The AKMS is the perfect weapon.

  • Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Keganator

White as Snow Moderator
Jun 19, 2001
5,262
0
36
PR's Barracks
www.kegnet.net
yurch said:
What?

Also, people, this is keg's AK whiney cry thread. Not a TDM thread. Keep it on topic.
Dang, I went from sarcastic to whiney. Too much?

5eleven:

I don't really think there is anything that can be done, unless the way weapon handling is managed gets changed.

I'm dead serious about what I said though: I don't see any reason why I should take any other gun besides the AKM. It handles better than any other gun in INF at the moment; the small site area and small sight misalignment makes viewing and targeting enemies easy, the low recoil makes putting those bullets on target easy, the huge drum with its fast reload makes putting another set of bullets into your enemy easy. There are no downsides to the gun if you want iron sites. Period.

If the IMT believes they've created a weapon "as real as it gets" and to the best of their ability, then I'll accept it as real and make use of it. I can make excellent use out of it. If they want to re-evaluate certain aspects of the way the gun works, that's their decision too. Until then, I'm going to keep using it and love it.

Anyway, I'll still be offline for a few more days...but as soon as I'm done writing this OS for my Systems course, I'll be back on the server whoring it up with my oober AKM and loving it.
 

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
I <3 Arethusa.

I <3 Olethros.

I still <3 511, but not as much as those two guys...

As far as the AKM? Yeah, it's really fucking easy to use. The reload animation is kinda awkward - but overall - it's still one of the most aestheically pleasing weapons in the game.

And yes, I think it's a bit 'cheap', but oh well. At least it's not the FN FAL - with the incorrectly modeled rear sight and silly looking animation.

Do I think it should be fixed up a bit? Yes. Do I think all of the guns (sans the G3A3 and a few others) should be fixed up a little bit? Yes.

I honestly don't see a reason to take another gun (other than perhaps the obnoxious 'safety' clank sound). I just try to force myself to not use it.

To be honest, all I really want from the IMT is a fixed MP5 model (or a picture of the weapon to prove that it exists - detailing the welded 'rail' system that, as far as I've seen, does not exist) and a 'non-green' reflex sight for the M16/M4.

Or cookies. Cookies work.
 

Harrm

I am watching porns.
Oct 21, 2001
801
0
0
Porns
clanterritory.com
@Prev: What I posted wasn't up for grabs. They teach you that in West Point Academy. And if anyone had bothered to read my post, complaining that I was going off on a TDM tangeant, you would find yourself wrong. At no point did I even mention TDM; UN17 took it upon himself to bring that up. Please, don't tout your belligerence by arguing an argument that just isn't there.

When people know the maps, pretty much everyone can predict where the enemy is going to come from. From thereon out, it's who has the better weapon and who has the fastest reaction. So, two armored oponents with the same reaction time, hitting each other in the chest at the same time, one with an M4 and the other with an MP5, gives a situation in which the M4 guy will win all the time. Also, anyone who actually keeps up on this thread will notice this little gem:

No, but it more effeciently utilizes the skills of the weapon user by maximizing combat potential for any given skill. It's the reason new guns are made. The guy with the bigger, better gun always wins. So while it doesnt make up for skill, it makes the skill you do have go quite a bit farther. Point in case, please take on an expert soldier that's using a musket with your PSG1.

5eleven:

I find it relatively funny because I pick up an M4 after not playing in a month, get ripped apart every round in the first 30 seconds, but if I happen to get a kill on the mapmaster, I'm an "M4 whore".

Because people need to have a reason they lose, and it's extremely easy to blame it on the oppnents' weapon/hacking/whatever bull they pull out of their ass. This is a poor decision, because they are not reanalyzing their loss to find a way to improve, they are simply creating an excuse to screw up again.

@Keg:
I'm dead serious about what I said though: I don't see any reason why I should take any other gun besides the AKM.

