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		<title><![CDATA[First Strike Forums — Weapon Accuracy Poll]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7928</link>
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		<description><![CDATA[The most recent posts in Weapon Accuracy Poll.]]></description>
		<lastBuildDate>Wed, 16 Jul 2008 19:25:06 +0000</lastBuildDate>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=111004#p111004</link>
			<description><![CDATA[<p>Balancing the Troopers Rifle vs the Support &amp; Heavys&nbsp; Bowcaster / Light Blaster out.</p><p>It seems to me than the Supports and Heavys Light Blaster rifles are in a moving battle at short range better than the Troopers Rifle.</p><p>How it should be:<br /><strong>Troopers Standard Rifle (E11 &amp; Blasttech A 20)</strong><br />suitable: Rushing, possible counter sniping<br />Not suitable: Camping in full auto </p><p>Fixed Scope<br />Full Auto, 3 Shoot Burst, Semi Auto</p><p>Accurate then fired un zoomed while moving.<br />Fast overheating in full auto</p><p>Only small benefits on accuracy then fired from prone position, moderate benefit the fired from crouch. </p><p>High Damage a short range, quickly dropping (but still enough power to kill with one head shoot)</p><p><strong>Supports Standard light Blaster (Bowcaster &amp; MG 15 Light Blaster Rifle)</strong><br />suitable: MG Camping, possible Counter sniping<br />Not suitable: Rushing</p><p>small variable Scope<br />Full Auto, Semi Auto&nbsp; </p><p>Accurate then fired un zoomed while moving.<br />medium overheating in full auto</p><p>Medium benefit on accuary then fired from prone position, high benefit the fired from crouch. </p><p>Medium Damage a short range, slowly dropping (but still enough power to kill with one headshoot)</p><br /><p><strong>Heavy Weapons Standard Light Blaster (Light Repeating Blaste)</strong><br />suitable: MG Camping<br />Not suitable: Rushing,&nbsp; possible Counter sniping</p><p>no Scope<br />Full Auto&nbsp; </p><p>small overheating in full auto</p><p>High benefit on accuracy then fired from prone position, medium benefit the fired from crouch. </p><p>High Damage a short range, fast dropping</p><br /><p><strong>Accuracy the getting prone, all weapons:</strong><br />As in Vanilla BF 2142.<br />The first seconds worst then standing or crouching, after that as above.</p><p><strong>Support Weapons</strong><br />As in Vanilla:</p><p>Support Weapons accuracy should increase if they are fired in full auto (Tracers).</p><p>Reason:<br />Support Weapons should be used to block a enemies path with a large ammount of fire.<br />If they lose accuracy, the first shoots are deadly, but after the first shoots you can run trough the fire. </p><p>If the shoots get more accurate, it would be dangerous to run across the fire.<br />But the Gun will be still limited by overheating and ammunition.</p>]]></description>
			<author><![CDATA[null@example.com (Alreech)]]></author>
			<pubDate>Wed, 16 Jul 2008 19:25:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=111004#p111004</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110915#p110915</link>
			<description><![CDATA[<p>I say about 20-35% accuracy increase for the Medic weapons and Support Rifles. The Sniper Rifles could use a 15-30% increase in accuracy. All the rest could use anywhere from 0-15% increase in accuracy but are okay to leave as-is if you think so.</p>]]></description>
			<author><![CDATA[null@example.com (TIEpilot234)]]></author>
			<pubDate>Tue, 15 Jul 2008 02:24:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110915#p110915</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110910#p110910</link>
			<description><![CDATA[<div class="quotebox"><cite>Canadiens1160 wrote:</cite><blockquote><p>I think all infantry projectile weapons need a 15-30% boost in accuracy across the board.&nbsp; Most FS infantry engagements are at long range, and that kind of increase in accuracy will not ruin the &quot;blaster bolts flying about&quot; Star Wars-y feel.</p><p>That will, however, allow you to finish someone off realistically point-blank circle strafing them with a big heavy gun, instead of emptying an entire clip with moderate hits as it is now.</p></blockquote></div><p>I&#039;m going to agree here. Increase the accuracy universally by a slight margin, and allow the bowcaster to be used more effectively by increasing its overall accuracy</p>]]></description>
			<author><![CDATA[null@example.com (Kampher)]]></author>
			<pubDate>Tue, 15 Jul 2008 00:56:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110910#p110910</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110903#p110903</link>
