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Tech Ohm Eaven
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Posted - 2013.09.24 04:15:00 -
[1] - Quote
I remember using M-16 AR and those I remember had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
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Tech Ohm Eaven
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Posted - 2013.09.24 04:22:00 -
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Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else.
Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto.
Sounds more balanced and tiered than one magazine size for all basic, advanced and proto??
I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. |
Tech Ohm Eaven
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Posted - 2013.09.24 04:34:00 -
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Exmaple Core wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. i like this idea. ARs are entirely too powerful and reducing the clip would be a great balance without changing the other numbers. I like changing it down to 40, and then 30. Have 40 as the control number, 30 might be too little so test it at 40. But the devs wont do this, and if they do, it will be pushed back
These have 20 and 30 bullets per magazine. I do not sell these but hmmmm perhaps its time for me to adopt a new hobby?
http://world.guns.ru/assault/usa/m16-m16a1-m16a2-m16a3-e.html
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Tech Ohm Eaven
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Posted - 2013.09.24 04:37:00 -
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Exmaple Core wrote:Adulng Beit wrote:you gotta remember that these are future weapons and they AR is not really firing bullets but bolts of plasma. I would be questioning why the Sub machine gun has 72! who cares? its bad for balance
AGREED. |
Tech Ohm Eaven
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Posted - 2013.09.24 04:47:00 -
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Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. i like this idea. ARs are entirely too powerful and reducing the clip would be a great balance without changing the other numbers. I like changing it down to 40, and then 30. Have 40 as the control number, 30 might be too little so test it at 40. But the devs wont do this, and if they do, it will be pushed back These have 20 and 30 bullets per magazine. I do not sell these but hmmmm perhaps its time for me to adopt a new hobby? http://world.guns.ru/assault/usa/m16-m16a1-m16a2-m16a3-e.html yeah i completly agree bro, they should have 30 round clips like litterally every AR to ever exist in the history of anywere, but dust doesent make sense, it never will. Dust is dumb, everything about it, nothing is logical here. Armor tanks are faster because armor plates make you slower, hmgs are now gattling guns but ARs shoot further and faster, grenades blow up tanks no one knows whats going on. So its kinda pointless to make real sense of things. its not going to happen
Well the Dust 514 Developers better balance ARs better since the PS4 is in November.
Marks another day off the calendar on the way to November. |
Tech Ohm Eaven
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Posted - 2013.09.24 05:05:00 -
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Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are.
And heres the problem in that Dust 514 ARs are instant killers and this then is UNBALANCED. Therefore to restore balance lower magazine sizes are needed. |
Tech Ohm Eaven
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Posted - 2013.09.24 05:20:00 -
[7] - Quote
Iron Wolf Saber wrote:Tech Ohm Eaven wrote:Iron Wolf Saber wrote:Well I liked the original AR from Halo 1 and it felt balanced back then, but you could only reload it twice before you magged out but it was no instant killer like our Plasma Rifles are. And heres the problem in that Dust 514 ARs are instant killers and this then is UNBALANCED. Therefore to restore balance lower magazine sizes are needed. There are other weapons with near similar time to kill amounts though so I am not sure what the TTK goal is for the game so even if you nerf it to 30 round mag its still going to down people near instantly and most folks reload between kills. So overall a magazine nerf alone is not going to 'fix' it. Maybe higher dispersion because the damn thing is near laser accurate right now.
Dispersion does need to increase.
But I am asking for reduced magazine sizes as a tiny adjustment to see the results to then go from there. I.e. militia 20, basic 25, advanced 35 and proto 40??
Also a reduced AR total ammunition pool increases dependence on Logistics players so maybe thats needed also.
But please no sudden nerfs just tiny adjustments. |
Tech Ohm Eaven
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Posted - 2013.09.24 05:34:00 -
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Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill
When I say dispersion I mean the falloff like the laser has.
Since its not shooting bullets and to give shotguns, HMG, SMG a decided area??
I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m .
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Tech Ohm Eaven
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Posted - 2013.09.24 06:01:00 -
[9] - Quote
Exmaple Core wrote:Tech Ohm Eaven wrote:Exmaple Core wrote:dispersion would be nice but it will not make a difference because of the sharpshooter skill When I say dispersion I mean the falloff like the laser has. Since its not shooting bullets and to give shotguns, HMG, SMG a decided area?? I.e. AR dispersion at less than 20m is so high for these plasma balls that they do reduced damage at ranges under 25 m and dispersion of these plasma balls is such that they do reduced damage at ranges above 65m . fall off and dispersion are 2 different things :p but the ARs do loose damage over distance, pretty significantly
Now with 60 bullet magazines I.e. Duvolle Assault kills HMG heavy. Pissed off heavy says @%$^&* and grabs Duvolle AR.
