Full auto weapons?

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apophis775
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Re: Full auto weapons?

Post by apophis775 » 12 Aug 2017, 17:12

Pretty much exactly what would happen.
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Re: Full auto weapons?

Post by Butterrobber202 » 12 Aug 2017, 17:31

This is the dumbest shit I've ever heard
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Re: Full auto weapons?

Post by Crab_Spider » 12 Aug 2017, 18:06

lcass123 wrote:Because it improvres the gameplay experience, who the fuck would play COD if to fire an SMG you had to spam your right controller button at 400CPM. Its a feature that doesn't change balance and it just improves the general enjoyment of playing, alright for some weapons it would be useful to have an improved full auto fire rate *cough* SMG *cough* but for the weapon used by 90% of marines and the weapon that deals 99.99% of friendly fire damage it will basically act the same just instead of having to ruin a mouse button you just hold it.
... it wouldn't change balance... because it's the exact same rate of fire and you're not ruining your mouse... read what you just said and ask if any of that makes sense.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Full auto weapons?

Post by PeLokChoc » 12 Aug 2017, 19:20

In 4 matches i play, 4 of my deaths was because of the marines. The first two is because someone headshot me from behind , the third one is because of the grenade, last one is still grenade but only after i have succesfully running from the Queen. So... auto ? Nope.

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Re: Full auto weapons?

Post by lcass123 » 13 Aug 2017, 05:46

Butterrobber202 wrote:This is the dumbest shit I've ever heard
Ahh yes fully automatic weapons is the dumbest shit you've ever heard, completely fucking logical right there.

Yes it is the EXACT SAME rate of fire as normal semi automatic fire so it wouldn't be unbalanced.

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Re: Full auto weapons?

Post by Crab_Spider » 13 Aug 2017, 05:50

lcass123 wrote:Ahh yes fully automatic weapons is the dumbest shit you've ever heard, completely fucking logical right there.

Yes it is the EXACT SAME rate of fire as normal semi automatic fire so it wouldn't be unbalanced.
...do you understand what you're saying? Do you know what you're trying to argue for?
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Full auto weapons?

Post by lcass123 » 13 Aug 2017, 07:20

Crab_Spider wrote:...do you understand what you're saying? Do you know what you're trying to argue for?
Yes I know exactly what im arguing for, I'm saying why not make it so that instead of clicking your mouse button 50 times to fire 50 rounds you instead hold it and it fires 50 rounds. The rate of fire is exactly the same, the bullets go where you target.

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Re: Full auto weapons?

Post by FelixG » 18 Aug 2017, 08:24

It woulde be nice to have smart-gunners with proper full auto fire.
Sidenote I'm fine with FF.

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Re: Full auto weapons?

Post by carlarc » 18 Aug 2017, 09:50

even with the same RoF that would make incompetent smartgunners melt through their ammo
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Re: Full auto weapons?

Post by completelynewguy » 18 Aug 2017, 11:58

Might as well do it. The Pulse Rifle mags now only contain 32 rounds while the SMG contains 40.

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Re: Full auto weapons?

Post by Wubs4Scrubs » 23 Aug 2017, 15:39

A full auto pulse rifle would simply kill aliens too fast. While xenos are certainly tanky, their biggest advantage is their speed and mobility which allows for hit and run attacks. If a hunter pounced on a marine it would be immediately fully auto'd by every single marine in sight, currently hunters take lots of damage doing this and that amount would increase significantly with a full auto mechanic.

Honestly though I'd be willing to see a play test with this just to see how the meta would change. If I had to predict I'd think that the aliens would be much more strategic with their attacks since they aren't able to tank the damage of a frontal assault. Currently even something like a young ravager run straight at a squad even with everybody shooting, kill somebody, and escape due to how fast it is and the incredibly low DPS of a single shot M41A. By giving marines a significant DPS buff it would make the aliens much more frail and would force them to use things like darkness and cover to ambush their prey much more. I still think that overall it would be a negative change, but I'm unsure enough that I'd like to see it in action.
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Re: Full auto weapons?

