Full auto weapons?
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Full auto weapons?
So just played on the ruskie server and they have got fully automatic weapons that work as expected, sort of like a long dreamed about features here.
- alekfenrir
- Registered user
- Posts: 125
- Joined: 07 May 2017, 14:15
- Byond: alekfenrir
Re: Full auto weapons?
Have to say, while the full auto rock and roll sounds fun, my first thought was "Just imagine the FF"
Would be fun once or twice but I shudder to think of how many AP rounds I would have to pull out of people.
Would be fun once or twice but I shudder to think of how many AP rounds I would have to pull out of people.
Athena 'Needle' Aggley -Medic by choice, Marine by mistake.
Wear the Purple
Wear the Purple
- Crab_Spider
- Registered user
- Posts: 2114
- Joined: 20 Aug 2016, 15:52
- Byond: Krab_Spider
Re: Full auto weapons?
That'd be pretty damn broken
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
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
- Heckenshutze
- Registered user
- Posts: 1499
- Joined: 17 Apr 2016, 03:52
- Location: Caracas
- Byond: Heckenshutze
- Steam: fancypants2455
Re: Full auto weapons?
We already have a lot of FF issues with our standard single/burst fire thing, imagine if we had automatic fire, in fact, imagine the buffs xenos would get in exchange of marines getting automatic fire, just no.
Marine: Ruben Dario
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)
Yautja: Makauu’rel
Synthetic: Saturn / Shepherd (old model)
- Humorcet
- Registered user
- Posts: 19
- Joined: 02 Aug 2017, 18:53
Re: Full auto weapons?
No, marines dont need nerfing, thanks.
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
Burst Fire already gets marines killed every round, this would only make it worse.
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
- darkwahn
- Registered user
- Posts: 88
- Joined: 02 Mar 2017, 02:30
- Byond: darkwahn
Re: Full auto weapons?
I mean, I'd like to see it for SMG's, since them not having full auto bothers the fuck out of me.
But I think it'd generally end up being a problem here.
But I think it'd generally end up being a problem here.
"Memories can be vile. Repulsive little brutes, like children I suppose. But can we live without them? Memories are what our reason is based upon. If we can't face them, we deny reason itself! Although, why not? We aren't contractually tied down to rationality. There is no sanity clause. So when you find yourself locked down in an unpleasant train of thought, heading for the places in your past where the screaming is unbearable, remember: There's always madness. You can just step outside and close the door, and all those dreadful things that happened, you can lock them away. Madness... is an emergency exit."
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
God no, SMG on burst works fines, it's fairly accurate without any attachments anyways. Full auto would just add a whole other mess of things to shoot Marines in the back with. Besides, seeing as Staff are planning on doing something to limit our ammo, full auto would only make us burn through it faster.darkwahn wrote:I mean, I'd like to see it for SMG's, since them not having full auto bothers the fuck out of me.
But I think it'd generally end up being a problem here.
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
The way the full auto works is like so, they have the same fire rate as spam clicking just you hold the mouse instead. They are slower at firing than burst fire. This would cause no worse damage than burst fire and would likely cause less.
- Crab_Spider
- Registered user
- Posts: 2114
- Joined: 20 Aug 2016, 15:52
- Byond: Krab_Spider
Re: Full auto weapons?
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.
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
I am John "Buckshot" Rhodes, the Tactical Snowflake Hunter
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
This is the next step in friendly fire; Being able to just hold down your mouse and fire without stopping. That would lead to so much death because of friendly fire it's absurd.Crab_Spider wrote: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.
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
Isn't the point for the weapons to be lore accurate? And might I make the point that this is a pretty valid tactic that already goes on? Its suppressive fire and is a pretty standard tactic that is used in every single round.Crab_Spider wrote: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.
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
Gameplay > Lore Accuracy. If it were lore-accurate, we'd be using Mk1 Pulse Rifles over Mk2's.lcass123 wrote:Isn't the point for the weapons to be lore accurate? And might I make the point that this is a pretty valid tactic that already goes on? Its suppressive fire and is a pretty standard tactic that is used in every single round.
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
mk2's are lore accurateCrimsonAerospace wrote:Gameplay > Lore Accuracy. If it were lore-accurate, we'd be using Mk1 Pulse Rifles over Mk2's.
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
What was used in Alien?lcass123 wrote:mk2's are lore accurate
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
Google the standard issue colonial marine weaponry and you will see a mk2 is a lore accurate rifle that exists.CrimsonAerospace wrote:What was used in Alien?
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
I'm not saying the Mk2 didn't exist, I'm saying that lore-wise the Colonial Marines were issued the Mk1's extensively. The point I'm trying to make is, we put gameplay above lore when we can, and full-auto is a HUGE gameplay problem, not a lore one.lcass123 wrote:Google the standard issue colonial marine weaponry and you will see a mk2 is a lore accurate rifle that exists.
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
Not really though? It fires at the same rate as if you were spam clicking, most people would still spam click during a lag spike most people would still use exactly the same tactics all this does is make it so that the weapons can be fired without having to wear out your mouse button and give your finger a rest. how is this a HUGE problem, guns fire the same they do the same damage tactics are unchanged(god I wish they would change).CrimsonAerospace wrote:I'm not saying the Mk2 didn't exist, I'm saying that lore-wise the Colonial Marines were issued the Mk1's extensively. The point I'm trying to make is, we put gameplay above lore when we can, and full-auto is a HUGE gameplay problem, not a lore one.