Heavy keeps using Duvolle AR.
If smaller AR magazines are implemented Assault Duvolle AR user shoots 30 rounds and pauses to reload as HMG heavy continues to shoot.
HMG heavy kills AR user in CQC.
Pissed off AR user learns not to mess with HMG heavy in CQC.
AR user kills HMG heavy at mid range.
Every weapon needs a niche and not just a good for every thing scenario.
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Tech Ohm Eaven
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Posted - 2013.09.24 06:22:00 -
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Kal Kronos wrote:The problem is the gun's range not it's clip size. I would need for someone to throw out it's range values in order to give my opinion as to what I think it should be reduced to though. If I remember I think it's 100% out to 40. Then you have to evaluate that against the HMG's to keep AR curve outside of that range wise, while being inside of the ScR and LR.
When a HMG heavy dies to an AR Duvolle Assault in CQC at five paces is it the guns range or is the problem that of the Duvolle AR doing too much damage per second due to extended magazine bullet sizes?? |
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Tech Ohm Eaven
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Posted - 2013.09.24 06:24:00 -
[11] - Quote
Mobius Wyvern wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Give finite ammo to vehicles. AR keeps 60 round magazine. I'm not even bitching, honest. I just find it hilarious how this always devolves into accusations of trying to gimp someone's primary asset.
Been asking for finite ammo on vehicles since Replication. So yeah finite ammo on vehicles is also needed. |
Tech Ohm Eaven
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Posted - 2013.09.24 06:28:00 -
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Beforcial wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. How would you exponentiation damage to those clips? By the looks of it Proto's will kick ass big time vs a Militia or Advanced fits. I don't see how this makes more sense to anyone then what we already have, when you will need 3 dudes in militia to deal with 1 guy in proto as far as your clip count goes (including missed shots). It's already bad as it is having Proto AR's deal more damage then Militia or Adv. (I am comparing AR vs AR fights here nothing else.) Proto gear to me felt like it was supposed to be the same gear as advanced but that it's got something special maybe a risk factor to it after all it's a prototype and not an approved product yet. I see it as just the same idea then what is already in game now. (not great) Plus: How people still complain about balancing, when there is so many racial equipment / vehicles still missing? This game will be unbalanced till then at the least. (unless that stuff just never comes anymore but that's another thing) Very undecided whether this can be turned in to anything good.
It tones down the AR from being a good at everything weapon.
I.e. in CQC if the AR user has 40 bullets in a proto AR then my fix in CQC is Assault- Medic with militia shotgun. AR user sprayed clip and pauses to reload and injured shotgun user kills AR user when AR user is reloading. |
Tech Ohm Eaven
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Posted - 2013.09.24 06:45:00 -
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Daddrobit wrote:Ya know what? As an avid AR user, I'd say I'd absolutely be fine with a mag reduction. I don't know if reducing it all the way down to 30 would be all that cool, but I could definitely see it drop to 45 or so to be in line with the militia variant. Went 22-2 with it in an ambush earlier this morning, so it's certainly not that bad of a weapon.
But I wouldn't go a whole lot lower than that in my honest opinion. At 30 bullets doing 33 damage a piece for 990 total damage, you still wouldn't be able to kill my logi with over 1100 hp without reloading or landing several headshots and not missing the rest. Even a basic heavy with no plates or shield extenders would survive if he just has base armor and shields trained.
45 bullets will put you at 1485 damage giving you a little leeway and putting you in the position of still -able- to kill a basic heavy, while a well fitted one would still survive even with every bullet hitting, again requiring headshots, but as it's a well fitted heavy, it's kinda meant to be able to sponge up the damage.
This, which would be a reduction from 1980 potential damage which simply kills everything even after you've missed a bunch of shots would be a fine balance in my opinion as even that 1485 damage would require you to hit on -every- shot which would require a bit of skill, and it certainly wouldn't happen for those spray and prayers.
And that's what a weapon should do, if you're skillful enough to be able to land most every bullet, you should be rewarded for it by being able to kill most all people. And if you're not, you deserve to watch the reload animation, followed by the respawn counter.
30 bullets too few for 1500 damage??
Hmmmm.
10 % damage increase source: CCP Wolfman.
