Suggest small tweaks for Marines

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KingKire
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Re: Suggest small tweaks for Marines

Post by KingKire » 12 Dec 2018, 01:16

My Big Fat List of Small Tweaks for mahrines.


Byond your normal Textual love:
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Fitting shit into other shit problems:
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Weapons being Weapons:
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Who doesnt like touching items:
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Engineers love to build:
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QoL for all my humans
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Requistion loving:
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for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


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kastion
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Re: Suggest small tweaks for Marines

Post by kastion » 12 Dec 2018, 01:33

KingKire wrote:
12 Dec 2018, 01:16

- m56 powerpack fits onto belt
Belt 56 1

- Slugs slowdown or stutter T-3 xeno
Big game shooter 1

- Stun Batons work on T-1 aliens

- Squads have a member list to look through for their squad
Oh my god, who are all these people i have known for my life 1
The first 3 are broken op and the last one you can just look at the crew manifest and see whos in your squad already.

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KingKire
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Re: Suggest small tweaks for Marines

Post by KingKire » 12 Dec 2018, 01:49

kastion wrote:
12 Dec 2018, 01:33
Bah, the only people who can use stun batons are CO, XO, and MP's. If a human sized alien wants to dance with the MP, then they need to respect the shocky stick. Shocked doors, shocked grills, shocked APC's, shocky stick... its perfectly fine.


Slug slow down is meh, i dont know, just tossing it in for kicks to see what would happen.

M56 fitting on the belt i think is fine imo, but could take or leave it.

Any thoughts on the other suggestions?
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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kastion
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Re: Suggest small tweaks for Marines

Post by kastion » 12 Dec 2018, 02:06

KingKire wrote:
12 Dec 2018, 01:49
Bah, the only people who can use stun batons are CO, XO, and MP's. If a human sized alien wants to dance with the MP, then they need to respect the shocky stick. Shocked doors, shocked grills, shocked APC's, shocky stick... its perfectly fine.


Slug slow down is meh, i dont know, just tossing it in for kicks to see what would happen.

M56 fitting on the belt i think is fine imo, but could take or leave it.

Any thoughts on the other suggestions?
The other suggestions seem reasonable and theres like 50 of them so I didn't say anything.

M56 fitting on belt means you can take a shotgun scabbard which means SG goes from support to unga dunga 1v1er

slug slow down is op cause crusher already gets body blocked and rekt up close with slug slowing it would never get away.

Synths can use stun batons too cant they? either way getting stun locked by a stun button would be completely retarded. Xenos are bigger than humans except for a few and we don't know how their nervous system or anything like htat works really so who knows if they react to electricity the same way as a human does. Just gameplay wise though I would absolutely rage if I was stun locked by a stun baton until someone came up and kicked me to death and laughed.

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KingKire
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Re: Suggest small tweaks for Marines

Post by KingKire » 12 Dec 2018, 02:25

kastion wrote:
12 Dec 2018, 02:06
Okay, stun baton has a 2/3rds chance to stun T-1's. I'd say thats pretty fair for something you need to be mouth to mouth for.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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Re: Suggest small tweaks for Marines

Post by Awesomesauce935 » 12 Dec 2018, 03:32

These are the things i want in the order i want them:

1: Let us flatpack or scrunch the shotgun shell boxes to keep prep clean.

2: Increase shotgun capacity to 9+1 instead of the current 8+1, just so that there is no longer a spare shell from two handfuls.

3: Loading a revolver with a speedloader drops the empty loader and/or closes the chamber.

4: Removing a mag from a gun examines the mag automatically, to show how much ammo is in it.

5: Make Hypospray a powerful item worth using: up capacity to at least 120u, possibly more. injection amount ranges between 5 and 30 units. Ensure the cooldown on injection is at least 2 seconds to prevent it being used as a large beaker. Equip Medbay with only two of them.

6: Rebalance marine "orders" mechanic.
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CABAL
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Re: Suggest small tweaks for Marines

Post by CABAL » 12 Dec 2018, 04:47

Slug slowdown would be neat. Not many carry slugs anyway and when slug shotgun marine faces T3, then he is screwed. He can only do damage and you can shoot 2 slugs at best to any xeno that is charging in your position.
Make slowdown scale with distance.
If not that, then atleast add "push" from receiving slug for one-two titles away for T-3's. Crushers will be happy to be pushed one title back for faster escape, but ravs will be sad that they were pushed back from the range of pounce.
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Re: Suggest small tweaks for Marines

Post by chocolate_bickie » 12 Dec 2018, 15:11

A slight buff to either marine pain tolerance or a higher tolerance for brute damage before bones break would help off set some of the xeno buffs as well as the ever present problem of FF.

