I wish for a melee spec
- LittleBlast
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Re: I wish for a melee spec
For the spec to even be worth considering it would need to be bullshit as hell and probably would make facing it very unfun.
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- DefinitelyAlone0309
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Re: I wish for a melee spec
If the spec is not horribly broken, they will get memed by literally every xeno with a brain. Drone caste with good tackle, hugger combat, and combat nesting. Runner caste with pounce spam, slashes between pounces, and overall kite 'n slash. Sentinel caste, well, neuro; and acid spray for boiler I guess. Defender caste has headbutt spam and tail sweep RNG for defender; lunge for warrior; and either neuro for Prae or useless tackle but ok slashes for Crusher.
The only enemy vulnerable to you is a Crusher, and heck, you don't need a spec slot to do that.
And all of the above is in a 1v1 situation. In a 1v2, you're very likely going to die for free.
The only enemy vulnerable to you is a Crusher, and heck, you don't need a spec slot to do that.
And all of the above is in a 1v1 situation. In a 1v2, you're very likely going to die for free.
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- Sargeantmuffinman
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Re: I wish for a melee spec
No. And I'd expect a melee spec to be used for riot control.
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- davidofmk771
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Re: I wish for a melee spec
I think a "Breecher" spec with light armor, a heavy shotgun, some sort of pneumatic sledgehammer, and extra C4 would be right on the money. Makes sense to have a guy that can bust down doors and walls rapidly with no assistance.
The idea is definitely a lot better with some sort of short-range gun. Otherwise it just seems like a Warhammer 40k thing.
The idea is definitely a lot better with some sort of short-range gun. Otherwise it just seems like a Warhammer 40k thing.
- Gigazer
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Re: I wish for a melee spec
How about drone specs, which the spec could control predator drones and shoot out missiles or some shit?
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- ThesoldierLLJK
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Re: I wish for a melee spec
If you want to play melee spec, go predator actually.
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- WinterClould
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Re: I wish for a melee spec
If you want melee gameplay then play another game like Project M, or just get Pred Whitelisted. Melee spec would be dumb as hell.
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- Garrison
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Re: I wish for a melee spec
I saw what you did there. (Project M converts smash bros brawl into a modernized version of smash bros melee)WinterClould wrote: ↑15 Oct 2018, 23:49If you want melee gameplay then play another game like Project M, or just get Pred Whitelisted. Melee spec would be dumb as hell.
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- Okand37
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Re: I wish for a melee spec
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- IdenTenpoints
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Re: I wish for a melee spec
Well i'm pretty new at CM so my idea will probably be pretty unbalanced but here goes.
Introducing the Hazard Spec:
Not every planet is suitable for human life, that doesn't mean they aren't of use the the USCM and humanity in it's whole.
Barron wastelands and over polluted complexes of mines and factory's have as many problems as any other colony but what is the USCM to do when some CLF or UPP scum hole themselves up in mine systems, full of lung burning ash and pockets of volatile gas. Where shooting a traditional weapon will result in your target, you, your squad and that rather important mine, being blown to kingdom come?
They send in the Hazard Spec.
Equipped with
: The HC16 Helmet.
An air tight head guard that completely encapsulates the wearers head, giving the effects of a gas mask. (immunity to the boilers orange gas and half damage from green) This advance piece of gear doesn't reduce vision and actually gives it through smoke and gas clouds. As it is integrated in to the rest of the armour, it is toggled like standard hard-suits and can't be separated.(but is withdrawn back into the suit when knocked out like how the Suit-light works)
: The HC16 Hazardous environment combat suit.
A sleek and easy to move in set of armour designed for mobility (increasing movement speed and a slight SLIGHT reduction in stun duration). As it's typically deployed into areas where using a firearm would be suicide it offers minimal protection from bullets while greatly reducing the effects of the improvised slashing and piercing weapons employed by rebelling miner- err i mean the UPP/CLF.
: The EH-7 Raincoat.
A highly resilient and hydrophobic Poncho worn over the armour (placed in the back slot) intended to prevent prolonged exposure to caustic substances found in the Hazard specs usual deployment fields (Gives immunity from acid blood caused by standard attacks, a xeno gibbing right next to you should probably still do some damage, good luck managing to code that though) While the inside is lined with small pockets it has minimal storage space only for the essentials.
