People don't understand the role of a gunner in most games. But they know what it feels like to be suppressed in the same games. It's a funny thing observe.
Not accurate way to look at it at all. New players don't know about bullet penetration, how much bullet pen different weapons have, what the radius is on fire suppression, how suppression affects your gameplay. You need to know these things to be a good gunner
I wish you got points for suppression as a gunner. That would encourage people to use that role as it’s meant to be used. My biggest gripe is that it’s hard to get kills as a gunner unless you find that prime spot.
I typically play the gunner class like a real life saw gunner/machine gunner. Security using the 249 or m60, 4x with red dot, bipod and flash hider, set up around a typical snipers position overlooking the objective and firing in bursts occasionally in random locations to keep the enemy down, with insurgents I run the pkm or the rpk using the magnified red dots, with the rpk I use it like a medium ranged rifle, try to stay at vantage points but still mobile if necessary, with the pmk I set up in a spot overlooking the objective and the opposite spawn and kill everyone who dares move.
very nice to see you havent given up on this yet and great video as always. personally i love using the MG3 since with a fire rate of unholy it becomes fairly difficult to miss shots when you run head first into the objective room as a gunner should ;)
I really like the mg3, it feels like it’s better at making the enemy players think twice about coming into the lane I’m guarding because the sound is fucking terrifying.
Really enjoyed this video. Definitely used a lot of these tactics in real world firefights. I’m a bigger dude so I usually carried the M249 or even the M240G on some occasions with a pack full of water and ammo. I could relate to this shit like it was yesterday. Thanks for sharing this, man.
I will say, while Rambo isn't a viable main strategy, it sure as hell is when you have to push an objective with enemies. Blasting doors and wars and running with the trigger pulled has saved the point for me a couple of times haha.
I have said it once and I will say it 100 times... A Bad Idea that ends up working out doesn't mean it was a good idea. Getting lucky results doesn't mean tactics were sound.
Thank you so much for these types of videos. Starting out in sandstorm and looking back on the couple hours I played with the classes I realized I was doing it all mostly wrong. With this video in particular I realized just HOW wrong Ive been playing this class and I am looking forward to trying it out now that I know why I was doing so so terribly.( I will still do terribly but atleast ill do it the right way haha)
On the Rambo simulator thing (before I continue watching) I will say when employed properly, they can be a beast in this game. Employed properly as in once you start shooting, don't stop and keep your gun on the next corner when it's time to reload let your buddy take up the sector. But seriously though, the capacity and wall penetration capabilities for the MMGs are excellent, when done well.
Really enjoying your class tips & tricks videos!! The Advisor class has always been quite ambiguous to me, and I see a lot of people just rocking 4x with suppressors. Would love to see your insight on the class😅
That one’s coming soon! I don’t blame you for feeling that way about the advisor. It’s pretty much intended to be that way since their weapon selection allows them to cover nearly all of the roles. They’re kind of a jack-of-all-trades, master-of-none kind of role.
Outpost with the 249 is god tier. Average 107 kills a game. So long as your team does their part on keeping the couple guys that get by you out of the objective.
@@cameronrodriguez8719 truth! After experimenting the 249 deffo stands out. Practically a laser beam.. also find myself being the last alive with this class which is a lot of fun 😁👍
You don’t sit in a single spot, he had some poor advice there. You should have a primary, alternate, and contingency fighting position and ideally be moving between the three positions each wave. The commander and observer should be able to provide you fire support and you should be able to give them fire support. Also, you don’t want to watch over wide open areas, you want limited fields of fire over common avenues which forces enemies to over expose themselves to get a shot on you so the commander/observer can pick them off, or force them to take another route that your assaulters should have locked down. A solid gunner can absolutely dominate almost every objective as long as you don’t stay in a static fighting position.
The M60 with a scope is the best sniper rifle in the game. One shots most targets. Can accurately fire a single round. If you miss, you can just wallbang the shit out of them with automatic fire...from across the map! Not to mention that with the suppressor it's even more terrifying. GOAT 👊
how do you switch zoom like at 1:50 while aiming in? on the 2x-1x scopes it feels like it takes ages to un-ads, switch zoom and ads again. im new to this game so I dont know much
Thanks newbie to the game it’s tough to understand really each role and what your good at . I think for now I want to go and try gunner as going all in as a breacher up close I find I get killed quickly
MG3 is the best HMG in the game imo The combination of high RPM and AP ammunition means that you can mow down spawn waves super fast as every bullet one taps, you can kill people just by shooting at buildings and even clear rooms with it rambo style as it pierces though most walls like through butter and you also can take down helicopters pretty good with it's insane DPS. PKM and 240B come in second for me as they have their advantage of having access to flash hider, which is a big deal if you play open-ish map. RPK is pretty multirole and universal, plus it doesn't have tracers which is very cool for sneaky flank attacks, but it shoots just regular not AP intermediate ammunition and does it pretty slow, so yea, most of the time it's more beneficial to just take the big boy full-auto sniper rifle instead.
