Sub-Division Sentry Lmg Issue


Kenny McCormick  VIP 26 Aug 23 at 7:09pm
#11
(26 Aug 23 at 6:53pm)NobleChef Wrote: At this point, I just want the recoil kick at the beginning to be removed, cant track a target when my gun jumps up then i have to control it to see where my target was again. I don't want anymore debuffs or less damage.

I don't think that's going to happen, afaik all LMGs have a kick regardless of their damage.
Hollow  Head Gamemaster Affairs Counselor Junior Infrastructure Moderator Server Moderator VIP 26 Aug 23 at 8:41pm
#12
-1, I feel the sentry LMG is strong as it is

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Minishogun721  VIP 26 Aug 23 at 9:27pm
#13
Neutral

It's a trade off. Big ass gun that kicks like a mule but hits enemies just as hard. Depends how you guys wanna fine tune it for your class.

I will say though: I see some of you guys running around like HECU with MP5s and such. It's nice to play like that but the class simply just isn't built around it. You can adjust the playstyle with carryweight but making the class this mobile super suppressive-fire machine that has the best LMG without any weakness just ain't gonna happen
Lunar Frost  VIP 27 Aug 23 at 4:53am
#14
-1

i have maxxed out the weapon and i can tell you that it's the best lmg, even beating the PKM even with the 200 rounds, that damage is as close as firing the FAL on full auto, but with more rounds and WAY better recoil than full auto FAL, if you want to remove the recoil just use bipod, its not that hard to find a spot for bipods, plus you learn how to use bipods effectively in the process

also another tip for sentries out there, use RMB functionality on forcefields, its better than LMB if you want to cover your entire body (plus no bottom center vfx too)

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tea  Junior Affairs Counselor VIP 27 Aug 23 at 7:36am
#15
-1, the sentry LMG absolutely shreds once you have some attachments you can put on.

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