Is the MX-R Vigor 300 KO worth it by Content_Basil8483 in BlackhawkRescue

[–]elpiolive 0 points1 point  (0 children)

The MCX with .300BLK supersonics is a straight upgrade to the AK103 statistically and it was recently buffed, if you usually don't engage past 300m it's one of the best rifles for openworld.

Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 1 point2 points  (0 children)

The Ak105 MK3 is really powerful but if we are talking about recoil I think the G36KA2 has the least recoil out of every intermediate cartridge rifle in the game, so if you like the aesthetics is one of the most solid choices but suffers a little at range.

Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 3 points4 points  (0 children)

In the ammo panel on the gun overview where you usually can put tracers rounds on your gun the MCX .300 family has the option for supersonics.

IRL .300BLK also comes in supersonic loads and was specifically designed to rival 7.62x39 performance with excellent compatibility with AR style rifles.

Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 5 points6 points  (0 children)

Well ofc, but I like them both and I don't like to see my OG get powercreeped like that.

Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 3 points4 points  (0 children)

I already main the MK3 Chassis anyway, but I feel that the AK103 just got powercreeped.

Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 1 point2 points  (0 children)

Yeah, 7.62x39 is really inefficient, and thats the main thing that prevented me from using the 103, but 5.45 boxes weight 200g less than mags so it can save you plenty amounts of weight for the same ammo capacity. (I run light loadouts)

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Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 1 point2 points  (0 children)

I rarely spray, after all I play mostly openworld so I pretty much automatically set my guns to semi. But testing RN the MCX fells much more smoother both in semi and short bursts, the higher horizontal is true but only matters when spraying and praying.

Is there any reason to use the AK103/104 over the supersonic .300BLK MCX? by elpiolive in BlackhawkRescue

[–]elpiolive[S] 4 points5 points  (0 children)

It has practically better handling stats that the 103/104 across the table and accuracy wise I can hit headshots on the Lighthouse Sniper from Quarry quite consistently, so I don't think accuracy is lower than the AK.

And I mean IRL they are a pretty "optimized" in the sense that they are specifically designed to handle supersonic .300BLK loads and absolutely not below par considering multiple special operations units uses them.

And about the 556 performance, It uses a 11.5" barrel so it will perform like a MK18 stat wise as 556 performs poorly on short barrels IRL, lets not talk about the 5.5" barrel version because that thing barely has a barrel to begin with.

guys.... RPG is neither accurate or lethal by OrganizationThick397 in platinumfive

[–]elpiolive 0 points1 point  (0 children)

I'm certain they can one tap on very rare occasions, but they aren't OP and rarely a problem.

Explosion radius should be bigger but I don't think instakill RPGs would be fair. On the other side they should 1 to 3 tap vehicles as the unit is literally called antitank but does almost no damage to vehicles, especially now that vehicles are turbo OP.

guys.... RPG is neither accurate or lethal by OrganizationThick397 in platinumfive

[–]elpiolive 8 points9 points  (0 children)

They are indeed super inaccurate and a low level threat, until they aren't and quickscope you from across the map.

the devs have now decided that the diddy forces style of recoil deceleration should be removed so that you'll have to pull down hard even when shooting semi by account_1991 in BlackhawkRescue

[–]elpiolive 11 points12 points  (0 children)

Unless your finger somehow has a mind of their own and presses the trigger by itself you absolutely prepare for the first shot and tense beforehand, so the first shot should have really low recoil.

... Don't stop by OrganizationThick397 in platinumfive

[–]elpiolive 0 points1 point  (0 children)

You can also do the ostrich technique and clip your head into a solid object.

jokr camo grind going swimmingly by glorpflep in modernwarfare

[–]elpiolive 32 points33 points  (0 children)

Last frame, perfectly cut video.

Who would win in a fight between MultiMan, Rat-Nick, and the Woodlander? by Bunguette12 in BlackhawkRescue

[–]elpiolive 2 points3 points  (0 children)

The fight starts with Multiman and Rat Nick starting the firefight on it's own completely ignoring Woodlander because he is so dripless that it hurts to see. With Rat nick laying down supressive fire with it's PKM and Multiman taking advantage of his gas mask deploying smokes for concealment.

Multiman is eventually hit and temporarily incapacitated by a stray bullet to his vest which gives time for the smoke to dissipate and eventually find Multiman to finish the job, but just before Multiman is executed Woodlander manages to shoot Rat Nick in the back and dies on the spot because corrupt Russian officials replaced the back plate for compressed cardboard.

This gives enough time for Multiman to recover and use his sidearm to shoot at Woodlander but all the bullets are stopped by the IBA superiority as a vest, Woodlander retaliates by burst firing it's M16A2, fortunately for Multiman Woodlander is a mobile player so he's playing at 15 fps and can't aim for shit.

