Combat loaders

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JennerH
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Combat loaders

Post by JennerH » 10 May 2018, 16:38

Ok ok, a big warning before I start, the powerloaders in game currently are not for combat, you'll get bwoinked of you try it.

Everyone's talking about tanks, but in the comics they weaponize loaders with machine guns and other things. Why don't we get some combat loaders up in here? It'll give research or engineering something to build, or we could just start with a set.

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Re: Combat loaders

Post by Lyiat » 10 May 2018, 16:44

Why specifically a loader? Why not an exo-suit specced out for combat? And if that got destroyed, you could cobble together one out of an existing loader in a pinch.
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Re: Combat loaders

Post by Weaselburg » 10 May 2018, 16:47

Nice. Maybe the survivors on LV can make one, but can only access some of the cabibilites unless someones brain is put in a MMI(One is in research) and inserts it? And maybe a internal repair system that activates itself 3-5 minutes after last damage was taken, and will heal the suit over time?
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Re: Combat loaders

Post by NethIafins » 10 May 2018, 17:05

You can't use powerloader exactly because it is a non-combat Variant.

Comabt suits are basically almost same level of tech as WY combat synths, which is around 40 years later
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Re: Combat loaders

Post by Sulaboy » 10 May 2018, 17:35

Post a Git so I can thumb it down. You can use power-loaders in combat if its life or death.
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Re: Combat loaders

Post by Lukey111 » 10 May 2018, 18:17

Sulaboy wrote:
10 May 2018, 17:35
Post a Git so I can thumb it down. You can use power-loaders in combat if its life or death.
Exactly, which basically means you can only use them if you carrying something and the Benos drop near you, we are talking about having some kind of exo-suit to be able to drop down with.
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Re: Combat loaders

Post by Sulaboy » 10 May 2018, 20:40

Lukey111 wrote:
10 May 2018, 18:17
Exactly, which basically means you can only use them if you carrying something and the Benos drop near you, we are talking about having some kind of exo-suit to be able to drop down with.
I'd be fine if it was for events only, putting it ingame as a feature seems like a bad idea.
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Re: Combat loaders

Post by Jonesome » 10 May 2018, 20:50

"The Exosuit or Exo-Suit is a militarized version of the Caterpillar P-5000 Work Loader designed for heavy combat use. Used by both the United States Colonial Marine Corps and private military contractors like the Iron Bears, the Exosuit is a "micro-scale" heavy armor solution, bringing offensive and defensive benefits of larger combat vehicles to any individual soldier in battle. It is specifically designed for heavy assault in any difficult environments by combining staggering firepower with a range of integrated protective systems."

http://avp.wikia.com/wiki/Exosuit

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Re: Combat loaders

Post by ghost120 » 11 May 2018, 02:06

Jonesome wrote:
10 May 2018, 20:50

~snip~
Exosuits must be top priority. We need them. NOW.
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Re: Combat loaders

Post by Clutch » 11 May 2018, 02:36

i can get in on this tbh there's a load of exosuits that we could use.
tanks are awesome but these sound great aswell to have.
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Re: Combat loaders

Post by nekcy » 11 May 2018, 02:49

Exosuits with overheat, fuel, wires and circuitry sounds fun for engineers to fix.
Maybe also add a feature for overwatch to control it via wireless/need wireless access and if comms goes down you can't use it anymore.
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Re: Combat loaders

Post by Avalanchee » 11 May 2018, 03:57

Imagine Bill Carson defending his pod with a powerloader
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Re: Combat loaders

Post by misto » 11 May 2018, 13:37

we've suggested such things before, several times, denied each time.

the greatest advantage to these things would be the fact that, since they can fit thru regular doors, the maps will require minimal rebuilding to accomodate them, unlike the bulky tank

https://www.youtube.com/watch?v=cQk5IxxDQCo

https://youtu.be/rnR1tlXNOoQ?t=9m47s

the exosuit as seen in AVP2 (second link) is shockingly quick on its feet, so i think that something that lumbers along like the exosuits as seen in avp extinction (first link) would be much more appropriate

does anyone know if avp extinction even gives a date for when its events take place? if it doesn't, well, there's your wiggle-room for timeline purists.

