Treyarch’s next Call of Duty gun debate, perfecting LMGs

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Recently we told you how Treyarch’s game design director, David Vonderhaar, had been pretty vocal about weapon balance and stopping power on Twitter, today Vonderhaar has tweeted about light machine guns so we thought we would look into things a little further and see what our readers want from LMGs in the next CoD game.

Basically it seems as if the guys at Treyarch aren’t quite sure how to make LMGs truly viable when creating a class, they want to tweak them next time around, however they don’t want to change too much as they could become very similar to Assault Rifles.

Previously we have seen light machine guns offer pretty decent range, large magazines and acceptable fire rates, however they weigh too much and result in your player moving slowly, this does not suit the fast action which Call of Duty games deliver and we haven’t yet mention the annoyingly slow reload times or the age LMGs take to fire the first bullet of a burst. Personally I very rarely set up a class with a LMG as reload times often result in me being a sitting duck – Should Treyarch mix things up next time? We think so.

One Twitter user (@Black_Knight_7) suggests that all LMGs in Black Ops 2 (or whatever Treyarch decide to call CoD 9) should boast high-penetration, medium-to-high damage, quite significant recoil and slow movement speed, whilst a tweet from @RozersEdge suggests that no damage drop off should occur through penetrable surfaces – do you agree with either of these opinions?

There is one tweet which we spotted which we agree with heavily, you can see it here, basically it suggests that one LMG which should be used as an example is Modern Warfare 2′s AUG HBAR – this sacrificed fire rate and delivered great accuracy, damage and range – the mobility wasn’t great, but the other advantages made up for this.

We think for a long time now sub machine guns and assault rifles have dominated Call of Duty’s multiplayer game modes, rather than nerf these guns why not buff LMGs? A few title updates may have to be rolled-out to improve overall balance, but we think it would be nice to see LMGs utilized more in future CoD games – do you?

How do you think LMGs should be buffed in the next CoD game?

Also See: COD: Advanced Warfare PS4 Midnight launch price, or pre-load

  • Chris Droste

    I think slow movement while brandishing(as opposed to shouldering the weapon) and slow reloads should be kept, as I think high-accuracy, high penetration, and high-damage should be paramount to a gun that’s heavier, larger, and harder to wield while carrying. Damage roll-off should be expected when going through objects, but it should be an exponential roll off (first object penetrated does almost no roll off, then multiplies per layer. 3rd or 4th layer pass-through should effectively be maybe a papercut.

  • moorbre

    use bipods, to increase accuracy

  • Brandon

    Here’s an idea. Why not try to simulate the guns as they would be in real life. You have to sometimes empty over half of a clip, just to kill a person. I also think the way people die should be changed. Right now it’s either, BAM (you’re dead), or you drop to the ground in second chance. I guess it’s easy to criticize without knowing what’s involved in making a game, but I get annoyed very often. The spawns are screwed up.

  • Brandon

    Here’s an idea. Why not try to simulate the guns as they would be in real life. You have to sometimes empty over half of a clip, just to kill a person. I also think the way people die should be changed. Right now it’s either, BAM (you’re dead), or you drop to the ground in second chance. I guess it’s easy to criticize without knowing what’s involved in making a game, but I get annoyed very often. The spawns are screwed up.

  • http://twitter.com/kirzanSix Michael Coulombe

    There’s always gonna be a perk to make the extremely bad downside either normal or ridiculous. Like reloading a 6-shooter in 0.5 second, or an LMG in 1 second. There’s always gonna be an steady aim to make guns suddenly stop having recoil altogether.

    What they should do? Make “Perks” exclusively perks that would be about your soldier character. Then, keep MW3′s gun levels and add things like stopping power and steady aim (rename it to whatever is related to the gun’s recoil). You get 1 “good perk where all the good stuff is” and 2 “minor ones”. Something like that. That way, if you want your LMG to have almost no recoil, you have to play the HELL out of that one specific LMG. Not just run’n’gun forever to level up Steady Aim and then use it with your LMGs.

    Just my 2… dollars.