Inventory/pouch update thoughts.

Generic, on-topic discussion about Colonial Marines.
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Tidomann
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Re: Inventory/pouch update thoughts.

Post by Tidomann » 14 Aug 2017, 19:30

As a medic I'm actually enjoying the change. The medical pouch is a god send- Analyzer, tramadol bottle AND a hypospray in a pocket slot? MMMMMMMMMM MMMMMM

The syringe pouch is a lot of fun to play around with- now I don't use syringe cases to keep my quick clot refills and I've been playing with certain syringes to load up the other slots- so far mostly tricord but there is A LOT of room for flexibility here. Has anyone come up with interesting ideas for the armour storage? So far I'm just keeping my zippo in there.

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Re: Inventory/pouch update thoughts.

Post by CoreyTori » 14 Aug 2017, 20:02

i think this Nerf was a little too big to marines also i hate the backpack system having to put it in my hands before i access it really damages all my load outs honestly.

anyone notice i have't seen a single Xeno Nerf since i joined
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Steelpoint
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Re: Inventory/pouch update thoughts.

Post by Steelpoint » 14 Aug 2017, 20:11

Just use a satchel if you dislike grabbing your backpack.
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Re: Inventory/pouch update thoughts.

Post by TheGreatPazuzu » 14 Aug 2017, 20:12

Man people really don't like any change. Was there this much butt hurt when they changed from the Sulaco to the Almeyer?

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Re: Inventory/pouch update thoughts.

Post by TehSpoderman » 14 Aug 2017, 20:16

Im gonna give my thoughts on the update. I haven't played so I will only give my first impressions on viewing the changelog.

First, time to talk about pouches. Sounds neat. Having to wear a belt makes sense in my eyes. Backpack nerf looks crippling for roles like medic and engi. I heard SADAR users store their rockets in their backpack, so I think reloading as a SADAR user is gonna be a pain in the ass. I dont know what items are tiny, so I cant exactly give my thoughts. However, I heard Autoinjectors are not tiny, so that means rip bringing a Tricord autoinjector. Storage items showing if they are close to full or not is useful. Nothing much to say on that part. Bug is bug. Bugs need to be squished. I never really carried a flare pack anywhere other than a backpack, so it really doesnt affect me. Extra flares are good. I can already see being unable to hold rifle and smg ammo in webbing giving medics everywhere an aneurysm. Ammo magazines being unable to be refilled is a good thing. Stops people from powergaming. Removing AP ammo from vendors is making baldies everywhere cry. Medical belt being able to hold rollers is good. Saves backpack space. Dont know what items got changed to tiny, so cant give my thoughts on this change. I dont know why magazines got lower ammo... Cargo changes seem good. Being able to order a specific ammo type is nice. There are a ton of pouch types...guess I should talk about them one by one.

Nothing much to say about the general pouch.

Im guessing there are specific pouches for each ammo type. If they can hold more than one clip, then its pretty useful.

First aid pouch sounds like its meant for general marines. Useful for people with no medics nearby.

Medkit pouch sounds like it might be useful.

Dont know whats the use for the bayonet pouch since you can hold a knife in your boot and throwing knifes are pretty much useless against xenos.

Dont know what medical items are "small" so cant comment on medical pouch.

Construction pouch sounds very useful for Engis and MTs.

Electronics pouch sounds most useful for MTs. Probably useful for Engis?

Pistol pouch sounds eh.

Explosive pouch sounds great for UGL specs.

Document pouch sounds like a CL's wet dream.

Survival pouch sounds useful for survivors. Wondering if they can be found on planet.

Syringe pouch sounds eh.

Ghosts having the ability to zoom out is useful for looking at a battle in a wide area.

Thats pretty much all I have to say. Sorry for this being big.
Last edited by TehSpoderman on 14 Aug 2017, 20:27, edited 1 time in total.
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Re: Inventory/pouch update thoughts.

Post by Bronimin » 14 Aug 2017, 20:22

Rifle AP ammo wasn't removed, contraband ammo was. I also saw the RO give one guy an incendiary rifle magazine so they might have those in their vendors as well now.

Since there is all of this unrestockable crap in the prep rooms now, they badly need a disposals unit-- prep rooms look like a bomb exploded in there after marines have deployed.

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Re: Inventory/pouch update thoughts.

Post by TehSpoderman » 14 Aug 2017, 20:26

Changelog wrote:Marine vendor no longer contains AP ammo. Some can be found in the cargo vendors.
I should have said Removing AP ammo from vendors. My mistake.
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Re: Inventory/pouch update thoughts.

Post by Steelpoint » 14 Aug 2017, 20:28

Cargo spawns with one or two M41A Incendiary Magazines and they get a free ammo box round start.
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Re: Inventory/pouch update thoughts.

Post by Steelpoint » 14 Aug 2017, 20:32

Oh, new update.
  • You now have an option in right-click menu to toggle how worn pouch behave when clicked with an empty hand. It can either open the storage menu, or take the first item inside the pouch. The first option is the default one for all single-slot pouches.
  • Marine standard belt now only has 5 slots. Satchels are available at marine vendor.
  • Xenomorph now have their own hud to detect which human is dead or infected.
  • Xenos also have a toggleable status HUD to see the health and plasma level of xenos.
  • Ghost now have access to med HUD, sec HUD, squad HUD, xeno status HUD. All toggleable.
  • Predator mask now give the predator a medical HUD.
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Re: Inventory/pouch update thoughts.

Post by Tidomann » 14 Aug 2017, 20:37

A good suggestion from a player. If you could cycle the slot you draw from a pack to the last first it would be more useful, as you wouldn't have to cycle all items in the pack to get the first item again.