			<description><![CDATA[<p>I think all infantry projectile weapons need a 15-30% boost in accuracy across the board.&nbsp; Most FS infantry engagements are at long range, and that kind of increase in accuracy will not ruin the &quot;blaster bolts flying about&quot; Star Wars-y feel.</p><p>That will, however, allow you to finish someone off realistically point-blank circle strafing them with a big heavy gun, instead of emptying an entire clip with moderate hits as it is now.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Mon, 14 Jul 2008 22:43:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110903#p110903</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110900#p110900</link>
			<description><![CDATA[<p>Keep the weapon feedback coming guys, if you don&#039;t respond then I will assume everything is fine.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| BLITZ)]]></author>
			<pubDate>Mon, 14 Jul 2008 21:56:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110900#p110900</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110856#p110856</link>
			<description><![CDATA[<p>Guys please read the rules, Ive deleted a few posts and edited them. Stay on topic please.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| BLITZ)]]></author>
			<pubDate>Mon, 14 Jul 2008 12:34:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110856#p110856</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110853#p110853</link>
			<description><![CDATA[<p>I think the weapons are mostly fine as they are.</p><p>The rockets could do with a speed/accuracy boost, as the amount of times I have shot a rocket at a tank from a distance for it to veer of, and then I get a Laser in my face is unfair.</p><p>Proxy mines need to go aswell, I agree.&nbsp; They are something you can NOT attack against if you are in a rush to get to a certain place.&nbsp; Someway of disarming them, or getting past them so they don&#039;t blow up (Crouching like in Vanilla..?) </p><br /><p>As for the officer. That kit is great. Pistols Accuracy and Damage is fine. I use it whenever I have the oppertunity too. However I feel the area scan should be able to get resupplied when its empty. Even if it just takes a super long time. Not quite accuracy based, but its on the subject.</p>]]></description>
			<author><![CDATA[null@example.com (Gwynzer)]]></author>
			<pubDate>Mon, 14 Jul 2008 12:29:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110853#p110853</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110846#p110846</link>
			<description><![CDATA[<p>Keep mines but supports souldn&#039;t be able to resupply themselves. A trooper can have 2 grenades per life even if resupplied. Because it&#039;s powerful right ? So why don&#039;t make the same thing for mines ? People abuse with it in vanilla and they can&#039;t resupply they are snipers. Unlimited mines is the best way to kill fun. </p><p>(Keeping unlimited detonation packs doesn&#039;t kill fun. In fact 2 are not enought.)</p><p>Edit : a class (support ?) should be able to deactivate all kind of mines.</p>]]></description>
			<author><![CDATA[null@example.com (Burner)]]></author>
			<pubDate>Mon, 14 Jul 2008 12:10:41 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110846#p110846</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110845#p110845</link>
			<description><![CDATA[<p>I think the switch from crouch to prone should he fixed. I hardly ever prone, mostly because i don&#039;t think switching all the sudden will make my aim better.Realisticly switching from crouch to prone should worsen your aim. I just don&#039;t think going from crouch to prone and shooting more accurate is realistic, it should worsen your aim coz you need to prone (change position) Alot of people seem to switch from crouch/stand to prone and there aim seems improved.</p>]]></description>
			<author><![CDATA[null@example.com (Krowmaet)]]></author>
			<pubDate>Mon, 14 Jul 2008 12:08:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110845#p110845</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110839#p110839</link>
			<description><![CDATA[<p>Yeah ok here&#039;s mine.</p><p>1) prox mines.&nbsp; Remove them.&nbsp; I&#039;m sick of them being tossed about by people looking for cheap and easy kills.&nbsp; They are a no-skill no-defence-against weapon bordering on exploitive in nature and entirely against the way we designed gameplay.&nbsp; Personally I want em gone from the mod and replaced with something more interesting.</p><p>2) After examining the stats on the weapons the DH-17 pistol seems to be a bit high up.&nbsp; It was originally designed to be stronger but slightly slower firing than the imperial pistols.&nbsp; I am guessing that this also makes it the slightly better long-range pistol weapon (though all our pistols were designed as a long-range backup weapon just in case you needed it.&nbsp; Not very realistic but gamewise it is quite nice and believeable enough).