: The Perun pattern Combat Axe
This Versatile axe features a telescopic handle for use in both narrow shafts and wide open caves. (can be used a a single handed hatchet dealing reduced damage, or two handed to deal full) Due to the confusion and terrain problems that are present in this specs area of operation it is attached to the suit via a retractable winch cable that detects when it's been dropped and automatically reels it in. (An axe flying right to your waist is perfectly safe shut up) It can also act as a crowbar for opening powered down doors.
: The FSST Pressurised Handgun (This is for allowing the spec to get into melee range, it is NOT the main source of damage)
A handheld projectile delivery system that uses compressed air to fire. (resulting in an accuracy drop off at range) . Built to be sturdy and reliable This Revolver-esque weapon features three chambers that have to be manually rotated. (With unique-weapon like the shotgun) It can be loaded with a few different ammo types;
Shatter shot - Built to break into painfull shards upon impact Has very little armour piercing and damage, but will temporarily slow down whatever it hits.
Bull Slugs - Akin to bean bag rounds used by MP forces, these slugs will stagger whatever they hit.
Rupture rounds - jagged darts that will embed in targets (excluding xenos) dealing moderate damage.
Play style.
This is not something you can charge a xeno line with, you should and will die if you charge into the whole hive like a complete idiot.
This is built to fill a niche that the marines don't have, a counter for dealing with small flanks by T1/2's. your job is to deal with things that get in where they shouldn't and get in the way of runners and lurkers trying to get some tasty tasty medic meat, generally by being far to much trouble then it's worth to bother with.
They'd also need to be locked out from using the M41A and shotgun to prevent them just picking this load-out for the armour.
Well anyway that's my idea for how a melee marine should work, This is my first forum post and idea iv'e posted so i'd appreciate feedback and suggestions
thanks for reading through all of this.
Introducing the Hazard Spec:
Not every planet is suitable for human life, that doesn't mean they aren't of use the the USCM and humanity in it's whole.
Barron wastelands and over polluted complexes of mines and factory's have as many problems as any other colony but what is the USCM to do when some CLF or UPP scum hole themselves up in mine systems, full of lung burning ash and pockets of volatile gas. Where shooting a traditional weapon will result in your target, you, your squad and that rather important mine, being blown to kingdom come?
They send in the Hazard Spec.
Equipped with
: The HC16 Helmet.
An air tight head guard that completely encapsulates the wearers head, giving the effects of a gas mask. (immunity to the boilers orange gas and half damage from green) This advance piece of gear doesn't reduce vision and actually gives it through smoke and gas clouds. As it is integrated in to the rest of the armour, it is toggled like standard hard-suits and can't be separated.(but is withdrawn back into the suit when knocked out like how the Suit-light works)
: The HC16 Hazardous environment combat suit.
A sleek and easy to move in set of armour designed for mobility (increasing movement speed and a slight SLIGHT reduction in stun duration). As it's typically deployed into areas where using a firearm would be suicide it offers minimal protection from bullets while greatly reducing the effects of the improvised slashing and piercing weapons employed by rebelling miner- err i mean the UPP/CLF.
: The EH-7 Raincoat.
A highly resilient and hydrophobic Poncho worn over the armour (placed in the back slot) intended to prevent prolonged exposure to caustic substances found in the Hazard specs usual deployment fields (Gives immunity from acid blood caused by standard attacks, a xeno gibbing right next to you should probably still do some damage, good luck managing to code that though) While the inside is lined with small pockets it has minimal storage space only for the essentials.
: The Perun pattern Combat Axe
This Versatile axe features a telescopic handle for use in both narrow shafts and wide open caves. (can be used a a single handed hatchet dealing reduced damage, or two handed to deal full) Due to the confusion and terrain problems that are present in this specs area of operation it is attached to the suit via a retractable winch cable that detects when it's been dropped and automatically reels it in. (An axe flying right to your waist is perfectly safe shut up) It can also act as a crowbar for opening powered down doors.
: The FSST Pressurised Handgun (This is for allowing the spec to get into melee range, it is NOT the main source of damage)
A handheld projectile delivery system that uses compressed air to fire. (resulting in an accuracy drop off at range) . Built to be sturdy and reliable This Revolver-esque weapon features three chambers that have to be manually rotated. (With unique-weapon like the shotgun) It can be loaded with a few different ammo types;
Shatter shot - Built to break into painfull shards upon impact Has very little armour piercing and damage, but will temporarily slow down whatever it hits.