15% damage increase source AR proficiency L5
Three complex damage mods doing 10% each?
30% from three damage mods minus stacking for 26% 26% plus 15% proficiency 41% damage plus CCP Wolfmans damage of 10% gives me 51% damage increase.
So 30 bullets times 34 for 1020 damage times 1.5 for 1530 damage from 30 bullets. |
Tech Ohm Eaven
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Posted - 2013.09.24 07:45:00 -
[14] - Quote
Daddrobit wrote:Zero Harpuia wrote:Daddrobit wrote:Tech Ohm Eaven wrote:Daddrobit wrote: Snip Snip 30 bullets too few for 1500 damage?? Hmmmm. 10 % damage increase source: CCP Wolfman. 15% damage increase source AR proficiency L5 Three complex damage mods doing 10% each? 30% from three damage mods minus stacking for 26% 26% plus 15% proficiency 41% damage plus CCP Wolfmans damage of 10% gives me 51% damage increase. So 30 bullets times 34 for 1020 damage times 1.5 for 1530 damage from 30 bullets. 34 damage? whoops, thought it was 33, my bad. Have to update my post then :) Regardless, unless that's a proto gallente assault or a proto logi, that's a hell of a glass cannon you've built for yourself. You're gonna be armor tanked and a nice slow easy target even if you are. Not to mention the slow regen of armor means you're eventually gonna die just from being whittled down or be forced to sit out of the battle after every engagement for half a minute+. Still anyone who didn't have proficiency V and 3 complex damage mods would still have a tough time with only 30 bullets. Not to mention the base SP investment to get the proto dopsuit, level V weaponry, level V AR proficiency, and both engineering and electronics to level V so you could actually fit it. Also do you happen to have a link to wolfmans post on that hidden 10% buff? Not calling you a liar, just curious and want to see it. When did that come in? The 10% buff was added when they removed the skill bonus on Weaponry, but I'm not sure if it was added to the weapon's ingame numbers or if the weapons have it added after the fact as if it were still a skill bonus. Oh, that buff. I'm fairly certain that was already added in the 34 that it shows. I'll have to go look through some old blogs and posts on it to find out.
Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? |
Tech Ohm Eaven
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Posted - 2013.09.24 07:48:00 -
[15] - Quote
Bendtner92 wrote:Tech Ohm Eaven wrote:Trust but verify.
Two newborn Dust bunnies. One new born shoots at the other newborn red bunny Militia AR shoots at one with one finger tap for one bullet doing 37 damage.
Militia ar says 34??
But 34 plus 10% Wolfmans buff equals 3.3 plus militia ar saying 34 gives me 37?? 34 + 10% shield bonus = 37 damage.
So thats why?? THANK YOU. |
Tech Ohm Eaven
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Posted - 2013.09.24 07:58:00 -
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Monkey MAC wrote:Daddrobit wrote:Tech Ohm Eaven wrote:Daddrobit wrote: Snip Snip 30 bullets too few for 1500 damage?? Hmmmm. 10 % damage increase source: CCP Wolfman. 15% damage increase source AR proficiency L5 Three complex damage mods doing 10% each? 30% from three damage mods minus stacking for 26% 26% plus 15% proficiency 41% damage plus CCP Wolfmans damage of 10% gives me 51% damage increase. So 30 bullets times 34 for 1020 damage times 1.5 for 1530 damage from 30 bullets. 34 damage? whoops, thought it was 33, my bad. Have to update my post then :) Regardless, unless that's a proto gallente assault or a proto logi, that's a hell of a glass cannon you've built for yourself. You're gonna be armor tanked and a nice slow easy target even if you are. Not to mention the slow regen of armor means you're eventually gonna die just from being whittled down or be forced to sit out of the battle after every engagement for half a minute+. Still anyone who didn't have proficiency V and 3 complex damage mods would still have a tough time with only 30 bullets. Not to mention the base SP investment to get the proto dopsuit, level V weaponry, level V AR proficiency, and both engineering and electronics to level V so you could actually fit it. Also do you happen to have a link to wolfmans post on that hidden 10% buff? Not calling you a liar, just curious and want to see it. When did that come in? 45 sounds about right to me. Like he said if your getting 1500 a mag then you are in a gallente chalked up on armour. Until we get full racial rifles this would be sufficent. After that a reassessment of the weapon ranges need to be done and prehaps a little extra overheat on scr to bring it down to around the same level!
Yeah 30 is a bit too low and 40 or 45 bullets sounds reasonable for a prototype AR.