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
Because marines are already fucking lazy about how, when and where they fire. Most of the time if they see a Xeno, they fire without checking their firing lane. So I'd prefer to get shot once, or three times, instead of heaving a string of bullets put into my back before the player realizes I'm there and stops firing. Full auto would have massive accuracy penalties, would waste ammo, and would most likely lead to more and more FF. No, we don't need Full-Auto, you can either burst or spam click, full auto is not something we need to spend time on.lcass123 wrote:Not really though? It fires at the same rate as if you were spam clicking, most people would still spam click during a lag spike most people would still use exactly the same tactics all this does is make it so that the weapons can be fired without having to wear out your mouse button and give your finger a rest. how is this a HUGE problem, guns fire the same they do the same damage tactics are unchanged(god I wish they would change).
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
- shyshadow
- Registered user
- Posts: 491
- Joined: 03 Jan 2017, 18:19
- Location: In a Toaster
- Byond: ShyShadow
Re: Full auto weapons?
What do you mean we don't need Full Auto? How am I suppose to "accidentally" AP full auto fire my fellow marine because he took my doughnut? Also it'd make Executions look a lot cooler.
^^^^Certified Neckbeard^^^^
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
We dont need to spend time on it? it's 15 lines of code and takes a minute to fully implement. Sorry but if it fires at the same rate as spam clicking how is it going to increase friendly fire? They will still notice in the same amount of time and they will still release their finger in the same amount of time, What you are effectively saying is that its worse at friendly fire than burst fire but it really isn't it has a slower rate of fire and is much more controllable.CrimsonAerospace wrote:Because marines are already fucking lazy about how, when and where they fire. Most of the time if they see a Xeno, they fire without checking their firing lane. So I'd prefer to get shot once, or three times, instead of heaving a string of bullets put into my back before the player realizes I'm there and stops firing. Full auto would have massive accuracy penalties, would waste ammo, and would most likely lead to more and more FF. No, we don't need Full-Auto, you can either burst or spam click, full auto is not something we need to spend time on.
- CrimsonAerospace
- Registered user
- Posts: 269
- Joined: 06 Jan 2017, 11:09
- Location: In the Rear, With the Gear
- Byond: CrimsonAerospace
Re: Full auto weapons?
1. Then write up that code, and suggest it when suggestions open up, if it's so easy. You act like implementing something like this into our already fairly complex gun mechanics wouldn't take some time.lcass123 wrote:We dont need to spend time on it? it's 15 lines of code and takes a minute to fully implement. Sorry but if it fires at the same rate as spam clicking how is it going to increase friendly fire? They will still notice in the same amount of time and they will still release their finger in the same amount of time,What you are effectively saying is that its worse at friendly fire than burst fire but it really isn't it has a slower rate of fire and is much more controllable.
.2 People are FUCKING LAZY on CM. Half of the server only cares about Xeno kills. I've personally been shot with burstfire, standing still, more times then I can count, and over half of those times, they fired again. Adding full auto is just going to make the lazy people lazier.
.3 That IS what I'm saying because I'm right. You don't seem to get it, the Russian server at most times, has a much lower population than CM does. That's an actual statistic. They have less Marines in the fight at one time than we do. The more marines there are, the more bunched up a squad can get, and the more squads in an area...this all leads to more dangerous situations.
To put it very bluntly, this is very, very unnecessary. If you say it
then here's my question...lcass123 wrote:fires at the same rate as spam clicking
Why, the fuck, do we bother implementing it?
Kane "Saint" Romano - Laid back kid just trying to see the galaxy. Reveres the dead, and takes it upon himself to record all the actions and deaths of the Battalion to pass on.
Dossier ---> viewtopic.php?f=91&t=16104
Dossier ---> viewtopic.php?f=91&t=16104
-
- Registered user
- Posts: 211
- Joined: 25 Apr 2015, 19:41
Re: Full auto weapons?
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.CrimsonAerospace wrote:1. Then write up that code, and suggest it when suggestions open up, if it's so easy. You act like implementing something like this into our already fairly complex gun mechanics wouldn't take some time.
.2 People are FUCKING LAZY on CM. Half of the server only cares about Xeno kills. I've personally been shot with burstfire, standing still, more times then I can count, and over half of those times, they fired again. Adding full auto is just going to make the lazy people lazier.
.3 That IS what I'm saying because I'm right. You don't seem to get it, the Russian server at most times, has a much lower population than CM does. That's an actual statistic. They have less Marines in the fight at one time than we do. The more marines there are, the more bunched up a squad can get, and the more squads in an area...this all leads to more dangerous situations.
To put it very bluntly, this is very, very unnecessary. If you say it then here's my question...
Why, the fuck, do we bother implementing it?
- Casany
- Registered user
- Posts: 1555
- Joined: 06 Jun 2016, 09:18
- Location: US of A
- Byond: Casany
- Steam: Casany
Re: Full auto weapons?
Would you have to hold down left click or click once to turn it on and click once to turn it off.
"He killed me with a SADAR and it was bullshit. We should ban him for ERP because of how VIOLENTLY HE FUCKED ME" - Biolock, Saturday 15 October 2016
"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
"Sometimes you need to stop and enjoy the little things in life, for one day you'll look back and realize they were big things"
"To quote Suits A cop follows a car long enough, he's gonna find a busted tail light. And even if he doesn't, he's gonna bust it himself." - Awan on being an MP
- SagaSword
- Registered user
- Posts: 586
- Joined: 02 Aug 2015, 19:58
- Byond: Sagasword