Then dont. It's as simple as that. If the only reason you have fun in INF is to win, then take the AKM every time you play. If the reason you have fun in INF is to overcome adversity with a weaker weapon and still try to pull out victorious, then dont ever take it. Nobody is forcing you to take this gun. It has been proven statistically that winning with other weapons, contrary to popular belief, is in fact possible.

Dang, I went from sarcastic to whiney. Too much?

Actually, I think you have a readily available argument when you started out, but sarcasm is never taken lightly in a heated debate like this. And when your simple complaint is taken like an all-out-assault on integrity like it is here...well then...

--Harrm
 
Last edited:

Keganator

White as Snow Moderator
Jun 19, 2001
5,262
0
36
PR's Barracks
www.kegnet.net
No no, I was being sarcastic in my first post, too. Just a bit more thinly veiled.

For those of you who havn't figured it out yet, I'll say it openly: I didn't want to start a serious debate about this gun. Mainly, because I know nothing I say will affect the Inf Mod Team's decisions on what's realistic and what's not. They made that quite clear to us when they decided that our beta feedback on the first inf weapon's pack wasn't useful, and decided to let us go...while not fixing half the bugs we mentioned. It's even clearer that they aren't going to listen to rational thought outside their team, as was exemplified in the thread in crac's sig. They're making Inf: Their Way, and Their Way is way off the Sentry Way as far as I'm concerned. My biggest problem is we're FORCED to play Inf: Their Way because everyone uses the IMT weapon packs and 'balance' fix on their servers. So, until I get my own server set things up to the way I want, I will continue to play with these new weapons. I will play with the easiest, lamest weapon that they release, always, just to show how easy and lame the weapon is (regardless of the fact that 3/4 of the server is. too). Maybe by doing that, they'll realize what they've done and fix their game.
 
Apr 2, 2001
1,219
0
0
Frankfurt/ Germany
Visit site
I don't see how they don't listen... they changed the M4A1 with every release, they just don't to it overnight.

Also listen to what is posted in the forums.... their is little consens on weapon issues and I bet the AKM will be toned down in the maturing process.
 

Crowze

Bird Brain
Feb 6, 2002
3,556
1
38
40
Cambridgeshire, UK
www.dan-roberts.co.uk
Keganator said:
Mainly, because I know nothing I say will affect the Inf Mod Team's decisions on what's realistic and what's not.
You don't know what affects our decisions at all, so stop presuming such things.

They made that quite clear to us when they decided that our beta feedback on the first inf weapon's pack wasn't useful, and decided to let us go...while not fixing half the bugs we mentioned.
It seems we've been over this ground before. You lost sight of what feedback is, disregarded any issues other than 'realism', and as such hindered the team more than you helped.

It's even clearer that they aren't going to listen to rational thought outside their team, as was exemplified in the thread in crac's sig.
Yet again you presume to know what we are going to listen to. Regarding crac's sig, I really don't see what it has to do with either yourself or cracwhore. I'm currently dealing with the issue with Olethros, just because you aren't involved doesn't mean that nothing is being done.

They're making Inf: Their Way, and Their Way is way off the Sentry Way as far as I'm concerned.
You presume to know what our way is and what Sentry's way is, yet you are part of neither team. Having two searate teams with exactly the same goals would be pointless. I can't help it if neither our way nor Sentry's way perfectly fit into what you personally want to see.

My biggest problem is we're FORCED to play Inf: Their Way because everyone uses the IMT weapon packs and 'balance' fix on their servers. So, until I get my own server set things up to the way I want, I will continue to play with these new weapons.
Nobody is forcing you to use the new weapons. The AKM does not give any player a particular advantage over any other, the advantages are in how skilled the person is in handling themselves and the weapon. Maybe you should look at what you are doing wrong before laying the blame on other people.

I will play with the easiest, lamest weapon that they release, always, just to show how easy and lame the weapon is (regardless of the fact that 3/4 of the server is. too). Maybe by doing that, they'll realize what they've done and fix their game.
Maybe, but I've yet to see a problem. If you want it changed, I suggest you start gathering evidence about what exactly we are doing wrong and present it to the team, instead of making big, sweeping statements without any substance at all.
 