So 30 bullets militia/basic 35 advanced and 40 or 45 bullets proto? |
Tech Ohm Eaven
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Posted - 2013.09.24 08:05:00 -
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Korvin Lomont wrote:Reducing the Clipsize of the GAR is a tricky one as you would need to reduce the Clipsize of all automatic weapons as well. Just because you don't like a weapon does not mean it is totally unbalanced. The AR needs the correct DPS Range profile: High DPS (highest Dps of all AR) and low Range (lowest Range of all ARs) thats it. If you simply reduce the Clipsize of the AR the AsCR would become king: similar DPS, similar Range and similar Dispersion without barrel climb (all in all a stupid concept to make both weapons that similar). And if you are afraid of DPS or Damage per clip have a look at the other Automatic weapons: Scrambler Rifle (std): DPS: 840+ Damage per Clip: 3240 Clipsize: 45 AsCR (adv): DPS: 444 Damage per Clip: 2721 Clipsize: 72 TAR (adv) DPS: 500 Damage per Clip: 1350 Clipszie: 18 Assault Rifle Std: DPS: 425 Damage per Clip: 2040 Clipsize: 60 HMG (std) DPS: 533 Damage per Clip: 6800 Clipsize:450 SMG (std) DPS: 350 Damage per Clip:1680 Clipsize: 80 So in general the GAR is in a good place IMHO. Regarding Recoil and Dispersion have a look here the vids show that the GAR isn't that much more accurate than the AsCR unless it comes to skill. People tend to forget how much the GAR benefits from skills in terms of accuracy and of course people have learned to handle the recoil/dispersion the AR has so it becomes a non factor but thats not the fault of the weapon.... On a sidenote I wouldn't mind a bit more Recoil and Dispersion but honestly i think that would change things only for one or two weeks until people have adapted (that was what happened the last time they increased Recoil and Dispersion on that weapon).
Except the scambler overheats and provides feedback damage. HMG overheats and the user is vulnerable for ten seconds. Laser has feedback damage.
SMG is terrible versus shields since its a sidearm.
The problem with the AR is right now it outperforms a HMG at five paces in CQC.
The AR needs a tone down via haveing to pause to reload. |
Tech Ohm Eaven
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Posted - 2013.09.24 12:18:00 -
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Oxskull Duncarino wrote:Tech Ohm Eaven wrote: I remember using M-16 AR and those had 30 bullets per banana clip magazine back when the calendar said 1980.. So why does the Dust 514 AR have 60 bullets per magazine??
I notice the reload skills but when I ask AR using folks about them they say why bother when the AR has 60 bullets per magazine??
I was wondering if perhaps its time to make reload skills more relevant by reducing the AR magazine size down to 30 bullets for militia AR and 40 for regular AR.
I am thinking this perhaps help balance the ARs more.
???
This what I really don't get with ye lot. You attempt to make a point or have a debate about balancing in this game, but you more or less ruin it by A: Equating it to real life B: What you equate it to being so out of sync with what is actually real. Standard mag sizes with standard calibur cased rounds for military assault rifles/carbines come in 30 round mags. Present tech using caseless rounds, different bullet design, and improved magazines easily have 150% of the mag capacities in general usage. Even without using caseless rounds the P90 has a 50 round mag due to cartridge design and the mag design and feed design. If ceaseless rounds were used in the design then even more rounds would go into the same space. Honestly, modern day tech is easily able to field capacities like what we see in Dust. Ya do yourself a disfavor by even comparing the two. I'd expect to have even larger mags again due to bullet design in both material and shape, aswell as the propellant required being miniscule. Just so we're clear, I've been fully hmg since Christmas, and run a commando suit wit a primary of a laser and a secondary either shotgun or AR. Mag sizes are grand. Now that hit detection is working well, damage can be looked at. Reducing the mag is the wrong way. Reduce the damage, and have set recoil per round, not gradually build over time. And I don't think any balance should be attempt till more racial weapons are in to balance against. Back to my main point though. Go ahead and use present knowledge to suggest potential directions for Dust weapons, but saying the balance/design of weapons in a sci-fi game based on a space travelling culture far in the future should be done around present day weapon designs that are at an epoch as it is, is idiocy of the highest order. Unfortunately that idiocy is shared by many on this forum. I don't really care if you get offended by what I've typed, but I do hope you have a better think about what you type in future.
So why are 60 bullets at 37 times for over 2200 damage times 1.41(prof/damage mods) for 3080 DAMAGE needed to kill a suit thats 900 HP or LESS??