Bull Slugs - Akin to bean bag rounds used by MP forces, these slugs will stagger whatever they hit.
Rupture rounds - jagged darts that will embed in targets (excluding xenos) dealing moderate damage.
Play style.
This is not something you can charge a xeno line with, you should and will die if you charge into the whole hive like a complete idiot.
This is built to fill a niche that the marines don't have, a counter for dealing with small flanks by T1/2's. your job is to deal with things that get in where they shouldn't and get in the way of runners and lurkers trying to get some tasty tasty medic meat, generally by being far to much trouble then it's worth to bother with.
They'd also need to be locked out from using the M41A and shotgun to prevent them just picking this load-out for the armour.
Well anyway that's my idea for how a melee marine should work, This is my first forum post and idea iv'e posted so i'd appreciate feedback and suggestions
thanks for reading through all of this.
- CABAL
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Re: I wish for a melee spec
But specialists are designed to combat single xeno, or more to support fellow marines.
Pyro, Demo, Scout and Sniper won't kill anything by themself reliably, but they have equipment to support other marines by weaking and "exposing" xenos. Proposed spec is designed to survive in boiler coulds and it's where ends his usefulness. Only becouse of his handgun that can slow down xenos he has a bigger niche than one situation where he is around gas.
How this handgun is able to deal with small flanks by T1/T2's when that spec is not immune to neuro, acid and pounces? Gimme standard sawn-off and it will the same, or better.
Give standard PFC pills for pain and burn damage, shotgun and bootknife and he would have nearly as much combat potential as proposed spec.
He is too situational and even when those situations do occure, he is nothing special there.
Pyro, Demo, Scout and Sniper won't kill anything by themself reliably, but they have equipment to support other marines by weaking and "exposing" xenos. Proposed spec is designed to survive in boiler coulds and it's where ends his usefulness. Only becouse of his handgun that can slow down xenos he has a bigger niche than one situation where he is around gas.
How this handgun is able to deal with small flanks by T1/T2's when that spec is not immune to neuro, acid and pounces? Gimme standard sawn-off and it will the same, or better.
Give standard PFC pills for pain and burn damage, shotgun and bootknife and he would have nearly as much combat potential as proposed spec.
He is too situational and even when those situations do occure, he is nothing special there.
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- IdenTenpoints
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Re: I wish for a melee spec
You make a good point, i'm trying to find the balance for having a marine fight CQC without just giving them complete stun immunity. though with them being able to see through gas clouds and smoke, they'd be useful for when a xeno tries to break a cade under gas cover and gets an axe to the face. or having a actual reason to use smoke grenades is nice, just throw one down on yourself and become the mist monster xeno's fear.
And on to being actually useful against stun, there's a couple of things that could be tried without completely breaking Xeno's main method of attack.
First is just reduced stun time, plain and simple Not really a fan of this but hey it's easy
Second option is that as someone used to being ambushed in caves and the likes, they'd be able to "Bounce" an attempted tackle resulting in both the spec and pouncer being staggered for a second, This should be on a cool-down as it'd be a little OP to mostly ignore all tackles. Them getting to resist one or two every 5 minutes or so seems fair.
Third and my favourite is the Adaptive suit idea, If your hit by a stun if effects you for the full time however if your hit by the same stun again in a small amount of time it effects you less and less each time. This would let you get out of really annoying stun locks, without being broken and letting you just walk around with bullshit stun immunity. It could also be explained as the suit's filtration system analysing and adapting to counter nurotoxin and the wearer using their CQC training to spot escape routes out of pins
And on to being actually useful against stun, there's a couple of things that could be tried without completely breaking Xeno's main method of attack.
First is just reduced stun time, plain and simple Not really a fan of this but hey it's easy
Second option is that as someone used to being ambushed in caves and the likes, they'd be able to "Bounce" an attempted tackle resulting in both the spec and pouncer being staggered for a second, This should be on a cool-down as it'd be a little OP to mostly ignore all tackles. Them getting to resist one or two every 5 minutes or so seems fair.
