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Description
PART 1: BUG REPORT (PVP CONFLICT MODE - PKM ON TRIPOD ONLY)
Title: Camera Lock and Aiming Issues on Tripod-Mounted PKM in PVP
Free-Look Camera Lock (ALT Bug): Tested and confirmed exclusively in PVP (Conflict Mode) on the tripod version. When a PKM is deployed on a tripod, holding the ALT (Free-Look) key completely fails to decouple the camera. The player's view remains locked to the weapon’s barrel axis, making it impossible to scan surroundings.
Mouse Sensitivity: Once the PKM is anchored via tripod, mouse smoothing disappears. Small adjustments cause the reticle to violently stutter (pixel skipping), ruining long-range ADS aiming.
ADS Zoom Glitch: Occasionally, after entering a tripod-mounted NSV mostly happening, the player is completely unable to aim down sights or zoom. The camera input locks up, forcing the player to get off the weapon and mount it again.
PART 2: SUGGESTIONS & QOL FEEDBACK (M2HB, NSV, and Sandbox Building)
1. Sandbox Building QOL (The Sandbag Placement Fluidity)
The Issue: When choosing a sandbox structure (like a sandbag wall) via the Entrenching Tool, the player can see the white blueprint/hologram on the ground. However, if the player already has the required sandbags in their backpack, the game forces them to exit the hologram mode or open a menu, instead of just allowing them to instantly hold Left-Click (LMB) to build right away.
The Fix: If the building hologram is green/valid and the necessary sandbags are present in the player's active inventory, holding Left-Click should immediately consume the resources and build the structure, making defensive building fluid in combat.
2. Asymmetric Faction Balance & Variable Tripod Deployments
Instead of locking both the US and Soviet statics into the exact same rigid template, we suggest implementing distinct tactical trade-offs and crew requirements based on real-world military design:
US M2HB (Variable Tripod & 3-Man Crew): To reflect its heavy weight, setting up an M2HB should require an asymmetric 3-man crew balance (1 for the gun, 1 for the tripod, 1 as the Ammo Bearer). The M3 tripod should allow the player to toggle two deployment modes via the Entrenching Tool:
Low Profile (25° Fixed Arc): The standard sitting/crouching position behind sandbags. Horizontal traverse is mechanically restricted to a tight 25-degree cone by the player's body and the low legs.
High Profile (Full 360° Traverse): The tripod legs are fully extended. The gunner stands up completely, allowing full 360-degree rotation (perfect for Anti-Air / ridge defense). The trade-off is high exposure to snipers.
USSR NSV Utyos (1-Man Deployment & 2-Man Crew): To reflect the lightweight 6T7 tripod, a single soldier should be able to carry and deploy the entire static setup alone (gun + tripod), with a second player acting as the Ammo Bearer. It remains balanced for PVP because a single soldier is heavily encumbered and can carry a maximum of 2 ammo boxes. The NSV forces a low, prone/sitting animation with a fixed narrow fire arc, turning it into a stealthy, high-mobility ambush weapon.
Ammo in IRL weight 11Kg not 13Kg
4. THE UPGRADE: Secondary Weapon Slot Configuration (Replacing Backpack Boxes)
The Final Polish: Instead of disassembled weapon components taking up the uniformal backpack slot and deleting the player's inventory, they should occupy the Secondary Weapon Slot (carried on the back/shoulder, similar to launchers).
Visual Fidelity: When packed, the game should render the actual folded/collapsed 3D model of the tripod or gun on the character's back instead of a generic canvas bag. Long barrels should visibly stick up past the helmet line, creating a realistic silhouette when crawling or hiding in bushes. This allows players to keep their regular backpacks (for ammo/radios) while carrying the heavy weapon part on their shoulder slot.
this can be choosen and the slot can be still backpack.
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