Post by lcass123 » 24 Aug 2017, 17:27

Wubs4Scrubs wrote:A full auto pulse rifle would simply kill aliens too fast. While xenos are certainly tanky, their biggest advantage is their speed and mobility which allows for hit and run attacks. If a hunter pounced on a marine it would be immediately fully auto'd by every single marine in sight, currently hunters take lots of damage doing this and that amount would increase significantly with a full auto mechanic.

Honestly though I'd be willing to see a play test with this just to see how the meta would change. If I had to predict I'd think that the aliens would be much more strategic with their attacks since they aren't able to tank the damage of a frontal assault. Currently even something like a young ravager run straight at a squad even with everybody shooting, kill somebody, and escape due to how fast it is and the incredibly low DPS of a single shot M41A. By giving marines a significant DPS buff it would make the aliens much more frail and would force them to use things like darkness and cover to ambush their prey much more. I still think that overall it would be a negative change, but I'm unsure enough that I'd like to see it in action.
well its not really going to change that much it just fires the same rate as it does now but you don't have to click the button for each bullet you just hold. Full auto that is faster on an SMG would be a good idea and make them actually useful.

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Re: Full auto weapons?

Post by Jonesome » 08 Sep 2017, 13:03

the full auto is not the only thing missing from these features. The pulse rifle is supposed to fire 10x24 mm caseless armour piercing explosive tipped rounds, in a 40-round box cartridge, with fully automatic fire and four round burst modes, complete with a four round underbarrel grenade launcher. Now for the sake of game balance it's understandable why these features don't exist, to include them would mean these poor devs would have to redesign from top to bottom, but it's always a little disappointing when one of the most iconic weapons in sci-fi that makes heads explode has the effectiveness of a pea shooter.
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Re: Full auto weapons?

Post by Heckenshutze » 10 Sep 2017, 21:05

Jonesome wrote:
08 Sep 2017, 13:03
the full auto is not the only thing missing from these features. The pulse rifle is supposed to fire 10x24 mm caseless armour piercing explosive tipped rounds, in a 40-round box cartridge, with fully automatic fire and four round burst modes, complete with a four round underbarrel grenade launcher. Now for the sake of game balance it's understandable why these features don't exist, to include them would mean these poor devs would have to redesign from top to bottom, but it's always a little disappointing when one of the most iconic weapons in sci-fi that makes heads explode has the effectiveness of a pea shooter.
Peashooter? How dare you.

Stick a QF to the rifle and there's your 90% auto fire. Still, single fire is quickier than burst fire and depending on your ping you can easily imitate automatic fire.

We don't actually need this in the game especially when there are other features bigger than this, and in my opinion, as a perm-muhreen player I don't want this, we have enough FF
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Re: Full auto weapons?

Post by Damous » 14 Sep 2017, 02:45

Crab_Spider wrote:
11 Aug 2017, 14:41
Full auto would encourage humans to fire their weapons and keep shooting in hopes they'll actually hit something. You don't want to encourage such mindless behavior, especially when you want your game to be medium roleplay and not akin to Call Of Duty.
"Full auto would encourage humans to fire their weapons and keep shooting in hopes they'll actually hit something."
^ This is literally what modern infantry is meant to do.

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Re: Full auto weapons?

Post by Crab_Spider » 14 Sep 2017, 06:50

Damous wrote:
14 Sep 2017, 02:45
"Full auto would encourage humans to fire their weapons and keep shooting in hopes they'll actually hit something."
^ This is literally what modern infantry is meant to do.
We're talking about gameplay, and gameplay only.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Full auto weapons?

Post by Damous » 14 Sep 2017, 11:24

Crab_Spider wrote:
14 Sep 2017, 06:50
We're talking about gameplay, and gameplay only.
Sure
Heckenshutze wrote:
10 Sep 2017, 21:05
Stick a QF to the rifle and there's your 90% auto fire. Still, single fire is quickier than burst fire and depending on your ping you can easily imitate automatic fire.