Third and my favourite is the Adaptive suit idea, If your hit by a stun if effects you for the full time however if your hit by the same stun again in a small amount of time it effects you less and less each time. This would let you get out of really annoying stun locks, without being broken and letting you just walk around with bullshit stun immunity. It could also be explained as the suit's filtration system analysing and adapting to counter nurotoxin and the wearer using their CQC training to spot escape routes out of pins
- Gigazer
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Re: I wish for a melee spec
Hmm... Enforcer spec.... Shield... Hmm, custom spec shotgun?.... Looks cool, but can it work in a practical situation?
The spec has to use two hands to make a shield defense stance?
What if this spec could block a crusher charge, Rav slash, or pounce which the xeno would bounce off back a tile but at the same time the spec would take some damage by the impact from either a Crusher or Ravager.
What if this spec combined with the smart gunner? This person could be the actual meat shield.
Either that or I'm just stupid.
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- Garrison
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Re: I wish for a melee spec
Personally I like the hazard kit idea. I've seen dozens of rounds where a marine push is broken or Xenos break through a defensive line because the troops are constantly bombarded with boiler gas. I see this kit being a valid option, not necessarily as a melee spec, but an anti spitter/boiler spec.
I doubt it's axe will see much combat use tho, aside from opening doors unpowered doors and clearing weeds/resin constructs
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- CABAL
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Re: I wish for a melee spec
I don't see anything about neuro and acid spits in his description. What good you can have from one marine that can survive in cloud, where others can't? Cloud itself is less about damage and more about smoke and obstacle that is created. When your troops are cut off from retreating becouse of cloud, the only thing that can help them is smartgunner, becouse he can shoot cover fire without FF trough cloud, without clear view. Any other marine can't shoot if he knows that there are others on the other side, so xenos can roam them by this time. What it this situation could this spec do? Escape if it was him who was part of the blocked team? Go trough and add only one handgun that can slow xeno down?Garrison wrote: ↑17 Oct 2018, 16:56Personally I like the hazard kit idea. I've seen dozens of rounds where a marine push is broken or Xenos break through a defensive line because the troops are constantly bombarded with boiler gas. I see this kit being a valid option, not necessarily as a melee spec, but an anti spitter/boiler spec.
I doubt it's axe will see much combat use tho, aside from opening doors unpowered doors and clearing weeds/resin constructs
I would give him more support: Acid and neuro resistance and some "sprayer" that can clean weeds and sticky resin reliably. Pyro can do that, but you have to wait for flames to vanish and you waste precious fuel.
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- Vampmare
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Re: I wish for a melee spec
Now how would a melee spec fit in with the lore? You think Mr. Axe is gonna do much good agaisnt those dirty CLFs? No.
Get us some biochem spec that shoots acid or something. Now we're talking.
Get us some biochem spec that shoots acid or something. Now we're talking.
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- Vispain
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Re: I wish for a melee spec
I could write a paragraph as I like to do but...nah. I'll just do this.
haahahahahaha. no
haahahahahaha. no
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Re: I wish for a melee spec
Bro, I think we could make this work. I’d love to be killing the Xeno heretics, when out of bloody nowhere Sledge busts down the wall beside me, with a Ravager carcass draped around his shoulders.
To be honest though, if we could make this work, i’d be more then happy to see this kit. Though I must preface, “IF we could make this work”. It’s also something I think that if it were to be an accepted idea, would be pretty low on the list of things Devs are working on.
To be honest though, if we could make this work, i’d be more then happy to see this kit. Though I must preface, “IF we could make this work”. It’s also something I think that if it were to be an accepted idea, would be pretty low on the list of things Devs are working on.
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- 420MYK
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Re: I wish for a melee spec
I like the idea of hazard guy. And of course any melee spec or breacher etc, would still take another ranged weapon, Itd just be nice to have more option for the melee side to be viable. as it stands for a marine to engage in CQC they have boot knives or machetes and never any use for them outside of counter crusher plays or clearing vines on LV. A high cqc skill would also mean easier disarms and shoves, Great for keeping testy survivors disarmed and controlled besides "Oh well just put a bullet in thier head and revive them,,, or not we'll see."
Of course i took some idea for the OP from 40k, But aside from a khorne Bezerkers (which still can use Bolters and Plas pistols) Almost everyone else whether Space marine, Ork or guardsmen use ranged weaponry. Obviously an ALL melee spec would get dead real quick in any century past the 19th.
