A Spicy Specialist Set Suggestion

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XenocidalEnragement
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Re: A Spicy Specialist Set Suggestion

Post by XenocidalEnragement » 24 Sep 2017, 11:01

Nyeshivuu wrote:
23 Sep 2017, 14:35
What if it was a research item? It would kinda be like a mech in classic ss13.
That could work for the mech, maybe.

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23 Sep 2017, 18:58
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Re: A Spicy Specialist Set Suggestion

Post by SecretStamos (Joshuu) » 24 Sep 2017, 13:47

Really solid effort, but not within the realm of the universe.

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Re: A Spicy Specialist Set Suggestion

Post by XenocidalEnragement » 24 Sep 2017, 15:15

SecretStamos (Joshuu) wrote:
24 Sep 2017, 13:47
Really solid effort, but not within the realm of the universe.
Thanks. I might edit the front page as to show the more balanced loadout I have been discussing with the others in the comments for the past few days.

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Re: A Spicy Specialist Set Suggestion

Post by TheMaskedMan2 » 24 Sep 2017, 15:17

I mean, it's really cool and all, but it doesn't exactly fit the setting at all to be honest. Big armored dude with a sword and shield is just kinda silly, as much as I love Warhammer as well, this just isn't that.
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Re: A Spicy Specialist Set Suggestion

Post by XenocidalEnragement » 24 Sep 2017, 15:23

TheMaskedMan2 wrote:
24 Sep 2017, 15:17
I mean, it's really cool and all, but it doesn't exactly fit the setting at all to be honest. Big armored dude with a sword and shield is just kinda silly, as much as I love Warhammer as well, this just isn't that.
Yep, that's why I have devised a more lore-appropriate build; it wlll be on the front in a few minutes, just have to edit it.

Ding dong edit: All done, just had to surf through the comments and placed the more balanced and non-wacky stuff in the OP. The original contents of the wacky Warhammer-styled idea is still visible via clicking the SPOILER tab at the end of the OP.

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Re: A Spicy Specialist Set Suggestion

Post by GoliathTheDespoiler » 24 Sep 2017, 19:02

TheMaskedMan2 wrote:
24 Sep 2017, 15:17
I mean, it's really cool and all, but it doesn't exactly fit the setting at all to be honest. Big armored dude with a sword and shield is just kinda silly, as much as I love Warhammer as well, this just isn't that.
The thing is we kinda already have that.

Spec riot shield + machete and you got a cheap knock-off of this.
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Re: A Spicy Specialist Set Suggestion

Post by XenocidalEnragement » 25 Sep 2017, 10:19

Goliath wrote:
24 Sep 2017, 19:02
The thing is we kinda already have that.

Spec riot shield + machete and you got a cheap knock-off of this.
Riot Shield + Leader Armor + Machete gets you a second-hand version of it, yeah. The Oxycodone autoinjectors replacing the Tricord autoinjectors are one of the only things i'm concerned about; no idea if it would be too weak to be useful or too OP to have, ignoring all damage for a bit of time that is.

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Re: A Spicy Specialist Set Suggestion

Post by GoliathTheDespoiler » 26 Sep 2017, 00:07

XenocidalEnragement wrote:
25 Sep 2017, 10:19
Riot Shield + Leader Armor + Machete gets you a second-hand version of it, yeah. The Oxycodone autoinjectors replacing the Tricord autoinjectors are one of the only things i'm concerned about; no idea if it would be too weak to be useful or too OP to have, ignoring all damage for a bit of time that is.
Consider he's meleeing xenos who get a free hit everytime he melees them because of acid blood which causes more pain than actual damage, plus if he's fighting something like a rav he'll probably lose a limb or two, best he don't feel that so he can actually stand up.
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Re: A Spicy Specialist Set Suggestion

Post by Dolth » 26 Sep 2017, 10:19

That would work. But that gun should NOT be able to be gyro'ed. And I hope he'll be, if ever implented, a slow fuck.

Other than that. It's great. Boiler implementation was a huge and cool new feature for aliens. Marine could have a new unit aswell. That'd be just... nice?
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Re: A Spicy Specialist Set Suggestion

Post by XenocidalEnragement » 26 Sep 2017, 11:34

Dolth wrote:
26 Sep 2017, 10:19
That would work. But that gun should NOT be able to be gyro'ed. And I hope he'll be, if ever implented, a slow fuck.