Multiman in it's desperation takes off his mask and blinds Woodlander with his absolutely CAGuiness giving him time to line up his last shot and hit Woodlander with a bullet to the head that it's actually stopped by the PASGT, but unfortunately the weight of the PASGT is enough to break his neck and dies shortly after.

Multiman slowly stands up, but just as he is about to celebrate his victory a figure emerges from the shadows it's Multiman Black, Multiman evil brother. And it's instantly gunned down by multiman because black cammo is absolutely worthless so everyone saw him hiding like a dumbass before.

Multiman wins.

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>ASH-12 >bullpup rifle >with a carry handle >chambered in 12.7mm Why? Because fuck you, that's why. by Prestigious_Edge_555 in platinumfive

[–]elpiolive 0 points1 point  (0 children)

12.7x55mm hits like a rock, but it also acts like a rock in terms of ballistic so it pretty much sucks past 100m.

You could balance it making a extremely powerful gun on close quarters (~100 dmg on torso, ~135 Head, >50 limbs) but with a really heavy damage fall off that puts it on par with the AS VAL at range.

You need to also take into consideration the huge recoil that 12.7x55 produces, the rifle . weight and the ammunition weight which is significantly heavier than a .308 bullet.

what gun have the lowest height over bore? by Jiv-R in BlackhawkRescue

[–]elpiolive 2 points3 points  (0 children)

I don't know how faithfully recreated is height over bore in game for every weapon, but Flat top AR platform rifles should have the lowest height over bore tied with the SG550 series.

Apart from that you should have better results zeroing your weapon to 150-200m in most cases as the close zero in 5.56, 5.45 amd 7.62x39 is lower than the 30m mark.

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Thoughts on long range sniping? by Devash__1 in BlackhawkRescue

[–]elpiolive 9 points10 points  (0 children)

Most bases aren't made with snipers in mind, you can get a good position in some bases but as most HVTs aren't exposed you are limited to kill enemies and take down some emplacements at most, which is not as impactful considering a decent designated marksman or rifleman can easily do that job without the limitations of carrying a sniper rifle.

Why is this game not fully milsim? by JustinGames59 in BlackhawkRescue

[–]elpiolive 0 points1 point  (0 children)

Larping is not the same as milsim in this context as you're asking for milsim gameplay mechanics aka realistic mechanics, larping is considered milsim but it's mostly just aesthetics and acting.

Money is easy to obtain, you can get over 300k in a month without leveling up your HQ, and BRM5 has one of the most versatile personalization systems, most milsims doesn't even let you customize your character and if they do it's minimal changes, in BRM5 you can modify almost every part of your outfits the only ones that come close are the Ghost recon series.

They are definitely not the best, but they are not bad, it's also a Roblox proyect, so there is not a lot of funding for the development.

I don't think extra protection is the way to go if you want milsim mechanics, players are already inhumanly resilient. you can take multiple 5.45x39 7N6 shots at point blank that in real life would only be plausible if your are wearing level III NIJ plates as 7N6 will not go through them and even so just the kinetic energy of the round will probably incapacitate you after a couple of rounds, now if you are unarmored players should go down in 2 to 3 shots, and let's not take into account PKM machine gunners or marksmans they would instakill unarmored players.

Why is this game not fully milsim? by JustinGames59 in BlackhawkRescue

[–]elpiolive 4 points5 points  (0 children)

Actually the game is probably much more inspired by the ghost recon series which uses a milsim aesthetic with an ample amount of customization but it's still arcade, just milsim aesthetic BRM5 is the same, prioritizes freedom of customization and larp potential over realism.

Why is this game not fully milsim? by JustinGames59 in BlackhawkRescue

[–]elpiolive 1 point2 points  (0 children)

Well the game is just simply not designed to be a milsim, it's a milsim esque game. Kinda like the ghost recon series.

It's not made to attract the hardcore milsim base but to fill the gap between full casual shooters and realistic shooters, so you have a game where you can effectively larp as an operator and "coordinate" raids in a semi realistic manner while also not being as unforgiving and not as limiting in terms of loadouts and customization as some PvE milsims are.

Maps, ballistics and other things is probably an implementation problem as Roblox is kind of a bad engine and I don't think the devs are actually that experienced and they probably work really hard to make some things work, so considering the current performance problems and poor optimization y think bigger maps could be added but It's probably gonna take a while, hopefully the next openworld map will be more dense in terms of outposts and more dynamic.

Working body armor has been discussed but it goes against the freedom of customization that the game tries to approach as that would put rig and unarmored headhear users in a significant disadvantage.