Some kinda breacher spec would be better than a hazard one imo though, So often benos can get away or delay all because marines dont have a flank or cant set up C4 coz of cramped quarters. Plus with hazard Spec its all well and great being able to resist clouds and acid etc but your fellow marines cant putting you with the same issue people pointed out , Being in enemy lines with the only back up being the AP slapping your head.
Of course i took some idea for the OP from 40k, But aside from a khorne Bezerkers (which still can use Bolters and Plas pistols) Almost everyone else whether Space marine, Ork or guardsmen use ranged weaponry. Obviously an ALL melee spec would get dead real quick in any century past the 19th.
Some kinda breacher spec would be better than a hazard one imo though, So often benos can get away or delay all because marines dont have a flank or cant set up C4 coz of cramped quarters. Plus with hazard Spec its all well and great being able to resist clouds and acid etc but your fellow marines cant putting you with the same issue people pointed out , Being in enemy lines with the only back up being the AP slapping your head.
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- AcuteCircle
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Re: I wish for a melee spec
Melee spec would be really cool. Maybe like a charge ability on their weapon that stuns xenos and deals a lot of damage, tackle-resistant armor, and maybe the weapon would has an alternative fire for long range, like a weak pistol or smth. Their weakness ofc would be getting surrounded by xenos and friendly fire. Sorta like a predator I guess, but way less tanky and can't self-destruct.
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- SolarMacharius
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Re: I wish for a melee spec
A spec based around melee would not work. Forget lore and all that, lets just talk game mechanics.
The one positive of melee combat for marines is that, if I recall correctly, melee hits ignore armor values on aliens and do straight damage. Thats the single advantage melee has. There are a huge host of disadvantages that makes melee a shit choice. The first is acid splash. Acid splash happens so frequently when you smack aliens around you will very quickly start accumulating burn damage. Now, burn damage in of itself isnt that bad, but you go into pain crit after like four splashes so its not very viable.
The other issues come from the aliens themselves. Most of them are faster then the marines. You may smack them once, but then theyll just run away to heal. Also the aliens have a thousand ways to disable a marine in melee range. Disarm (which is random and stuns for fucking ever), neuro spit, tackles, face huggers, queen screech. A melee spec would simply get pushed over and then swarmed and killed almost instantly. Its not like with predators where they have resistances to stun and immense amounts of health and boosted attack speed.
To make a melee spec viable, you would have to give him a helmet that can block face huggers, armor that is acid resistant or acid proof, a weapon capable of doing severe damage to an alien in one blow, a boosted attack speed so he doesnt swing once every two seconds, and a resistance to being disarmed spammed. At this point you have armor thats much better then b18 and is on par with the deathsquads ape suit.
So I dont think a melee spec will ever be added for reasons such as that.
The one positive of melee combat for marines is that, if I recall correctly, melee hits ignore armor values on aliens and do straight damage. Thats the single advantage melee has. There are a huge host of disadvantages that makes melee a shit choice. The first is acid splash. Acid splash happens so frequently when you smack aliens around you will very quickly start accumulating burn damage. Now, burn damage in of itself isnt that bad, but you go into pain crit after like four splashes so its not very viable.
The other issues come from the aliens themselves. Most of them are faster then the marines. You may smack them once, but then theyll just run away to heal. Also the aliens have a thousand ways to disable a marine in melee range. Disarm (which is random and stuns for fucking ever), neuro spit, tackles, face huggers, queen screech. A melee spec would simply get pushed over and then swarmed and killed almost instantly. Its not like with predators where they have resistances to stun and immense amounts of health and boosted attack speed.
To make a melee spec viable, you would have to give him a helmet that can block face huggers, armor that is acid resistant or acid proof, a weapon capable of doing severe damage to an alien in one blow, a boosted attack speed so he doesnt swing once every two seconds, and a resistance to being disarmed spammed. At this point you have armor thats much better then b18 and is on par with the deathsquads ape suit.
So I dont think a melee spec will ever be added for reasons such as that.
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- Butterrobber202
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Re: I wish for a melee spec
if everyone FFs the melee spec they can't FF me.ThesoldierLLJK wrote: ↑15 Oct 2018, 10:36It would lead to a lot less friendly fire, well except for the melee guy getting FFed by everyone else.
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- carlarc
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Re: I wish for a melee spec
this idea is fuckinf amazing, i dunno balance but holy CRAP I LOVE THIS
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