Last edited:

Keganator

White as Snow Moderator
Jun 19, 2001
5,262
0
36
PR's Barracks
www.kegnet.net
Crowze said:
Yet again you presume to know what we are going to listen to. Regarding crac's sig, I really don't see what it has to do with either yourself or cracwhore. I'm currently dealing with the issue with Olethros, just because you aren't involved doesn't mean that nothing is being done.

I'm not talking about the sig, I'm talking about the thread the sig links to. When Olethros presented your team, in a public forum, with facts that a team member of yours was incorrect, you blew him off and basically said his opinion was worthless. You said "You know" who to trust about guns and who not to trust, implying that Olethros didn't know what he was talking about. Reading through that thread as a more or less impartial observer, and reading the arguments on both sides, it was clear to me that Olethros knew what he was talking about, and it was clear that you didn't care about the implications.

Crowze said:
It seems we've been over this ground before. You lost sight of what feedback is, disregarded any issues other than 'realism', and as such hindered the team more than you helped.

We presented serious problems, which were then presented in this forum again by other people who had not tested it before it went live. That alone should've indicated to you the problems we addressed were valid and should've been addressed. Instead of dealing with them when you had a chance, you let them get brought out into the open. Just to clarify for the rest of everyone; while we were serious about maintaining realism and put great emphasis on it, we did address anything we thought to be a problem. Infiltration has been and continues to be my favorite First Person Shooter of all time. Because of that, when it comes to this game, I normally let my voice flow. Personally, the fact that you consider our emphasis on realism when we were evaluating your weapon pack to be an 'issue' speaks volumes about your attitude towards what you're doing "for" Infiltration.

Ecale: If you get something right, there's nothing to apologize for. ;)

Crowze said:
You presume to know what our way is and what Sentry's way is, yet you are part of neither team. Having two searate teams with exactly the same goals would be pointless. I can't help it if neither our way nor Sentry's way perfectly fit into what you personally want to see.

Since when does having to be a part of a team make me incapable of understanding the product of the team? I've seen the products of both groups. I've played the products of both groups. I dislike the direction your team is taking this game in. Specifically, I dislike the fact that you add just anything you want, regardless of whether or not it positively affects the game. Whether you want to believe it or not, Infiltration is basically the InfModTeam's baby now. What you do sets the tone for the entire game. I hope you're not suggesting that because I'm not a member of Sentrystudios or the InfModTeam I can't express that I dislike the direction the game is going in.

Crowze said:
Nobody is forcing you to use the new weapons. The AKM does not give any player a particular advantage over any other, the advantages are in how skilled the person is in handling themselves and the weapon. Maybe you should look at what you are doing wrong before laying the blame on other people.

You are absolutely correct; no one is forcing me to use these *new* weapons. I have *chosen* to use and abuse them. I've *explicitly* said I want to use them. I mean to have fun, and to me, fun is a level playing field. Given all other things being equal, when one gun seriously outperforms another, the only way to keep the playing field equal is to use that gun.

However, it's not only the new weapons that you have 'touched up'; with your IWE mutator, you've changed the behavior of most of the original weapons as well. Since all servers that have population when I play use these muties, I literally have no choice but to play infiltration they way your team envisions. This isn't counterstrike where you can hop from server to server; we have two, maybe three really active ones. That's it. What you have chosen to do affects us all.

In addition, to deny that the AKM has serious advantages over other weapons is delusional. All previous inf weapons at least had a downside to the upswings to the weapons: You had a SIG if you wanted full auto (but with more site misalignment/kick), a FAMAS if you wanted to trade controllable full auto for more sites blockage, your M16 if you wanted a grenade launcher (but no full auto), etc etc etc . If you wanted a drum, you had to switch down to an SMG. The P90/m5/AKMSU had similar balances between them. The attributes of the guns themselves--whether it be the model, the handling, the animations, the bobs--they were the balancing factor. Now with the AKM, I have very un-obtrusive sites, coupled with a huge drum and low recoil OR low recoil/unobtrusive sites/grenade launcher--the best of all the other non-scoped guns combined. Did I forget to mention the fast reload time? It's faster than my SIG, definitely. I wonder what quick-draw pocket Inf_Guy stuffed that drum into?

