Added with version update 4.000, Light Machine Gun (LMG) teams provide direct fire support to Infantry units utilizing some variation (depending on nationality) of belt fed light or medium machine gun. These weapons fire from a bi-pod, offering effective ranges from 200-800m (900m tracer burn-out), with the ability to penetrate some light cover and provide excellent suppression capability. LMG teams may use any dismounted movement type available, but fatigue much quicker when jogging or sprinting compared to regular infantry units.
The observer position F8 displays a third-person view of the LMG team.
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Pressing N provides a magnified third-person view (and only if the Realism setting is Low or Medium (rev. 3.002)).
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F7 or F11 switches to the first-person view of the "Squad Leader"/gunner. Note that because the LMG is considered a "personal" weapon, it is not visible in the "Squad Leader's" view.
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Pressing N will brings the Squad Leader's binoculars into action. This can not be used to engage targets.
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Pressing F2 accesses the weapon sights. From here the mouse or joystick may be used to aim, and the space bar/default trigger to fire. LMG sights do not have thermal or night vision capability, but NVG (Night Vision Goggle) or thermal (JIM-LR) views for the squad leader/members (Num +) are available under appropriate lighting conditions if the team is so equipped (rev. 2.640). Note that the JIM-LR is useful for observation only, but NVGs may be used with weapon sights (rev. 4.016). For the M240/FN MAG and PKM machine guns, the sights are fixed and zeroed at 200m, see below for sighting systems unique to MG3 and M60E machine guns.
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Selecting Weapon Type
By default, LMG teams are armed with the 7.62mm MG3 machine gun. If a scenario designer wants to change that, right-click on the team in question, navigate to its "optional weapon type" submenu and select one of the following: M240, M60E, MG3, or PKM. Note that the method used prior to revision 2.640 (specifying the MG type by selecting a different ammunition type in the unit's ammunition window) is no longer functioning, and the ammunition window will only list ammo types suitable for the selected gun.
Notes on the MG3
Beginning with revision 4.016 three different sight pictures are available from the F2 view for the MG3. The default view offers the standard notch and post sight adjustable from 0 to 1200m using either the Mouse Wheel or Shift + Up/Down Arrow (forward reduces range and backwards increases). The selected range will be indicated in red numbers at the top center of the display. Pressing R flips the sight to the anti-aircraft sight (non-adjustable) and pressing N shifts the gunner's view from “close” (through the sights) to “far” (over the sights). Pressing O while looking thorough the sights shifts the gunner's view to look "over" the gun, allowing a wide field of view and quick target acquisition, but requires BOT (burst on target) gunnery techniques to walk effective fire on to the target. As with the sights, pressing N shifts the Squad Leader's view from “far” to “close”.
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Notes on the M60E
Beginning with revision 4.016 three different sight pictures are available from the F2 view for the M60E. The default view offers a ELCAN C76 optic with a post style reticle calibrated to 200m (tip of the post). Pressing R switches to the built-in iron sights along the top of the main sight body. As with the main post, the iron sights are zeroed at 200m. As with other iron sights pressing N shifts the gunner's view from “close” (through the sights) to “far” (over the sights). Pressing O while looking thorough the sights shifts the gunner's view to look "over" the gun, allowing a wide field of view and quick target acquisition, but requires BOT (burst on target) gunnery techniques to walk effective fire on to the target. As with the sights, pressing N shifts the Squad Leader's view from “far” to “close”.
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The ELCAN C76 optic is functional at night with the tip of post style reticle illuminated with tritium and is additionally compatible NVGs.
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