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Re: Suggest small tweaks for Marines

Post by Sambalu » 12 Dec 2018, 15:31

Minor, but having rebreathers in marine vendors in addition to the coifs on ice.

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Boersgard
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Re: Suggest small tweaks for Marines

Post by Boersgard » 12 Dec 2018, 16:54

KingKire wrote:
12 Dec 2018, 01:16
- Special Nickname textbox field for marine soldiers
I actually don't like the current implementation of nicknames in the middle of your regular name. It only serves to make the name harder to read at a glance. Usually if someone has a nickname it's what people are calling them all the time, but I've never seen anyone called by their nickname even once in-game. Maybe something like this instead:

James "Chariot" Booker says, "blah blah blah" becomes...

For Officers:
James Booker says, "blah blah blah"

For NCM:
Chariot says, "blah blah blah"

Maybe a way to hover over the nickname to see the real name or something as well. Just throwing ideas out there.
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- m56 powerpack fits onto belt
I would quite honestly like to see powerpacks removed outright, and SG's reloaded like any other gun with actual 10x28mm ammo in 500 round drum magazines like they're supposed to have. Especially now that they actually do have 500 rounds of ammo.
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- SO's can send a paper order list for their squad to requistions
I'd like something like this but in the SO's console screen so I can just punch it in and leave it for whenever the RO can get around to it, instead of yelling at them on the radio and them yelling back on the radio. Add it to the supply drop screen: [Requested Supplies]: Flares, Ammo, MRE, Mortar.

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Re: Suggest small tweaks for Marines

Post by Dolth » 12 Dec 2018, 20:06

chocolate_bickie wrote:
12 Dec 2018, 15:11
A slight buff to either marine pain tolerance or a higher tolerance for brute damage before bones break would help off set some of the xeno buffs as well as the ever present problem of FF.
Since xeno can now have a hive mutator that makes all of them slightly tankie.
If hive grants health and faster mutation, then xeno take armor and damage, they are just fucking insanely stronger while we only have some additional consumable stuff.

As he said, that'd be nice to be a bit tankier aswell since we can't have stronger guns.
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Re: Suggest small tweaks for Marines

Post by Huebone » 13 Dec 2018, 07:18

1. Let SG's attach a rail flashlight to their gun.
Makes no sense as to why the support class has no support attributes aside from shooting pellets without ff.

2. Let M41A's attach quickfire adaptors again.
This whole mutators thing made xenos who increase their hp/def impossible to deal with. It becomes ridiculous when they aren't afraid to acid your barricades. There should be a higher dps counter for SOME marines. Just like some Xenos go for speed buffs and others for hp/def buffs, there should be some marines that were able to get quickfires and others that weren't. Like rock, paper, scissors with skill. High speed is countered by BC burst, high HP is countered by QF DPS, High HP counters burst, High speed counters DPS. Ofcourse to make it fair, the mixture of QF and BC should make the rifle damn near useless and only cancel out the QF ROF while increasing inaccuracy.

3. Let us equip the knife belt in the ammo slot so we can have a proper way to use throwing knives without having to make a script and macro for it.
E pulls out a knife.

4. TTS maybe?

5. Skins for guns.
I'm not asking for anything fancy, but at least let us alt click a gun and change it's sprite from different maps like ice colony. Same with the wooden stock.

6. Pistol stock.
pistol stock.

7. Do something with the Silencer.
It just seems inferior to the extended barrel. At least it makes the M41A sound better.
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Re: Suggest small tweaks for Marines

Post by Dolth » 13 Dec 2018, 07:22

Huebone wrote:
13 Dec 2018, 07:18
2. Let M41A's attach quickfire adaptors again.
This whole mutators thing made xenos who increase their hp/def impossible to deal with. It becomes ridiculous when they aren't afraid to acid your barricades. There should be a higher dps counter for SOME marines. Just like some Xenos go for speed buffs and others for hp/def buffs, there should be some marines that were able to get quickfires and others that weren't. Like rock, paper, scissors with skill. High speed is countered by BC burst, high HP is countered by QF DPS, High HP counters burst, High speed counters DPS. Ofcourse to make it fair, the mixture of QF and BC should make the rifle damn near useless and only cancel out the QF ROF while increasing inaccuracy.
Agreeing with the modified quote above. Xeno/marine win/rate was fucked, yes. But now you overtweaked it.
Don't misunderstand me tho mutator IS GREAT SINCE IT ALLOWS CUSTOMIZATION.
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Re: Suggest small tweaks for Marines

Post by dasWurmtMich » 13 Dec 2018, 08:27

1) Expand the first aid pouch to 5 slots and add a splint for that 5th slot, and increase the amount of first aid injectors and painkillers inside the Nanomeds. Would reduce the med dispenser looting somewhat.