So tell me: How do these advantages over other guns, given that all players are still equal, NOT make it the best gun to pick? How do the advantages given to the AKM make it fair to the guy who wants to use the old M16 or G3 or the G36 or any other of the guns with serious downsides; how does it make it worthwhile for them? If you want to pick any other gun, you're handicapping yourself in some way; either with ammunition, recoil, site blockage, reload time or a combination of them.

Crowze said:
Maybe, but I've yet to see a problem. If you want it changed, I suggest you start gathering evidence about what exactly we are doing wrong and present it to the team, instead of making big, sweeping statements without any substance at all.

With respect, have you read this thread at all? I may not know what "drives your decisions", but at least I can see that you haven't read a thing I've said. If you need bullet points, I'd be happy to provide them.

ISSUES WITH THE AKM
  • The recoil at any speed is noticeably less than similar rifles.
  • The recoil does not noticeably change depending on your movement speed.
  • The reload animation is relatively faster than other rifles.
  • The weapon bob animation provides little to no visual offset when walking or jogging, unlike similar weapons.
  • The bullet penetration of the weapon seems to be higher than that of other similar in game weapons.
  • The advantage of being able to use a drum is not offset by anything inherent in the weapon.
  • The advantage of being able to use a grenade launcher is not offset by anything inherent in the weapon.

These are all observations I've had while playing the game, playing against opponents who use the weapon, and from using the weapon myself. The issues with this gun alone threaten the game at its core. When you have one overbearing weapon in a game, it ruins the game for anyone who doesn't want to use it. The Inf Mod Team weapon pack has been out for two months now. To merely pass off half the server using an AKM at any one time as "People playing around with the new weapons" is self serving, especially two months after it came out. Maybe if it was still the first week, but not two months later.
 

Derelan

Tracer Bullet
Jul 29, 2002
2,630
0
36
Toronto, Ontario
Visit site
Keganator said:
ISSUES WITH THE AKM
[*]The advantage of being able to use a drum is not offset by anything inherent in the weapon.

I believe when you use the drum, you get less rounds per bulk, as when you use the drum for the AKMSU or the 32 round mag for the Micro-Uzi.
 

Crowze

Bird Brain
Feb 6, 2002
3,556
1
38
40
Cambridgeshire, UK
www.dan-roberts.co.uk
Obviously I was referring to the thread itself. My statement still stands, you don't know any further discussions that took place regarding it and you're assuming that there aren't any. You are reading far too much into what I say, looking for any slight mistake in language, instead of looking at what I'm actually saying. You're just trying to stir up trouble instead of getting the problem solved.

My aim with IWE is not to bring all the stock weapons in line with the Mod Team weapons - if it was, it would have been made a compulsory part of the weapon pack. If you've got a problem with it, why have you waited until now to bring it up, and still not even specified what you don't like about it? How am I meant to fix problems when I don't know what they are?

What do you suggest we do to fix the AKM then? Should we make difficult-to-use sights maybe, or limit it to burst? I thought you liked it to be realistic. Do you also think that we're just going to leave it as it is, without looking at what is/isn't realistic in more detail? We've updated the M4A1 with each release to make it closer to its real-life counterpart, and we will do the same with all of our weapons as needed. Can't you just leave us to it, instead of trying to impose your view of how it should work? What experience do you have of firing the AKM?

I was asking for proof, yet I see none.
  • Maybe you should read the thread again, I recall someone posting the recoil comparison with the SIG551.
  • True. It doesn't for any weapon, however the 'conefire' increase is in line with all the other weapons.
  • Yes it is, it is something we will be reviewing. However without a hardpoint system we can't accurately model it at all.
  • This is where I'd say all the other weapons are wrong. You would not bring a weapon up to aim and keep it waving about wildly. This again is partly down to Inf's flawed movement and aiming system.
  • The penetration is exactly the same as that AKMSU, which uses the same ammo.
  • True to life. Again, a limitation of the loadout system. What do you suggest we do to get around this?
  • See above.
Finally, get your facts straight. Weapon pack 1.2 was released at the beginning of this month.
 

