Full auto weapons?

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lcass123
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Full auto weapons?

Post by lcass123 » 30 Jul 2017, 16:03

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.

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Re: Full auto weapons?

Post by alekfenrir » 30 Jul 2017, 19:26

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.
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Re: Full auto weapons?

Post by Crab_Spider » 30 Jul 2017, 21:18

That'd be pretty damn broken
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Re: Full auto weapons?

Post by Heckenshutze » 30 Jul 2017, 22:48

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.
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Re: Full auto weapons?

Post by Humorcet » 10 Aug 2017, 19:22

No, marines dont need nerfing, thanks.

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Re: Full auto weapons?

Post by CrimsonAerospace » 10 Aug 2017, 21:19

Burst Fire already gets marines killed every round, this would only make it worse.
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Re: Full auto weapons?

Post by darkwahn » 11 Aug 2017, 01:02

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.
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Re: Full auto weapons?

Post by CrimsonAerospace » 11 Aug 2017, 11:28

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.
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.
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Re: Full auto weapons?

Post by lcass123 » 11 Aug 2017, 12:49

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.

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Re: Full auto weapons?

Post by Crab_Spider » 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.
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Re: Full auto weapons?

Post by CrimsonAerospace » 11 Aug 2017, 15:22

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.
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.
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Re: Full auto weapons?

Post by lcass123 » 11 Aug 2017, 15:27

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.
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.

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Re: Full auto weapons?

Post by CrimsonAerospace » 11 Aug 2017, 15:46

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.
Gameplay > Lore Accuracy. If it were lore-accurate, we'd be using Mk1 Pulse Rifles over Mk2's.
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Re: Full auto weapons?

Post by lcass123 » 11 Aug 2017, 17:34

CrimsonAerospace wrote:Gameplay > Lore Accuracy. If it were lore-accurate, we'd be using Mk1 Pulse Rifles over Mk2's.
mk2's are lore accurate

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Re: Full auto weapons?

Post by CrimsonAerospace » 11 Aug 2017, 17:50

lcass123 wrote:mk2's are lore accurate
What was used in Alien?
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Re: Full auto weapons?

Post by lcass123 » 11 Aug 2017, 18:12

CrimsonAerospace wrote:What was used in Alien?
Google the standard issue colonial marine weaponry and you will see a mk2 is a lore accurate rifle that exists.

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Re: Full auto weapons?

Post by CrimsonAerospace » 11 Aug 2017, 18:15

lcass123 wrote:Google the standard issue colonial marine weaponry and you will see a mk2 is a lore accurate rifle that exists.
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.
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Re: Full auto weapons?

Post by lcass123 » 11 Aug 2017, 18:27

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.
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).

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Re: Full auto weapons?

Post by CrimsonAerospace » 11 Aug 2017, 19:16

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).
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.
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Re: Full auto weapons?

Post by shyshadow » 11 Aug 2017, 19:58

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.
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Re: Full auto weapons?

Post by lcass123 » 12 Aug 2017, 10:35

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.
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.

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Re: Full auto weapons?

Post by CrimsonAerospace » 12 Aug 2017, 11:53

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.
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
lcass123 wrote:fires at the same rate as spam clicking
then here's my question...

Why, the fuck, do we bother implementing it?
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Re: Full auto weapons?

Post by lcass123 » 12 Aug 2017, 13:05

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?
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.

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Re: Full auto weapons?

Post by Casany » 12 Aug 2017, 15:16

Would you have to hold down left click or click once to turn it on and click once to turn it off.
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Re: Full auto weapons?

Post by SagaSword » 12 Aug 2017, 15:53

No, just no. I don't want people doing this

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