Gunner is meant for spawn camping. Just leveling the spawn every time Most effective use. One thing what you did not mention is when you are suppressed in the game, you will aim directly at the enemy center point and your shots may go so far away from target, you will question life. And I mean slow precision shots will become impossible, the bullet will go 6-10 feet away from the target when you are suppressed
Really? I’ve never noticed that. As far as I’m aware, the suppression in this game is purely visual. The last game that had any sort of suppression deviation like that that that I remember was Battlefield 3
@@CallsignChris I think they mean that suppression in this game induces slight sway, it's subtle but there, swaying is just enough that it might affect overall aim when it matters most
Step one: play as a sniper with a 100 round automatic Step two: victory I prefer keyholing with any weapon though, it's a tactic not many players seem to grasp, as 9/10 times their whole barrel is protruding out and you can just spray the area and get lucky with the scuffed penetration. mechanics.
The gunner is just a sniper with 200 rounds of ammo and full auto capabilities... Just get next to objective and close off the enemies new waves and let the team kill the currently living ones, thats how i play
Okay only sometimes can you go Rambo and be okay on the leader board, I was just hanging out doing my thing suppressing fire and picking people off, than next thing you know there’s a whole squad around the corner, I got 3 guys with me. So you just point n shoot, works pretty good for about 3 seconds than your just wasting ammo. But it’s a fun 3 seconds 😎
gunners excel when they use suppressive fire while inside the objective, shooting through the walls. you can even get a kill or two if you shoot at the corners people usually camp in. believe it or not, it works
I guess that could work in this game. My tips were leaning more towards realistic autorifleman/machinegunner techniques. I’ve seen people do what you said, but they usually don’t live long and don’t help much in the grand scheme of things lol
I completely disagree with you. Gunners excel when working in concert with the commander and observer off of the objective. Have supporting firing positions roughly 30-50m apart and take turns firing. If the commander/observer are engaging a target then the gunner needs to have flank watch for them and vice versa. The gunner should have a primary, alternate, and contingency fighting position that they move between at the very end or beginning of the next wave. You don’t have to move far, the idea is to catch them trying to peek your old angle. There are some objectives where this is more viable but even then I would say that it is a waste of the gunner class. You might get a good wave out of it before you find a frag at your feet.
4:13 The vast majority of people will find that they cannot physically move the first time this happens. Much less after watching their friend get turned into a sack of jelly when they try. I tend to go with the other MG3, 3-6 T scope, suppressor, heavy carrier and extended mag. Play about 1-2 buildings away from the objective, and keep an entire flank free of enemies. The scope bouncing around doesn’t really affect the cone of fire, and as long as I keep the bursts short, one belt lasts a while.
I feel like I have to change position often with marksman and gunner classes which by mid-game I'm out of positions that the enemy is not familiar with so I'm forced to change class. Also, I feel having a rifleman as support is a must if you want to be effective as in real-life
by learning spawn points or routes you can get high kill ratio . you might never capture a objective because i think the gunner shouldnt get on the front line
Just watched all your videos cuz it’s really hard to find someone answering all the main questions in IS and making this kind of interesting and informative videos. Just from me could you please make a video about settings? Thanks a lot bro you’re awesome!
if you just do quick 2-3 rnd bursts with the MG3 it will go the distance (it's just that it's a fucking MG3 how could you NOT be tempted by the 1000 RPM?), also 1 thing you forgot to mention is that the 240B and MG3 both utilize 7.62x51 black tipped AP rounds, in-game this means that these weapons will defeat all armor at all ranges in 1 hit, it also means that they lose less damage when going through material like walls
I would say that suppression effect should last longer in insurgency so you can get some suppressed assists at least. Because noone will recognize good machine gunner.
i found the excact opposite for mg3 and pkm. i had so many long range firefights where i tried both guns against the same position and my shots with the pkm were all over the place whilst with the mg3 i had enough lead in the air that even though the other guy moved it didn't matter. also when fighting at a very long range as a gunner heavy armor can save your ass against a sniper hit, works better defending though and when you don't have to reposition yourself as much. and mg3 melts helicopters and technicals, if well placed it takes about 30 rounds to down a helicopter. and the beltfed machineguns lend themself perfectly for roomclearing without ever having to step foot through a door
The description of the gunner is spot on and a great guide. Also agree that if your not using a bipod your doing it wrong. When it comes to picking your loadout theres 3 categories of MGs in my eyes. Mobility, mounted, and the in between. Mobility would be MGs that are lighter weight that use smaller calibers. The purpose of choosing these would be for the mobility for getting to your position faster, changing positions faster, and are better for shooting on the move if needed, the RPK and Galils fall into this category. Mounted MGs are best used as a machinegun nest with being heavier and larger calibers. They are the best options usually for mounting and laying down fire but aren't very good for shooting on the move. The M240B and the MG3 fall into this category. Then theres the middle ground which are MGs that are decent at both roles. They are some of the best options because they are still good for mounting and laying down fire and are pretty good with shooting on the move. The M60, SAW, and PKM fall into this category. The saw leans more towards mobility, the pkm leans more towards mounted and the M60 is perfectly in the middle. The M60 is the best lmg since its not super heavy, is still chambered in 308 and doesn't have alot of recoil.