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Can we fix LMGS as a weapon class?
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For starters, LMGs as a weapon class tend to carry one of the biggest risks and rewards when it comes to the style of class and genuinely tends to come with the biggest diversity between weapons (basically anything with a large clip size) but somehow apex has managed to turn it into the smallest selection in the game.

We have an entire character who encourages you to play lmgs yet only one LMG is actually ever worth using: the spitfire.

To look why we need to define the key characteristics of an LMG

1) High caliber

Every LMG/HMG variant has a high caliber capable of going straight through most forms of cover and armor. The ammo is dense, large, and heavy and usually either requires a stationary emplacement or a heavy ass backpack.

2) Large clip size

This is FUNDAMENTAL to a light machine gun. Unless you were a WW1 soldier with his BAR and FG42 straight off the rack the classic LMG has always been the Vietnam era M60. A fully automated heavy machine gun converted into portable form, requiring no additional members to feed ammo or stabilize. It comes with 100 round basket magazines that can be upgraded to 200 round with ease. The reason the large clip size is used is for...

3) Suppressive and sustained controlled fire over mid to long distances to control areas

Heavy gun emplacements have been the standard of war since the 1920s. A single emplacement can control an entire area due to its lack of needing to reload as well as a stationary emplacements extremely high accuracy.

The LMGS in this game do at max 1 of these things. And we will go over them individually

The Spitfire is by far the best LMG at attempting these key factors. It has a decently good clip size (could be much bigger) a decent recoil, decent damage (has been nerfed more than once) but crippling dropoff and long range spread. Overall this weapons core identity is fairly solid and could use some number adjustments in places that aren't just strict dps output in laser fights

The devotion is....terrible. it has a spin up time, terrible dropoff, extremely uncontrollable mid to long range and has basically no sustained fight output. You either laser someone or its worthless. It feels terrible to use even with a turbo charger. It's dropoff is bad, it's bullet spread is bad, and it's purpose as an LMG is completely invalidated by its main feature.

The LSTAR is in my opinion, by far the worst gun in the game in concept and in balance. It has a pathetically low "clip" size for overheat (you can fire 30 rounds at most before it overheats and you can't improve it), and it has absolutely zero redeeming qualities beyond short range. This is actually an SMG pretending to be an LMG.

There are a number of things the LMGS can receive to improve their sustained fight capabilities.

1) increased clip size

The sheer lack of need to reload alone can be a determination of superior sustained fights. If my opponent needs to reload, I can continue to press them while they reload. It's simple. Lower the reload times in response and drastically increase base clip size

2) a form of bipod

If you're crouching or standing near cover, deploy a laser like bipod that drastically lowers bulletspread and recoil. Have the LMG character make good use of her cover with her LMG in synergy.

3) actual high caliber bullets

Have them pierce cover at reduced damage, lower damage dropoff, higher velocity, and less arc. Let this be the sustained mid long damage tool it's meant to be.

LMG are my favorite weapon type and I really hate the way they executed them in this game. Thanks for coming to my ted talk.

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3 years ago