Arethusa

We will not walk in fear.
Jan 15, 2004
1,081
0
0
Drums and grenade launchers do provide disadvantages in real life. You can't call the current system true to life without lying thorugh your teeth. Drums make the gun heavier, which makes it handle clumsier and slower in high movement situations. Same for grenade launchers. And yet, as it is currently, if I'm not taking a grenade launcher, I am taking at least one drum because the loaded drum I start with will (1) probably last an entire match and (2) not affect my bulk at all. This is a problem. And it's a problem I brought up before and was summarily shot down for. Like I said: spectacularly bad record.
 

geogob

Koohii o nomimasu ka?
Actually, the biggest drawback of drums and grenade in Real Life is probably the way you carry it around. Getting a drum out of the "inventory" should take longer than taking a mag.

The key would be to have a "pouch system"... I'm not sure how to explain this. But in RL there is a certain number of mag you can carry in you in a position where you can quickly take them out during reload. After that the rest must be stowed away in a backpack or something like that. The number of Drum you can have quickly available for reload is way smaller than the number of MP5 mag for example. This isn't "modelled" in INF. Same goes for 40 mm grenades and all the rest.

And I don't see how a drum could last an entire match... often an minimi can doesn't last 2 minutes with me :p

No, jocking asside, the whole inventory/bulk system in INF is far from being realistic. It gives you all the flexibility possible, but without the penalities. In real life there would be a limit of certain things you can carry around (due to volume, weight) and also a limit to the number of things you can have readily available. Claymores is another good example. In inf you click a button and *poop*, a clay drops out of your ass instantly. In real, it should take you some time to get your backpack open, take the claymore out and place it on the ground.

But as i said, the current system isn't perfect. It aimed for flexibility instead of giving you "hard coded" fixed loadouts like it would in most other games. This is pretty much one of the features that made INF one of a kind.

Knowing that the system has imperfections and cannot take into account the major disadvantage of carrying anything, whether it is 40mm grenades, 75 rounds drum or such, it's pretty hard to blame anyone making such tools available for not forcing their disadvantage. The game the IMT addons are based on is not perfect. We try our best to get around these imperfections (IWE is an example) but we can't do miracles. Bulk of our items has been critisized a lot. Well, we have to live with the limitations of the game. In a future game, who, I'm sure, will have a much improved system, this might be entirely different.

So in brief, you are right about them. They have disadvantages, but we don't have the tools to model them correclty in INF. This is why some would like to see us resort to "Balance" to create an artificial disadvantage to cope with fact that we can't recreate their real disadvantage. Personally, I'd rather waste energy on finding a way to recreate their real disadvantage.
 

Rostam

PSN: Rostam_
May 1, 2001
2,807
0
0
Leiden, Holland
Geo, I remember when I heard of a 'backpack' feature in 2.9, I went insane. I thought they finally implented something so you could put 2 40's, 1 m67 and 6 mags or something on you and put the rest of the ammo and equipment in the backpack. But obviously, this was not the case.
 

Taque

Custom User Title
Dec 3, 2002
498
0
0
PARIS
www.mpclan.com
How is the advantage of the GP25 not being 'offset' any different than the M203 and the M16? The switch between 40mm and bullets might be a hair longer on M16, but if the enemy is nadeable, he's far enough away that it doesn't matter anyway.

As for the gun being more difficult to handle, I doubt there is anything they can implement to simulate that (a la the minimi 'heft' feeling) for only the drum as opposed to mags. And as for you only using one drum a match, that's your own playing style - I tend to go through ammo likes it's cheap (oh wait, it is :p).