&nbsp; Even combining both imperial pistol stats together-the rebels only have 1 but the imps have 2 models-it comes out ahead by a clear margin.&nbsp; I&#039;d say bring it down to the same values as the imperial pistols to even out the discrepency.</p><p>3) with the removal of the prox mines the bowcaster/mg15 could possibly have slightly better firing-zoneout settings.&nbsp; That is assuming the prox mine is replaced by something useful but not by something that is just as deadly.</p><p>4) the medic carbine weapons, at worst, could do with slightly less firing zoneout deviation.&nbsp; Personally I think they&#039;re fine and fit right where they are supposed to balance wise.&nbsp; It should be realised that only the weapons in the first two kits are supposed to be the big fighting ones.&nbsp; The support kits are meant to provide support, not be soldiers in and of themselves.&nbsp; </p><p>5) PMG could use .5 less splash damage on its explosionradius setting</p><p>6) If it was possible to speed up the bolts on all the weapons then I&#039;d say go for it.&nbsp; This is where most of the perceived inaccuracy comes from due to the effect the slower bolts have over long range.&nbsp; This does have all the inherent visibility problems we encountered the first time round though, so I wish luck to whomever tries it.&nbsp; But increasing the standard accuracy settings on the rifles I disagree with for many reasons.&nbsp; Though I&#039;ll save that discussion for another time and place.</p><p>7) distribute the Bounty Hunter kit onto all the infantry maps.&nbsp; High time we see that thing out there</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Woodrow)]]></author>
			<pubDate>Mon, 14 Jul 2008 06:16:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110839#p110839</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110837#p110837</link>
			<description><![CDATA[<p>More public answers, please, so the rest can weigh in <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Mon, 14 Jul 2008 05:12:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110837#p110837</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110815#p110815</link>
			<description><![CDATA[<p>I think all the rifle weapons need improved acuuracy. And when going from standing to prone or vice versa you dont regain accuracy fast enough. I know its to prevent abuse so how about going from standing to crouch to prone doesnt cost much accuracy?</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Sun, 13 Jul 2008 18:29:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110815#p110815</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110814#p110814</link>
			<description><![CDATA[<p>Don&#039;t change a thing. (Watched my son playing COD 4 online. Weapons so accurate that they&#039;re almost a one shot kill over massive distances. Looked stupid and kills the gameplay if you ask me.)</p>]]></description>
			<author><![CDATA[null@example.com (Athlon)]]></author>
			<pubDate>Sun, 13 Jul 2008 18:24:14 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110814#p110814</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110812#p110812</link>
			<description><![CDATA[<p>I&#039;d like to see some better accuracy in the bowcaster.&nbsp; Especially in single shot mode.&nbsp; After the scene in RotJ when Chewy shoots the Imp off his speeder I&#039;ve always believed that this weapon was very accurate.&nbsp; Almost like a sniper variant.</p>]]></description>
			<author><![CDATA[null@example.com (Crix Madine)]]></author>
			<pubDate>Sun, 13 Jul 2008 18:19:30 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110812#p110812</guid>
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			<title><![CDATA[Re: Weapon Accuracy Poll]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=110804#p110804</link>
			<description><![CDATA[<p>If you make the rapid fire weapons a tiny bit more accurrate , and the lower firing-rate weapons quite a bit more accurrate,&nbsp; or perhaps weigh the accuracy increase against the kits overall deadliness.&nbsp; &nbsp;Like medic blaster , since its a relatively weak gun, make its accuracy higher.<br />The T21 , well it wont need quite as big of a change.&nbsp; &nbsp;etc.&nbsp; etc .<br />The games already so good you can just say , live with it.&nbsp; but with a few changes like that, the ground fighting dynamics would surely change ... ( for better or worse )&nbsp; &nbsp;gotta try it to know ... and half of the equation is very well known to us all by now .</p>]]></description>
			<author><![CDATA[null@example.com (Luke SkyRaper)]]></author>
			<pubDate>Sun, 13 Jul 2008 17:31:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=110804#p110804</guid>
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