Smartgunner needs a buff?
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Re: Smartgunner needs a buff?
Yeah, smartgun needs a buff.
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- KingKire
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Re: Smartgunner needs a buff?
what do people think the buff needed is?
- more ammo?
- higher AP?
- higher accuracy?
- speedier bullets?
- more ammo?
- higher AP?
- higher accuracy?
- speedier bullets?
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Re: Smartgunner needs a buff?
accuracy/spread and ammo that's all.
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- Boersgard
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- JJG
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Re: Smartgunner needs a buff?
I still think the AP of the smartgun bullets should be improved. I am almost 100% certain that an SG can not kill an elder queen even with a 100 bullets because of the armor.
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Re: Smartgunner needs a buff?
Sane design choices in regards to attachments as well. Meaning, the BC and BFA attachments shouldn't be direct downgrades, but rather specific specializations. I think in particular the SG needs more attachments to help fill out a players' ability to customize it how they want it to behave.
I would suggest expanding the pool of attachments availabe to the following:
Muzzle Attachments
+ Suppressor
+ Extended Barrel
+ Recoil Compensator
Rail Attachments
+ Flashlight
+ Quickfire Adapter
Underbarrel Attachments
+ Bipod (This might actually make sense 'built into' the LMG instead of being an attachment, allowing you to set up a static firing position to lay down fire like a classic MG, but may be pointless to have without extending LoS range to make the accuracy actually worth something.
Stock Attachments
None
M56 Powerpack
I'm not sure about the powerpack - the marines in the movies never had a powerpack they loaded ammo from, the smartguns instead had drum magazines attached to the left side of the gun. I don't see why the M56 shouldn't reload like any other weapon - you put the drum magazines in your backpack, when you run out, you pull out the magazine and reload. According to http://avp.wikia.com/wiki/M56_Smartgun the magazine holds 500 rounds, and the smartun itself can't fire single-shot, only burstfire or autofire on a locked target.
Additionally the ammo itself is described as being high explosive armor piercing 10x28mm - same as the M42A, (as opposed to the m41a's 10x24mm). With the HE or AP traits being selectable before firing, based off a fuse timer.
HUD
The eyepiece incorporates a camera in the movie, so I'm not sure why you're forced to wear a helmet for SO's to see what you're doing.
Gameplay constraints and considerations should naturally take precedence over the weapon being 100% accurate to the lore.
- DefinitelyAlone0309
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Re: Smartgunner needs a buff?
I just want more ammo, more accuracy, less delays, and that GOD DAMN RED FILTER WITH THE GOGGLES GONE
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- TheMaskedMan2
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Re: Smartgunner needs a buff?
I like the idea of Smartgunners having a choice between multiple types of powerpacks for a little bit of a customization option.
1. Normal Ammo - 500 Rounds
2. AP Ammo - 250 Rounds
3. Explosive Ammo (Not stunning, just AoE damage) - 250 Rounds
4. Hollowpoint Ammo (Less AP, more damage) - 250 Rounds
etc etc etc, specific values to change bla bla.
1. Normal Ammo - 500 Rounds
2. AP Ammo - 250 Rounds
3. Explosive Ammo (Not stunning, just AoE damage) - 250 Rounds
4. Hollowpoint Ammo (Less AP, more damage) - 250 Rounds
etc etc etc, specific values to change bla bla.
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Re: Smartgunner needs a buff?
Oh boy, HP ammo on HvHTheMaskedMan2 wrote: ↑02 Dec 2018, 09:49I like the idea of Smartgunners having a choice between multiple types of powerpacks for a little bit of a customization option.
1. Normal Ammo - 500 Rounds
2. AP Ammo - 250 Rounds
3. Explosive Ammo (Not stunning, just AoE damage) - 250 Rounds
4. Hollowpoint Ammo (Less AP, more damage) - 250 Rounds
etc etc etc, specific values to change bla bla.
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Re: Smartgunner needs a buff?
Armor works not in the way you think it works
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- KennyTGuy
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Re: Smartgunner needs a buff?
Are we allowed to know how it works?
- CABAL
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Re: Smartgunner needs a buff?
I guess:
RNG chance to deflect bullet (Higher/lower depending on bullet). No damage done to xeno/marine
Less dmg overall from "bullet" sources at every time.
