Smartgunner needs a buff?
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Re: Smartgunner needs a buff?
I like the auto fire option but I want more information on it. Would it be like, you target a entity and now your gun fires on it continuously while you focus on moving, is it like a sentry gun, ect
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Re: Smartgunner needs a buff?
It would be like the target function except it keeps firing as long as the alien is in view. So you do have to click/target them.
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Re: Smartgunner needs a buff?
Sounds good to me, it will really bring out the smartgunner as its own role instead of being a mix between a spec and private.
Weight support might make smartgunners a bit too fast, as speed is key in the game, but I really like the reducing delay.
Weight support might make smartgunners a bit too fast, as speed is key in the game, but I really like the reducing delay.
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Re: Smartgunner needs a buff?
These two seem kind of redundant.awan wrote: ↑14 Dec 2018, 04:50Now for the subsystems.
- Recoil Dampening:
When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)- IFF Targeting:
When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.
- Recoil Dampening:
Assuming current damage and ROF having this turned off ever would make no sense because it would make the gun useless since you do so little damage you need to actually hit everything like at least 10 times. - IFF Targeting:
The whole point of the smartgun is that it has IFF. Without the IFF it would just be a bad gun with no benefit (assuming current damage, wield delay and so on)
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- Boersgard
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Re: Smartgunner needs a buff?
I like the idea in general, but I'm worried this would end up too complicated and clunky.awan wrote: ↑14 Dec 2018, 04:50Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
Now for the subsystems.
- 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
- 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
- 3. Their armor will be extended to their arms
Now the more systems you have active the quicker you drain.
- Recoil Dampening:
When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)- IFF Targeting:
When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.- Infrared Targeting:
When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.- Obstacle Targeting:
When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)- Motion Sensor:
It would be a mode on the equipment and ofc we all know what it does.- Autofire mode (very taxing when firing.)
This speaks for itself. And it is one that was suggested but I am not fully sold on.- Weight Support
Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
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Re: Smartgunner needs a buff?
1. It might not be current damage and or ROF.JJG wrote: ↑14 Dec 2018, 05:40These two seem kind of redundant.
- Recoil Dampening:
Assuming current damage and ROF having this turned off ever would make no sense because it would make the gun useless since you do so little damage you need to actually hit everything like at least 10 times.- IFF Targeting:
The whole point of the smartgun is that it has IFF. Without the IFF it would just be a bad gun with no benefit (assuming current damage, wield delay and so on)
If it has mk2 stats it would still be a (viable) system. And without it it would still be reasonable as well.
2. You can already turn it off. Not having it on just means less power drain. If you are standing on cades at the fob you likely wont FF.
If you take point same deal.
With the improved sights and motion sensor it might make sense to be the point man.
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Re: Smartgunner needs a buff?
Yeah, it doesn't sound bad. I just wish we could have a smaller plain stat change by tweaking simple values for the gun to make it viable now, instead of having it fun and useful whenever this update is done.
Then again...who knows when the Weapon Rebalance comes and what it will do...
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- DefinitelyAlone0309
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Re: Smartgunner needs a buff?
After a second viewing, I don't really like Recoil Dampening as a subsystem, because it's too big of a thing to not have. I simply can't see a situation where I can turn it off unless the recoil is easy to deal with
_ IFF can be turned off when it's HvH or mutiny or just defending the FOB
_ Infrared can be turned off if you're fighting in a well-lit area or just enough lights to see the stuff you need to shoot.
_ Obstacle Targeting can be turned off if you're not fighting near barricades, like in the caves, or just while moving to the objective.
_ Motion Sensor can be turned off if you're fighting in a well-lit area
_ Autofire can literally be kept off until you need to spam
_ Weight Support can be turned off if you're just defending the FOB for example, and not need to move around much.
Also, I would like a subsystem for falloff damage (combined with accuracy) subsystem, and "Weak Point Targeting" (more AP but drains like a bitch). Also a "Quick Draw" subsystem to deal with the wield delay
_ IFF can be turned off when it's HvH or mutiny or just defending the FOB
_ Infrared can be turned off if you're fighting in a well-lit area or just enough lights to see the stuff you need to shoot.
_ Obstacle Targeting can be turned off if you're not fighting near barricades, like in the caves, or just while moving to the objective.