Pray, pray and spray?? |
Tech Ohm Eaven
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Posted - 2013.09.24 12:23:00 -
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Shion Typhon wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. Yes, let's make sure there more tier imbalances in the game rather than less. Well done men.
Exactly since with AR prof 5 all thats needed is a basic AR, a Dren or an Exile. If its an RPG then it needs tiered weapons otherwise leveling is pointless in the case of the AR. |
Tech Ohm Eaven
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Posted - 2013.09.24 13:01:00 -
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Shion Typhon wrote:Tech Ohm Eaven wrote:Shion Typhon wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. Yes, let's make sure there more tier imbalances in the game rather than less. Well done men. Exactly since with AR prof 5 all thats needed is a basic AR, a Dren or an Exile. If its an RPG then it needs tiered weapons otherwise leveling is pointless in the case of the AR. ... you know, at this stage in life, I should know better than to respond to posters like this.
Its all good. Less than twq months till November.
I imagine when player counts drop below 3000 or 2000 that CCP will move to rebalance Dust 514 weapons.
Anywho time to play some Dust 514 before the move to drop the game into bubble wrap on the 24th of November. |
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Tech Ohm Eaven
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Posted - 2013.09.24 13:06:00 -
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Baal Omniscient wrote:Tech Ohm Eaven wrote:Godin Thekiller wrote:Not really, as they will call BS (as usual) and demand a massive damage buff, or nerf to everything else. Maybe the sweet spot is 25 bullets militia and 30 basic, 35 advanced and 40 proto. Sounds more balanced and tiered than one magazine size for all basic, advanced and proto?? I prefer small changes to aid balancing instead of Mjolnirs nerf strikes. +1 for Thor hammer reference lol ANd a tiered clip size would make a lot of sense, but only if you reduced the damage output difference between tiers. Because if you don't then not only are you getting an additional 5 bullets (that's ~170 damage per clip from one tier to the next not counting the damage difference) but the damage difference per bullet will make the difference between tiers unmanageable. There will be no beating a proto AR with an Exile unless the proto AR user is just plain terrible at aiming. There needs to be a difference between tiers, but adjusting the clip size without reducing the damage difference between tiers (NOTE THAT I DID NOT SAY REDUCE THE DAMAGE AR USERS) would make the gap between tiers too great and make them too hard to balance against other weapons who's tiers are balanced closely together.
Or militia ar 34 bullets, basic 36, advanced 38, proto 40 bullets.
But something has to be done since right now its go AR or go home in most cases. |
Tech Ohm Eaven
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Posted - 2013.09.24 13:42:00 -
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Blondie Roads wrote:Cosgar wrote:If you need that many bullets to "hunt," then you need aim-assist in real life. Also, how in the hell is this legal again? Especially after the Navy Yard incident. Because guns don't kill people. People kill People.
Then you do not need a gun. Heres a day old kitten now go into that biker bar and tell them all bikes suck and whoever drives a Harley is an idiot.
Oh and remember to call 911 since something tells me that these guys called DOCTOR are going to be needed. |
Tech Ohm Eaven
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Posted - 2013.09.24 13:49:00 -
[23] - Quote
Makes note to ask about increasing the number of States that have AR magazine limitations.
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Tech Ohm Eaven
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Posted - 2013.09.24 13:53:00 -
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Monkey MAC wrote:Will take longer to reload than the hmg If this were useful/practical there would be no need for a propef mag, but sure you can have a belt fed ar!
There are casket magazines for the AR but so far theres six States that have a limitation on AR magazine size and after the Navy Yard incident theres going to be revisions and probably more States adhereing to these limitations. |
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Posted - 2013.09.24 14:01:00 -
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Blondie Roads wrote:Because guns don't kill people. People kill People. In the US 1000 people die to accidental gun related deaths per year. Guns kill people too... [/quote]
Either a gun sitting across the room went off all by itself from across the room......or You don't understand the analogy.
Stupid or Lying ..Which one is it?[/quote]
From a friend at DoD:
http://www.ajronline.org/doi/full/10.2214/ajr.178.5.1781092
Fortunately, no one was injured. Although the gun struck the magnet bore, only minimal cosmetic damage occurred to the magnet itself. The MR unit had full functional capability immediately after the gun discharged. The weapon's thumb safety was reportedly engaged when the gun discharged.
Read More: http://www.ajronline.org/doi/full/10.2214/ajr.178.5.1781092
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