I'm confused as to what I should be using in each situation. Some are obvious, like the 50cal and carbine, whicha re long range. Then the shotgun and machine pistol for short range. The mortar for medium range. The pistol1s for general use. But I don't see a niche that the HMG or SMGs fill in any way. Am I missing something? Or do these weapons have no purpose currently.
The HMG is a defense/camper niche. Consider that the Rifleman doesn't use SMGs and the Engineer/Scout don't use assault rifles. Apart from effectiveness, these weapons fill the same niche for different classes: combat in any situation that a pistol1 is not sufficient.
But the smgs arent effective in any situations. The damage output is pathetic in the cases it's actually there, it's too innacurate to use on the move, like in close quarters, and it's too innacurate to use over range. There doesn't seem to be any purpose to the weapon or any thought given as to what it's job is.
SMG1 should be medium range and SMG2 should be close range. Both SMGs should be effective when fired at close range while moving because they should be useful for self defence as Engineers ad Scouts aren't really anti infantry classes. I would say they are pretty good as they are though.
The SMGs are pretty good as they are. They just don't seem useful because most Empires maps are pretty large, but in close-midrange quarters, they're very useful, given the abilities of the classes that use them. (scouts have wall hacks and engineers have healing and riflemen are mostly good at killing infantry, and sometimes vehicles)
I was repeatedly killed inside VFs and barracks' with the SMG by people with pistols. Maybe skill played a part but my bullets were all over the place.
The weapons don't fill much of a niche, they are all perfectly accurate on the first shot and pissweak on all subsequent shots. They shoot with such low fire rates and wide spreads that you can't use them reliably over any sort of range, and they do such limited damage that the weapon's DPS is the primary deciding factor rather than how you use it. So the guns are crap, basically, which means they don't have niches or roles or intentions or any of that.
are we talking about empires? smg1 ist the best weapon. its better than rifleman weapons. the only disadvantage is the small clip. u have to reload very often which usually means death in close infantry combat. smg2 is useless though (too inaccurate).
Maybee because their was never a concept behind infantry weapons? like with the squad system the commander / fps player interaction the chain of command system etc??? like the whole game is just a pile of ideas thrown together without thinking about the big picture! Pointing out worms doesnt help if the whole apple is wroten...
The smgs kick ass for skirmishing locations. the HMG is for proning in a position with accuracy upgrade and/or dig in. Think of the engineer/scout as a deer, it's antlers are only for self-defense, while rifleman/grenadiers are wolves, they have teeth and claws because they are usually on the offense.
Grenadiers are more a defensive class than anything. Very seldom do I see grens pushing the line, rather than holding it.
u miss Assault rifle SMG1 r good for allll range from 3 fts to 300 fts General : SMG1 , AR ( my two favorite weponz ) ubershort : mines Short(1 ft-50 fts) : shotty , HMG , SMG2 mid(50 fts - 200 fts ) : mowtar , machine pistol , pistol 1 wide-mid ( 50fts-300fts) carbine , HR long(>300 fts) : scunt ( I think only canyon&Mvalley&Moor and few more maps haz such condition) RPG excluded , usually you hit people with it by luck it's mah personnal opinion ,
what? You can and SHOULD use grenadiers to push the line. What other class can lob deadly explosives over very long range over walls? (nade spam not included).