_ Motion Sensor can be turned off if you're fighting in a well-lit area
_ Autofire can literally be kept off until you need to spam
_ Weight Support can be turned off if you're just defending the FOB for example, and not need to move around much.
Also, I would like a subsystem for falloff damage (combined with accuracy) subsystem, and "Weak Point Targeting" (more AP but drains like a bitch). Also a "Quick Draw" subsystem to deal with the wield delay
Last edited by DefinitelyAlone0309 on 14 Dec 2018, 05:53, edited 1 time in total.
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Re: Smartgunner needs a buff?
Sg is already getting /something/ very soon.JJG wrote: ↑14 Dec 2018, 05:48Yeah, it doesn't sound bad. I just wish we could have a smaller plain stat change by tweaking simple values for the gun to make it viable now, instead of having it fun and useful whenever this update is done.
Then again...who knows when the Weapon Rebalance comes and what it will do...
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Re: Smartgunner needs a buff?
really cool, what about attachements? will they be the same? what's with the stats like accuracy, damage? will they be they same?awan wrote: ↑14 Dec 2018, 04:50Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
Now for the subsystems.
- 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
- 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
- 3. Their armor will be extended to their arms
Now the more systems you have active the quicker you drain.
- Recoil Dampening:
When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)- IFF Targeting:
When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.- Infrared Targeting:
When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.- Obstacle Targeting:
When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)- Motion Sensor:
It would be a mode on the equipment and ofc we all know what it does.- Autofire mode (very taxing when firing.)
This speaks for itself. And it is one that was suggested but I am not fully sold on.- Weight Support
Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
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Re: Smartgunner needs a buff?
Smartgunner needs shoulder guards and better gloves, becouse he can't shoot with only one arm/hand.
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Re: Smartgunner needs a buff?
Any subsystem to increase ROF or damage?
Also keep in mind the recoil is based on a ratio you calculate with weight/catridge power. The heavier the gun is, the less recoil you have. BUT, the bigger the catridge is, the more recoil you get, and big guns often have big catridges soooooo.
But in our case (as much as LMG case), you get almost no recoil if you somehow manage to shoot by yourself.
Also keep in mind the recoil is based on a ratio you calculate with weight/catridge power. The heavier the gun is, the less recoil you have. BUT, the bigger the catridge is, the more recoil you get, and big guns often have big catridges soooooo.
But in our case (as much as LMG case), you get almost no recoil if you somehow manage to shoot by yourself.
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Re: Smartgunner needs a buff?
So long as there are HUD icons you can click to turn on and off subsystems, then I think it's be a interesting approach.
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Re: Smartgunner needs a buff?
That's actually pretty awesome. Helps make the smart gun smart I think
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Re: Smartgunner needs a buff?
No it would be nanoui.Steelpoint wrote: ↑14 Dec 2018, 06:45So long as there are HUD icons you can click to turn on and off subsystems, then I think it's be a interesting approach.
Think of what happens when you use an apc. And interface like that is what you would get for the suit.
In the interface you turn off and on subsystems just like you can for apcs.
I would add in verbs but not buttons in the top right.
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Re: Smartgunner needs a buff?
There shouldn't really be systems that make the gun worse if you don't have them on, otherwise they just become mandatory costs for simple reason of quality.
Main exemption is IFF which is the defining feature of the gun, recoil dampened or whatever wouldn't be great unless you want to add more energy cost to the gun which you can manage by increasing base cost of firing or something.
Charge in general needs it's own consideration as any smartgunner could take high power cells, so being able to replace the battery wouldn't be ideal to leave in without some restrictions to it. Maybe engineering skill if at all to give engis something else they can do.
Attachments could be made inherent features of the gun as two modes to switch between throughout the game rather than a thing you do at the start of the game and forget.
Main exemption is IFF which is the defining feature of the gun, recoil dampened or whatever wouldn't be great unless you want to add more energy cost to the gun which you can manage by increasing base cost of firing or something.
Charge in general needs it's own consideration as any smartgunner could take high power cells, so being able to replace the battery wouldn't be ideal to leave in without some restrictions to it. Maybe engineering skill if at all to give engis something else they can do.
Attachments could be made inherent features of the gun as two modes to switch between throughout the game rather than a thing you do at the start of the game and forget.
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Re: Smartgunner needs a buff?