2) Add order specific macros so orders actually get used. (related: https://gitlab.com/cmdevs/ColonialMarines/issues/5153)

3) Let medics be able to operate the autodoc so medics can help medbay if they are understaffed/dead pop rounds.

4) Add in a reserve surgical tray in medical storage so that if one gets lost, it doesnt reduce medbays capacity and doesnt force you waste points from REQ. Seems stupid to not have a backup

5) Buff Sniper normal rounds so they actually hurt instead of tickle. Current state of Sniper in HvX is laughable and even in HvH its meh.

6) Scince DOREC, scout spec impact rounds are pretty bad on T2's because T2's were made more resistant to stuns by explosions. Changing the stun back to how it previously was for the M4RA would be nice so it would be actually viable on T2's. Currently T2's pretty much instantly get back up.

7) Help lessen the chem rush for medics by adding a supply of the most requested chems (dex+, keloderm/derm pill bottles) to medical storage or add those to the medic vendor (just like how PFC's can now get some attachies by themselves now)

8) Remove orange hunger at roundstart. Yellow hunger is allready enough

9) Smartgunner sight shouldnt drop when you are just switching powerpacks, make it so if you have a M56 combat harness the sight doesnt drop either
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Re: Suggest small tweaks for Marines

Post by Rikman » 13 Dec 2018, 10:42

Huebone wrote:
13 Dec 2018, 07:18
1. Let SG's attach a rail flashlight to their gun.
Makes no sense as to why the support class has no support attributes aside from shooting pellets without ff.
SG already has a mag harness attached, so no rail anything
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Re: Suggest small tweaks for Marines

Post by Steelpoint » 13 Dec 2018, 11:25

I'd suggest allowing people to fold stocks on their firearms. At the very least for the SMG Stock.

The advantage is it would decrease the size of your gun (good for fitting the SMG in a SMG holster) and it'd give you more options in using stocks when advantageous.
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Re: Suggest small tweaks for Marines

Post by contactdenied » 13 Dec 2018, 22:02

Saw this on the gitlab and now I feel stupid. The armor values on standard marine armor differ between each piece so if you get armor with no shoulder guards you have no arm armor, which is probably why I see smartgunners and other unlucky marines armless halfway into the round. Smartgunners should probably get some shoulder guards to reduce the chance of becoming more useless than they already are (joking). Being able to choose the appearance of your armor would be cool too, maybe streamline all standard marine armors to just include arm armor as well.

https://gitlab.com/cmdevs/ColonialMarines/issues/5315
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Re: Suggest small tweaks for Marines

Post by CABAL » 14 Dec 2018, 06:21

contactdenied wrote:
13 Dec 2018, 22:02
Saw this on the gitlab and now I feel stupid. The armor values on standard marine armor differ between each piece so if you get armor with no shoulder guards you have no arm armor, which is probably why I see smartgunners and other unlucky marines armless halfway into the round. Smartgunners should probably get some shoulder guards to reduce the chance of becoming more useless than they already are (joking). Being able to choose the appearance of your armor would be cool too, maybe streamline all standard marine armors to just include arm armor as well.

https://gitlab.com/cmdevs/ColonialMarines/issues/5315
Interesting... I always thought that different looks of M3 armor is just fluff... If not, then why this information is/was not commonly available?
I can see response from staff: To prevent "powergaming", but... From the point of "game logic" where armor is just armor and looks doesn't have anything to do with stats... A little bit unfair for marine's side. Xenos have some hidden mechanics like that? I bet they won't.

"Wearing" standard uniform in other way (right click option) that pulls of sleeves also changes values on defence?

Don't change that, but give benefits to wearing different types of armor. No shoulder guard should mean less delays on wielding/picking up/throwing etc.
That would be basically what was suggested long ago: "Attachements" to armor changing it's value.
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Re: Suggest small tweaks for Marines

Post by Madventurer » 17 Dec 2018, 05:17

1: Making Tactical Map NOT reset as the topmost screen every 2 seconds so that I can actually type while it's open.

2: Making Tactical Map NOT open itself if you close it, necessitating moving away from the console to type anything....
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