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Re: Inventory/pouch update thoughts.

Post by CrimsonAerospace » 14 Aug 2017, 21:43

Voldirs wrote:Inventory was really complicated for combat-based gameplay, why making the situation even worse?
Because marines could carry lots of ammo, and this for some reason an issue in a "gamemode" that's more of an admin event and there was no other way to fix this but to complicate the least complicated of systems.
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Re: Inventory/pouch update thoughts.

Post by Jonesome » 14 Aug 2017, 23:18

If it ain't broke, don't fix it.

I like the idea of these equipable pouches, but the nerfing of pockets so that now you can't even hold something basic like a roll of gauze or a health analyzer inside is pretty stupid. People have pockets IRL, you can fit almost anything in them.

Also I can't equip pouches when carrying a hoslter rig for the M4A3 or M39, which makes things even more awkward and makes pockets all but useless.

Would have made more sense to keep pockets as they were before, but add pouches as a sort of bonus with incentives.
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Re: Inventory/pouch update thoughts.

Post by Mboddz » 15 Aug 2017, 00:02

Seriously guys, it just feels like adding all of this stuff for the sake of doing it is way too much. Downgrading the pockets just so you can place pouches to use as pockets is just being complicated for the sake of realism and unnecessary imo. The game can obviously be polished in certain respects, but after a certain point it just comes off as making the game more difficult to play just for the sake of some vague sense of realism in a 2d game. SS13 and CM are complex and intricate in what you can do, but not too crazy in what it makes you do. TLDR; pushing too much of this kind of stuff at once is just going to draw away from the overall fun of the game.

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Re: Inventory/pouch update thoughts.

Post by Evan Stelf » 15 Aug 2017, 00:06

Has anyone considered how new players are going to be able to understand and stay playing colonial marines with all the changes we have had recently. If I was a new player, I would be very confused with all the little details we have, given there is no tutorial besides the wiki that people can use. Mentors don't want to train new players all day so most of their questions will not be answered, I'm worried about if people will stay and continue playing this game when they can't figure out how to do many of these new changes, I guess time will tell I suppose.
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Re: Inventory/pouch update thoughts.

Post by Trench007 » 15 Aug 2017, 01:02

Evan Stelf wrote:Has anyone considered how new players are going to be able to understand and stay playing colonial marines with all the changes we have had recently. If I was a new player, I would be very confused with all the little details we have, given there is no tutorial besides the wiki that people can use. Mentors don't want to train new players all day so most of their questions will not be answered, I'm worried about if people will stay and continue playing this game when they can't figure out how to do many of these new changes, I guess time will tell I suppose.
Just look at in the perspective of raising the skill floor of CM, can a newcomer solve the pouch riddle?
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Re: Inventory/pouch update thoughts.

Post by PeLokChoc » 15 Aug 2017, 01:17

>Playing CM for about 6 months
>Looking at this changelog
>Took me a lot of time to understand what is the purpose of these pouches
>Know it useful but still, i have been playing for 6 months, what about the new players ?
But i still think the Backpack update is the worst of the series, when you're trying to nerf the Marines but along the way you also wack the Medics, Specialists, Smartgunners, RO , Doctors along the way

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Re: Inventory/pouch update thoughts.

Post by Ghodere » 15 Aug 2017, 01:23

NoahKirchner wrote:I am pretty sure you can put roller beds in your belt.
Can't put them in the lifesaver belt, only the other shitty one that also takes ammo.

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Re: Inventory/pouch update thoughts.

Post by KeyWii » 15 Aug 2017, 01:38

Addendum to the update
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Belt nerf is completely unnecessary, imo.
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Re: Inventory/pouch update thoughts.

Post by Jeser » 15 Aug 2017, 02:04

Agree with KeyWii on this one, belt nerf wasn't needed.

Pouches are being forced on marines so hard it not even funny anymore, honestly.
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Re: Inventory/pouch update thoughts.

Post by Recounted » 15 Aug 2017, 02:15

Pouches needs more slots and I would be happier if we could see the pouches on our character for immersion. Having the belt be required to wear the pouches is annoying, I rather have the pouches be on the armor instead of the belt personally.
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Re: Inventory/pouch update thoughts.

Post by Crab_Spider » 15 Aug 2017, 02:25

People. You aren't REQUIRED to wear your belt, you can take it off, put whatever the fuck you want in your belt slot, and you're fine.
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: Inventory/pouch update thoughts.

Post by Jeser » 15 Aug 2017, 02:39

Crab_Spider wrote:People. You aren't REQUIRED to wear your belt, you can take it off, put whatever the fuck you want in your belt slot, and you're fine.
This is not intended and considered as bug.

And I agree, that having belt as mandatory is quite inconvenient.
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Re: Inventory/pouch update thoughts.

Post by Voldirs » 15 Aug 2017, 03:50

Another suggestion to backpacks. I think there should be 2 ways to open them. As it is now, take backpack from your back and take stuff and second option, to open it while its on your back but making this action for like 5 seconds and the character must stay still to do so. Also, if character moves, backpack slots must disappear from HUD to prevent players just opening backpack and running with its slots being available at any time.

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Re: Inventory/pouch update thoughts.

Post by lcass123 » 15 Aug 2017, 06:56

So this seems to be how the update works, they found an "issue" that nobody ever complained about or had an issue with then fixed the issue by yet again nerfing marines. Huh.

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Re: Inventory/pouch update thoughts.

Post by Simo94 » 15 Aug 2017, 09:26

I only like the no AP ammo in PFC vendors, I have a higher chance now living through a 3x3 rifle bursts to the eyes (iv seen it happen)
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