I like this idea
awan wrote: ↑14 Dec 2018, 04:50Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
Now for the subsystems.
- 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
- 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
- 3. Their armor will be extended to their arms
Now the more systems you have active the quicker you drain.
- Recoil Dampening:
When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)- IFF Targeting:
When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.- Infrared Targeting:
When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.- Obstacle Targeting:
When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)- Motion Sensor:
It would be a mode on the equipment and ofc we all know what it does.- Autofire mode (very taxing when firing.)
This speaks for itself. And it is one that was suggested but I am not fully sold on.- Weight Support
Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
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Re: Smartgunner needs a buff?
Mostly like these ideas, although would suggest a slight addition to IFF.awan wrote: ↑14 Dec 2018, 04:50Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
Now for the subsystems.
- 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
- 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
- 3. Their armor will be extended to their arms
Now the more systems you have active the quicker you drain.
- Recoil Dampening:
When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)- IFF Targeting:
When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.- Infrared Targeting:
When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.- Obstacle Targeting:
When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)- Motion Sensor:
It would be a mode on the equipment and ofc we all know what it does.- Autofire mode (very taxing when firing.)
This speaks for itself. And it is one that was suggested but I am not fully sold on.- Weight Support
Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
If it's active and power runs out, it should refuse to shoot until you deactivate IFF. Otherwise, it'll very quickly turn into accidental SG FF when running out of power.
Otherwise, quite like the ideas suggested and as an SG main, am hyped to hear of an upcoming update to the game's best role.
Last edited by Sancronis on 14 Dec 2018, 17:42, edited 1 time in total.
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- JennerH
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Re: Smartgunner needs a buff?
I think what he's going for is the limiting factor of the smart gun being its charge rather than its ammo, and having iff and recoil gives it a decent drain while allowing it to last for a while, and adding the other things limiting the time it can actually fight as a form of balance?Solarmare wrote: ↑14 Dec 2018, 14:34There shouldn't really be systems that make the gun worse if you don't have them on, otherwise they just become mandatory costs for simple reason of quality.
Main exemption is IFF which is the defining feature of the gun, recoil dampened or whatever wouldn't be great unless you want to add more energy cost to the gun which you can manage by increasing base cost of firing or something.
Charge in general needs it's own consideration as any smartgunner could take high power cells, so being able to replace the battery wouldn't be ideal to leave in without some restrictions to it. Maybe engineering skill if at all to give engis something else they can do.
Attachments could be made inherent features of the gun as two modes to switch between throughout the game rather than a thing you do at the start of the game and forget.
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Re: Smartgunner needs a buff?
Im really looking forward to that Awan as it will certainly spice things up for the smartgun.
Though despite the latest change of increasing ammo to 500 ammo per pack, my concerns remain with the smartgun stats, bullets being deflected by queens and T3s, the wield delay and how impractical that makes it is to use the smartgun.
Though despite the latest change of increasing ammo to 500 ammo per pack, my concerns remain with the smartgun stats, bullets being deflected by queens and T3s, the wield delay and how impractical that makes it is to use the smartgun.
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- JJG
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Re: Smartgunner needs a buff?
Well since the mutator update the smartgun has become the ultimate trash tier, at this point, it can't even kill runners. At least it has more ammo now, even though the gun is unusable because of its poor damage and AP.Arbs wrote: ↑16 Dec 2018, 21:51I'm really looking forward to that Awan as it will certainly spice things up for the smartgun.
Though despite the latest change of increasing ammo to 500 ammo per pack, my concerns remain with the smartgun stats, bullets being deflected by queens and T3s, the wield delay and how impractical that makes it is to use the smartgun.
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Re: Smartgunner needs a buff?
Like the idea Awan.
Though we'll have to see what's actually practical and not.
Though we'll have to see what's actually practical and not.
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- kastion
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Re: Smartgunner needs a buff?
I like the idea, but if you just add verbs instead of buttons i would never play SG again. That many verbs to set up and remember for 1 role is way too many. You listed 7 sub systems. Then you got other verbs for crap like picking up guns and stuff that every marine uses. 7 buttons is almost as many as the queen has. If I had to use verbs for the queen I would never play queen ever.
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Re: Smartgunner needs a buff?
weight support sounds really op, auto targetting seems like it could be balanced given a few tweaks, everything else just seems like whatever.