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Re: Combat loaders

Post by JennerH » 11 May 2018, 13:54

https://gitlab.com/cmdevs/ColonialMarines/issues/3045

It's done, upvote or downvote to your heart's content

Not even up for 20 minutes and already labeled a meme and closed :lol:
Last edited by JennerH on 11 May 2018, 14:12, edited 1 time in total.
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Re: Combat loaders

Post by misto » 11 May 2018, 14:05

JennerH wrote:
11 May 2018, 13:54
https://gitlab.com/cmdevs/ColonialMarines/issues/3045

It's done, upvote or downvote to your heart's content
they closed it before they even read it

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Re: Combat loaders

Post by Lukey111 » 11 May 2018, 14:49

I don't care, we'll keep buggin the devs
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Re: Combat loaders

Post by misto » 12 May 2018, 12:46

https://imgur.com/a/vPottVW

i found a youtube vid that went over some of the units from avp extinction, including turnarounds of the unit models, and saved some stills of the exosuit.

https://youtu.be/pOhP7dSCC-0?t=16m50s here is the vid itself if you want to see the turnaround in motion

it's clearly closely based on the loaders and doesn't seem to use technology that would look out of place. although i personally feel its huge rotary cannons look a little silly, those could easily be swapped out for any number of other weapons systems

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Re: Combat loaders

Post by misto » 23 Aug 2018, 21:38

https://gitlab.com/cmdevs/ColonialMarines/issues/4428

trying again. lets see how quickly it gets tagged as "meme" and closed or whatever

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Re: Combat loaders

Post by Crossbow7734 » 26 Aug 2018, 02:18

Personally I think that combat powerloaders could be another option for TCs. I mean we could get a third TC spawn, who would man that thing. I think it should be broken at roundstart, also one should be able to outfit it with a combination of armour and 2 weapons of their choice (like with tank, but no support module maybe).

EDIT: Also Combat Loaders should be vulnerable to acid by default, and if destroyed they'd be hard to repair. ( The Tech or Synth would have to haul all the new parts to the location when powerloader got it's ass handed to them.
Also I think that the weapon modules should devide to weapons fed from source integrated with the loader (like a tank for incinerator, or powerpack for smartgun) those should be restricted to one at a time, because ammo would take support slot or something. And weapons that would have a small amount of ammo (like 6 rockets in rocket pod on dropships) and it would be reloaded stationary. Like if you want to reload you have to get back to FOB or wherever you left your ammo. Also you should not be able to haul it (like ammo for dropships need to be moved with a normal Power Loader)

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Re: Combat loaders

Post by Madventurer » 26 Aug 2018, 12:30

Perhaps have the parts for tank and combat loader be mutually exclusive at roundstart, and require req and MTs to both work together to get the other one rolling?

Inb4 tankers buying half parts for both.
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Re: Combat loaders

Post by Vispain » 26 Aug 2018, 13:57

NethIafins wrote:
10 May 2018, 17:05
You can't use powerloader exactly because it is a non-combat Variant.

Comabt suits are basically almost same level of tech as WY combat synths, which is around 40 years later
what he said.

And WY combat synths are ICly against international law I believe
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Re: Combat loaders

Post by BillyBoBBizWorth » 26 Aug 2018, 18:55

Yeah weaponized powerloaders would be a good addition.I dont know if the powerloader is just a resprited mech, but why couldnt we have limited battle mechs available ingame? Fuck the lore.

Even though battle exosuits and powerloaders seem to abide by lore anyhow.
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Re: Combat loaders

Post by misto » 02 Sep 2018, 21:47

the combat exosuits are from aliens vs predator extinction

you know what else is from aliens vs predator extinction?

the carrier and the ravager

i look forward to everyone concerned with the combat exosuits being "from 40 years later" hurrying to the gitlab and demanding the carrier and the ravager be removed from cm ss13 for the crime of shattering the "timeline"

while youre at it you can show me where "in the lore" anyone ever attached a "barrel charger" to the end of their gun

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Re: Combat loaders

Post by DriedMilk » 02 Sep 2018, 22:59

no just no
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Re: Combat loaders

Post by Sonosuke » 02 Sep 2018, 23:01

Replace Tank with APC and adding combat loaders would be dazzling.
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