Other than that. It's great. Boiler implementation was a huge and cool new feature for aliens. Marine could have a new unit aswell. That'd be just... nice?
Thanks!

That is what I intend. The Breacher would essentially be the Crusher of the Marine forces, for a lack of a better (and original) descriptor; footslogging slowly across the battlefield to instill fear in the hearts of the fearless (and become the bane of Ravagers/Runners/Hunters everywhere).

Not being able to gyro the shotgun's acceptable for the sake of balance, but I still believe it should be able to receive things like the barrel charger ala the Smartgun. The last thing I have on my mind is if the Breacher should be immune to the Queen's screech; part of me wants it so that the Breacher could actually be effective against the Queen if/when she screeches, but another part of me thinks it would be a tad bit overpowered even if the Breacher could still be stunned by neurotoxin.

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Re: A Spicy Specialist Set Suggestion

Post by Pshy » 07 Oct 2017, 12:18

Yeah, alright. This is pretty radical. Though im very unsure how this is lorebreaking and thus unincluded when zombies can be a part of any regular game mode

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Re: A Spicy Specialist Set Suggestion

Post by Hulkamania » 09 Oct 2017, 17:04

Alright so this has gone through some big revisions since the last time I viewed it, and it's definitely in a way more lore-friendly stage now.

I'm still not totally on board with the sledgehammer. I know having a robust melee weapon is part of the idea but it's kind of silly to be swinging one of those around in a combat scenario.

However the idea of a dedicated close combat specialist is exactly what a specialist is supposed to be: Specialized. This could easily replace the long needed scout/sniper slot, as both are redundant with each other. Getting rid of one of the pointless recon roles and replacing it with an extreme close quarters one would give each squad's specialist a unique role to play and keep them unique. No one really wants to get the sniper as it is, it's even worse knowing that there's another asshole with the exact same loadout as you running around.

The shield is great if it can be used with a sidearm, then you could act as a point guard for the squad, the magazine fed shotgun is a wonderful addition to keep the specialist special. I much prefer this iteration over the previous one, and I think it has mad potential.
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Re: A Spicy Specialist Set Suggestion

Post by Kerek » 09 Oct 2017, 22:10

Lets see some incindiary buckshot, for that shotgun.
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Re: A Spicy Specialist Set Suggestion

Post by GoliathTheDespoiler » 10 Oct 2017, 04:11

Kneez wrote:
09 Oct 2017, 22:10
Lets see some incendiary buckshot, for that shotgun.
Nah man,

Explosive slugs.
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Re: A Spicy Specialist Set Suggestion

Post by Kerek » 10 Oct 2017, 11:40

Goliath wrote:
10 Oct 2017, 04:11
Nah man,

Explosive slugs.
Why not Incindiary Explosive Slug Buckshot?
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Re: A Spicy Specialist Set Suggestion

Post by GoliathTheDespoiler » 11 Oct 2017, 04:06

Kneez wrote:
10 Oct 2017, 11:40
Why not Incindiary Explosive Slug Buckshot?
Because it doesn't have poison damage >:(
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Re: A Spicy Specialist Set Suggestion

Post by Kerek » 11 Oct 2017, 08:22

Goliath wrote:
11 Oct 2017, 04:06
Because it doesn't have poison damage >:(
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Re: A Spicy Specialist Set Suggestion

Post by Nyeshivuu » 11 Oct 2017, 13:14

Hear me out, shotgun round that permaban the player if they get shot by it.
Probably dead in some remote corner of the map
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Re: A Spicy Specialist Set Suggestion

Post by mizolo » 11 Oct 2017, 19:37

this is cool, i'm going for it
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Re: A Spicy Specialist Set Suggestion

Post by Skubblers » 12 Oct 2017, 06:34

Nyeshivuu wrote:
11 Oct 2017, 13:14
Hear me out, shotgun round that permaban the player if they get shot by it.
Devs get on this. Permabuck.

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Re: A Spicy Specialist Set Suggestion

Post by Feeltheburnandslams » 18 Oct 2017, 02:32

I like the shotgun idea though, could have that item given to the commander or something.

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