We don't actually need this in the game especially when there are other features bigger than this, and in my opinion, as a perm-muhreen player I don't want this, we have enough FF
If they are "90%" of an auto fire fire (TOP KEK), why isn't it implemented already?. It doesnt even have to be a standard feature, maybe a gun only issued to squad leaders or an attachment.

FF is kinda meaningless because unless people give all marines targeting devices it will always be there.

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Re: Full auto weapons?

Post by solidfury7 » 14 Sep 2017, 11:34

Full auto on MG nests would be nice.

And maybe some special ordered weapons.
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Re: Full auto weapons?

Post by Heckenshutze » 14 Sep 2017, 11:46

Damous wrote:
14 Sep 2017, 11:24
Sure



If they are "90%" of an auto fire fire (TOP KEK), why isn't it implemented already?. It doesnt even have to be a standard feature, maybe a gun only issued to squad leaders or an attachment.

FF is kinda meaningless because unless people give all marines targeting devices it will always be there.
You got to understand how the implementations works here, we won't get a benefit without a sacrifice, I mean, if we get the automatic weapons the xenos will get a buff to counter it. In the end, it will make no sense to have automatic fire if it's gonna be the same result as always: stronger aliens. Also, since we have the attachment upgrade with the Quickfire and the burstfire thing I don't think Apop will care to approve it
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Re: Full auto weapons?

Post by Crab_Spider » 14 Sep 2017, 12:35

Damous wrote:
14 Sep 2017, 11:24
Sure



If they are "90%" of an auto fire fire (TOP KEK), why isn't it implemented already?. It doesnt even have to be a standard feature, maybe a gun only issued to squad leaders or an attachment.

FF is kinda meaningless because unless people give all marines targeting devices it will always be there.
You brought up how modern infantry uses suppressive fire as your rebuttal , in spite of the fact there is a limit to your line of sight in game, as well as accuracy and damage fading over time. Especially when accuracy was fixed around being unable to hit anything beyond line of sight.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter

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Re: Full auto weapons?

Post by Damous » 14 Sep 2017, 16:14

Crab_Spider wrote:
14 Sep 2017, 12:35
You brought up how modern infantry uses suppressive fire as your rebuttal , in spite of the fact there is a limit to your line of sight in game, as well as accuracy and damage fading over time. Especially when accuracy was fixed around being unable to hit anything beyond line of sight.
I meant it as a interesting point not a rebuttal of some sort. The only true reason i see people complaining about the idea is the FF issue, which by the way will always be there.

A lone marine with a full auto rifle wont be able to do anything if gets on a 1x1 fight with anything besides worker caste....To cut the story short, having full auto fire would be more realistic in a military sence and it would be actually canon(RP).

But i guess it is beside the point, nobody is going to bother implementing this.

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Re: Full auto weapons?

Post by Ms.Degrasse » 27 Sep 2017, 17:02

Xenomorphs here rely much more on a stun/convert mechanics than on stealth/insta-kill.

When you have the latter in a team deathmatch game with friendly fire and destructible scenario that can negatively affect the gameplay on purpose, all forms of "more dakka" are welcome.
There the "more dakka" turn into a balancing factor where the human team will literally kill itself by self-inflicted gunfire, explosions caused directly or indirectly, exposition to space caused by hull damage, uncontrollable atmospheric fires, lack of oxygen, atmospheric poisoning caused by flames and gunfire, lack of ammo in dire situations and many other "accidents".

I can only guess this is the direction they took.
But this wouldn't fit on Colonial Marines (this server here).

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Re: Full auto weapons?

Post by lgmmrm » 21 Oct 2017, 17:40

Damous wrote:
14 Sep 2017, 02:45
"Full auto would encourage humans to fire their weapons and keep shooting in hopes they'll actually hit something."
^ This is literally what modern infantry is meant to do.
Actually that's only an auto rifleman. Most of the squad protects/assists the SAR or makes a targeted base. Few ever use burst unless they're in some massive firefight

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