Why LMGs Usually Suck In COD & FPS Games



Light machine guns are a weapon category that constantly struggles for identity in multiplayer shooters like Call Of Duty, Battlefield, and standalone battle royale titles. We look at the iconic weapon type’s struggle with nerfs, buffs, and finding a purpose.  

Multiplayer shooters like Call Of Duty and Battlefield have a large number of weapon classes including assault rifles, submachine guns, sniper rifles, shotguns, and even rocket launchers. In-game weapons often channel the spirit of their real-world counterparts, such as SMGs being high rate-of-fire weapons that are great at close range but weak at a distance. One gun in particular has a lot of challenges translating to video games. The light machine gun is a weapon primarily designed to keep opponents’ heads down and instill fear. With the ability to respawn and try again, players in multiplayer shooters are generally not afraid to stick their head out, leading developers to explore creative solutions for what role the LMG should serve.

In this video, we’re going to look at what a light machine gun is, why they often don’t translate to games, types of suppression developers have tried, what happens when LMGs stray into other classes and get nerfed, how they fare in battle royale modes, and some creative implementations of the weapon. We’ll show off some of your favorites such as the M60 from Battlefield Bad Company and the RPD from Modern Warfare 2. We’re also going to explore why Lord Tachanka was the absolute worst character in Rainbow Six Siege until he was reworked recently.

Make sure to head on over to GameSpot’s YouTube page for ongoing coverage of Call Of Duty: Warzone seasons and announcements around the release of the next Battlefield game.

Source

Categories N4G

35 thoughts on “Why LMGs Usually Suck In COD & FPS Games”

  1. Did this guy just say Tachanka was one of the WORST video game characters? If used correctly he was good (people in Gold and lower tend to sit in Objective cuddled in a corner with him) good players would use him to create rotations saving impact nades for late round or creating choke holds

    Reply
  2. SQUAD LMG and HMG both have huge suppression effects that darken your screen and increase the audio of bullet impacts while muting everything else. They also drain your stamina and make it difficult to aim your gun while being shot at.

    Reply
  3. The problem with first person shooters is you can run load it down with ammo body armor a light machine gun virtually all the time you can run and gun with it constantly you don't get tired it's a video game they need to make a aspect of your character has to rest after running for so long the lighter the gun the less ammo you have the farther and longer you can run but your firearm is underpowered the more body armor you're wearing more ammo you're carrying the slower you move you can't run for as long and you have to rest more frequently I think if they put this aspect into video games it would help when you've been running a lot your heart rate is elevated you're breathing is elevated it's real hard to look down a scope and keep your crosshairs on a Target but not in call on duty you can run constantly stop what you're doing look right down your scope and put it right on somebody's head it's not moving around at all with your heavy breathing and your heartbeat

    Reply
  4. Another problem with call of duty how come certain firearms from different classifications and I know for a fact are still firing the exact same caliber do different damage an m4 is a 556 caliber round the saw is also a 556 caliber round it's just belted these weapons should do the exact same damage but the saw is classified as a light machine gun it actually kills faster but it cycles slower …..why

    Reply
  5. Personally I've never seen a game use lmgs as well as BF2. But this is more about the balancing of the weapons against other classes, rather then having the spirit of the lmg translated well to video games. I feel like it's much easier to balance weapons in this way, then trying to balance 20 weapons that nearly anyone can have. A close runner up in this category has to be squad. But then again squad is just modern BF2.

    Reply
  6. Tachanka weak because he had an LMG? No, Maestro is strong BECAUSE he has an LMG. It was because he had a stationary gadget that put the player at considerable more risk than the reward it gave.

    Reply
  7. Rising storm games always handled LMGs great, and supressive fire actually worked in those games, you were scared to get sprayed by an mg34

    Reply
  8. I cah't speak for multiplayer since I never play warzone or battlefield's multiplayer, but I like lmgs in the battlefield and cod campaigns. That is something that this video didn't cover.

    Reply
  9. Call of duty 3 did LMG's amazingly well. They could only be fired from the hip or from the bipod, using iron sights either put the bipod on a nearby surface or forced the player to prone. The ADS time was glacial, the reload took forever, but the recoil and sight picture were both fantastic. The lmgs were very accurate and had amazing range. The pacing of the game itself was also much slower and more tactical, giving them room to be set up and utilized appropriately.

    Reply

Leave a Comment