23, 2006, 11:58:53 am »
It was designed as a support weapon. Thats why it has bipod and  real soldiers have to prone to use it properly.
The same thing should be with the minigun. More mov acc and a faster startup time
For the Minigun I can understand, because it's so large, but the Minimi can be carried around more easily. This is hypocritical. Soldat isn't supposed to be realistic, but now they're trying to make it so. What the fuck.

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Offline O.R.I.O.N.

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #17 on: August 23, 2006, 01:29:52 pm »
Indeed.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
And we still don't know if dead guys can keep a stiffy.

5th_account

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #18 on: August 23, 2006, 04:07:41 pm »
That is such a stupid thing to say I can't even write a mellow-headed reply for it.

Would you be comfortable with trading all the attributes of the mp5 and ak? Of course not, it would be really stupid. The guns should TOO AN EXTENT portray their real counterparts. If I made the minimi completely realistic it'd have the bulletspeed and moveacc of the barret, damage of ruger and reload as steyr.

You're a minimi user, I expect those wielders to be a bit outraged. But it is relatively overpowered and needs to be corrected.

Offline Twistkill

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Re: Minimi in exp. Mod: Bink = 0?
« Reply #19 on: August 23, 2006, 05:15:37 pm »
That is such a stupid thing to say I can't even write a mellow-headed reply for it.

Would you be comfortable with trading all the attributes of the mp5 and ak? Of course not, it would be really stupid. The guns should TOO AN EXTENT portray their real counterparts. If I made the minimi completely realistic it'd have the bulletspeed and moveacc of the barret, damage of ruger and reload as steyr.

You're a minimi user, I expect those wielders to be a bit outraged. But it is relatively overpowered and needs to be corrected.
The gun is perfectly fine as is. I can't believe it's being changed. It's long reload blances it out, but noo, you guys have to make it so we have to stop to fire accurately.

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