Oh, and for the aiming while walking - I always watch the front sight of whatever gun I use as it a) moves less than the back and b) the average of its swaying is where your gun is pointed. Watch the M16, for example, the front sight doesn't wildly swing about, and it's, for me, just as easy to aim as the AKM.
 

Rostam

PSN: Rostam_
May 1, 2001
2,807
0
0
Leiden, Holland
Taque, drums give you easier to control recoil. They make long distance shots harder though as the weapon is harder to keep under control.

But I think we can all agree that any attachable grenade launcher right now is hardly realistic, all you have to do to prove this is by watching how people use it (like a one shot one kill utility, jumping and firing the thing etc).
Maybe the backpack thing could help out just a bit. When you give 5 pouches away for mags, 2 for handgrenades and one for smoke, there isn't much room left to carry 12 40mm grenades with you like people do now. By putting it in the backpack atleast people not to choose where they will be specialised at instead of having the best of both worlds (which is basicly what the m203 results in being along with the GP25).
 

cracwhore

I'm a video game review site...
Oct 3, 2003
1,326
0
0
Visit site
Rostam, grenadiers have a special 'vest' with big box-shaped pouches that store their nades. There are actually a couple designs...

They usually hold about 24 grenades (neat huh?).

Having to sort through your backpack for nades isn't very realistic at all.
 

Rostam

PSN: Rostam_
May 1, 2001
2,807
0
0
Leiden, Holland
When having room for 24 grenades (wow...) do they also have room for handgrenades and magazines for their rifle? Or do the grenades just stick to the vest and the mags / handgrenades get put on the belt?

Meh, I'm lost. I've seen people do so many cool things with their m203. Like give cover thanks to smoke or just general fire at the enemy making them head for cover. At the same time I've seen so many lame things.

Now that you are here anyway crac, maybe you can explain to me if it is possible or not to fire a 40mm while leaning or jumping. In other words, whats the kick on that thing?
 

- Lich -

New Member
Jul 1, 2004
265
0
0
Keganator said:
ISSUES WITH THE AKM
  • The recoil at any speed is noticeably less than similar rifles.
  • The recoil does not noticeably change depending on your movement speed.
  • The reload animation is relatively faster than other rifles.
  • The weapon bob animation provides little to no visual offset when walking or jogging, unlike similar weapons.
  • The bullet penetration of the weapon seems to be higher than that of other similar in game weapons.
  • The advantage of being able to use a drum is not offset by anything inherent in the weapon.
  • The advantage of being able to use a grenade launcher is not offset by anything inherent in the weapon.

The bullet penetration is the same as the one weapon ingame using the same round: AKMSU.
The AKM has more no or less downsize using a drum than the akmsu, so its in line with sentries ak.
The AKM has no more or less downsize using a grenadelauncher than the m16A2, so it is in line with sentries gun.
For me the recoil is a lot of difference if I jog or walk (akm). While you are right, the recoil while jogging is less, I can control the recoil with the sig better in every other firing position.
Reloading: I just switched to slomo 0.1, so I get a bigger difference, time measured from pressing reload key to firing first round: (seconds)
AKM: 10.4
Sig: 12.3
M16A2: 10.0

From Empty:
AKM: 15.4
Sig: 14.8
M16A2: 13.2

So it reloads fast, but not fastest. From empty it is even the slowest of these.

When 2 ppl meet on an INFMap, one with akm, one with another rifle, be is famas or sig or m4, all conditions the same, the akm user will die first, due to the lower ROF of the akm.
 

Taque

Custom User Title
Dec 3, 2002
498
0
0
PARIS
www.mpclan.com
Ros, I know the drum oughta give you better recoil control - I didn't mention it in my post. ;) I was mentioning the "handling" he talked about, like how the Minimi is heftier and moves a touch slower, but is implemented so well that it doesn't feel this way. At least I remember something about that.

As for the 40mm, I think you're seeing jumpshots and stuff like that mainly because you're on euro servers (me as well) ... though I could've sworn dukenades implemented conefire on 40mm while moving. Anyway, jumpshots were possible before, but I have not seen them in a while.