Unga Dunga Attachments

Generic, on-topic discussion about Colonial Marines.
Fritigern
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Re: Unga Dunga Attachments

Post by Fritigern » 26 Jun 2017, 06:53

Spoilers: instead of putting a rail light on your active weapon, put it on your backup in your armour slot with the light turned on. Provides the same light bonus but your more upgraded weapon will still be in your hand.

This also negates the need for shotgun scabbards (and thus losing your backpack item to accommodate one), and in turn frees up your belt for a pistol holster while you put a whopping 14 magazines in your bag, or some other combination of items.

Sure, you have to carry a weapon in your hand the whole mission but let's be honest if you're running as a standard there isn't any need to have two hands free lest you want to take a break and pull your pud behind the bushes with no one is looking.

As for attachments themselves, with my light needs filled by my stowed weapon, I can usually run a RDS and a extended barrel on my rifle. Nothing is more frustrating than having some smug, salt-infused crusher staring at you menacingly while bullets plink off his armour uselessly. With the major accuracy bonus you basically can't miss anything in your sight radius, and you'll even find your rounds landing on targets off screen with greater regularity as well.

Quickfire + Burst fire sounds so ridiculous but I am tempted to try it out some time just for a laugh.

Mini-flamer is very effective if you missed out on a flame unit during the start of the mission. Most people who run over to their SL to score a flamer never use them properly and are usually the first ones to vanish without a trace, only to be found in a bush with no legs. If you're planning on living a long time, having a mini-flamer can be a massive boon for your whole squad. Every crusher will eventually reach a point where they can dive into a squad and fuck shit up without a care, but a single blast of fire will make a lot of them think twice about trying the same trick twice. A good defensive tool, and let's face it the marines are almost always on the defensive. It's also effective early on as well, if you can catch a runner with a blast it's usually the end of them, especially if they get caught on fire and take another shot or two as they try to run away.

Masterkey shotgun is definitely more of a lone wolf self-defense weapon. With enough confidence and robustness it gives you great dueling power against hunters and runners early on. Lots of hunters/runners won't blink at jumping a marine with an M4 because they know they won't get knocked down and can easily escape, opening them up to a surprise shotgun knockback. And where they might normally escape before a regular pump shotgun can fire again, the masterkey lets you immediately finish them while they're still down.

When I'm playing medic I like to run with a magnetic harness and an extended barrel on my SMG. I'm usually packed to the gills with medical supplies which means if I lose my primary weapon in a crisis I've got nothing left, so having the harness keeps me armed even if a runner pounces me while I'm evacing a patient.

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WinterClould
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Re: Unga Dunga Attachments

Post by WinterClould » 26 Jun 2017, 10:04

Fritigern wrote:Sure, you have to carry a weapon in your hand the whole mission but let's be honest if you're running as a standard there isn't any need to have two hands free lest you want to take a break and pull your pud behind the bushes with no one is looking.
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Molly Mirrions
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Re: Unga Dunga Attachments

Post by Molly Mirrions » 26 Jun 2017, 15:45

I just use mag harness and gyro on the shotty, with a rail light on the m41a.

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Re: Unga Dunga Attachments

Post by Crab_Spider » 26 Jun 2017, 18:58

Quickfire + burstfire isn't going to get you anywhere, it's suppressive fire but both attachments make the gun too inaccurate to use.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Winter
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Re: Unga Dunga Attachments

Post by Winter » 26 Jun 2017, 19:16

Magnetic harnesses are the new hotness, and yeah, I feel awkward when someone asks for QF+BFA at the same time.
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Szunti
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Re: Unga Dunga Attachments

Post by Szunti » 26 Jun 2017, 19:31

Did you know that mini-flamer fits on the pump shotgun?

I take red dot and extended barrel on M41A, mostly because I stay around teammates and don't want to accidentally FF them with the burstfire. UGL is too good to miss so grip is not an option. I wonder what's the difference between extended barrel and suppressor in damage and accuracy. Initially I took the suppressor to be quiet, but actually louder firing is better because teammates hear it and come to help.

I don't take side arms. They are mostly useless imo. If I can't pick up my lost gun or take one of the fallen marines I'm dead anyway.

As SL, I don't care about attachments, I won't really use my gun. Raillight is free, so I take one and that's it.

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Re: Unga Dunga Attachments

Post by Crab_Spider » 26 Jun 2017, 19:42

Winter wrote:Magnetic harnesses are the new hotness, and yeah, I feel awkward when someone asks for QF+BFA at the same time.
I used to grab it all the time, when I tried shooting a Spitter standing 6 files from me, most of my bullets missed... I felt very awkward.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Tidomann
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Re: Unga Dunga Attachments

Post by Tidomann » 27 Jun 2017, 09:33

Crab_Spider wrote:I used to grab it all the time, when I tried shooting a Spitter standing 6 files from me, most of my bullets missed... I felt very awkward.
Yeah but you looked cool

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Crab_Spider
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Re: Unga Dunga Attachments

Post by Crab_Spider » 27 Jun 2017, 10:31

Tidomann wrote:Yeah but you looked cool
All my shots missed and I got neurotoxed and dragged off.
You will never be as bad as the baldie who picked up a tactical shotgun while a hunter was pouncing on top of a CMO for 4 seconds, with his only response being to pace around before being decap'd by said hunter. You are not Brett Kimple, and you never will be. You are not the reason why I regular MP.

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Re: Unga Dunga Attachments

Post by Dolth » 27 Jun 2017, 11:45

Two gyro rifles (that's better with red dots, won't miss), if you can handle swapping hands between each shots (which is the point of dual wielding) and hold a good accuracy against the recoil, that has the highest amount of damage in the game (closely followed by smartgun)
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Re: Unga Dunga Attachments

Post by Robotonic » 12 Jul 2017, 11:49

As a standard I take a rifle and a shotgun. Rifle gets an extended barrel and rail light, the shotgun a mini flamethrower and bayonet. Nothing beats setting a red dog who was mocking you on fire through LZ1 girders.

As an engineer or medic I take an SMG with an extended barrel and RDS so I can burstfire it and not FF everyone in a 5 mile radius.

Squad leader, I take a flamer and put a rail light on it, a revolver with extended barrel and RDS. I occasionally vary with my attachments such as messing around with unusual load-outs.

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Re: Unga Dunga Attachments

Post by Heckenshutze » 13 Jul 2017, 11:04

Before the rail light and the bayonet update I used to go no attachments.

But if I had to pick one, quickfire and grip. And a buckshot shotty in your armor with a rail light
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Mobius_None
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Re: Unga Dunga Attachments

Post by Mobius_None » 13 Jul 2017, 13:20

I wonder if there are any advantages to no attachments
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Re: Unga Dunga Attachments

Post by spartanbobby » 13 Jul 2017, 13:42

Machete and webbing with a rail Light and bayonet on my shotgun.
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Dolth
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Re: Unga Dunga Attachments

Post by Dolth » 14 Jul 2017, 05:52

Quickfire and extended all the way.
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