And bullets probably have:
RNG chance to completly penetrate armor depending on it's value.
Three dice rolls, four with "miss chance" when the bullet connects with target.
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- Mister Jeether
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Re: Smartgunner needs a buff?
Yeah, in my opinion, i think our smartie needs more AP power and a little bit more of accuracy. Fire speed is pretty much fine, unless you use a BC.
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Re: Smartgunner needs a buff?
"The smartgun bullet is deflected by Elder Queens (69)'s thick hide"
"The smartgun bullet is deflected by Elder Queens (69)'s thick hide"
"The smartgun bullet is deflected by Elder Queens (69)'s thick hide"
"The smartgun bullet hits the Elder Queen in the chest"
Congratulations, you have just done 1 damage.
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- sw4gbag
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Re: Smartgunner needs a buff?
smartgun accuracy is already jackshit, this is even worse with a BC, it still works enough that you can shoot what you can see mostly, but the whole purpose of a smart gun suppressing an area even without a BC, is thrown out the window when it doesnt hit shit, hell the HPR is better for suppressing areas as it hits better
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Re: Smartgunner needs a buff?
wrong.CABAL wrote: ↑02 Dec 2018, 13:46I guess:
RNG chance to deflect bullet (Higher/lower depending on bullet). No damage done to xeno/marine
Less dmg overall from "bullet" sources at every time.
And bullets probably have:
RNG chance to completly penetrate armor depending on it's value.
Three dice rolls, four with "miss chance" when the bullet connects with target.
Yeah, SG will definitely get a buff. Dunno when
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- KittyHawkpilot019
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Re: Smartgunner needs a buff?
didnt bother to read if this was posted but i think its one of the essentials.
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- JJG
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Re: Smartgunner needs a buff?
I think the easiest way to see how bad the SG currently is, is the fact that despite having SG set to medium I keep fucking rolling SG.
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- JJG
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Re: Smartgunner needs a buff?
Any word on this?
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- kastion
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Re: Smartgunner needs a buff?
the reason you roll SG on medium is because everyone has spec on high. If you don't have spec on high you never get spec and there are very few people who will take SG over spec.
- Boersgard
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Re: Smartgunner needs a buff?
I'll take SG over spec simply because I like the idea of it that much.
Besides, SG is one of the hardest marine classes to do well with so it's been a good learning tool
- Avalanchee
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Re: Smartgunner needs a buff?
SG is literally the easiest marine role what are you talking about
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- kastion
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Re: Smartgunner needs a buff?
I think he means to 1v1 xenos, which I would agree. However a SG should never 1v1 cause that's not its job.Avalanchee wrote: ↑10 Dec 2018, 04:59SG is literally the easiest marine role what are you talking about
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Re: Smartgunner needs a buff?
If you're 1v1ing as a SG you're basically dead unless you bring a shotgun.
It's pretty clever to rotate between a 37 and a 56B, the E hotbind makes it possible
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Re: Smartgunner needs a buff?
As a longtime SG player:
-Drastically improve the damage falloff and accuracy. Smartguns are supposed to be one of the most precise pieces of weaponry in the marine arsenal, an auto-targeting LMG with a built-in lock-on system. It shouldn't have the effective range of a blunderbuss.
-Slightly improve the wield time/walkspeed. Slow wield time is a good nerf for the weapon and all, but it's just a bit too slow, to the point where you can't reasonably defend yourself if your squad is ambushed. Also, the walkspeed penalty is just painful and unbearable, it feels like you're waddling when you move with this thing ready to shoot which just isn't fun or realistic at all. If you're supporting your fellow grunts you should be able to keep up with them.
-Ammo concerns. I burn through the initial powerpack in around 10/20 minutes of sustained fighting; much less than that if I'm in a pitched battle w/ multiple squads and T3s/the Queen. The powerpacks are seen as these huge, heavy monstrosities that you have to drag around and you can't store anywhere but on your chest slot, but in the movie they're nothing but flat, rectangular batteries around the size of your hand. I suggest buffing them to 100/400 as others have, and changing the powerpack to a bandolier of powerpacks, holding 3 each. Either that or allow them to be stored in general pouches and armor slots. Also, lower the point cost of powerpacks in the vendor so we don't blow all our points ordering a second one. The current methods of stocking ammo as a "light machine gunner" is a disgrace.
-More armor penetration. A weapon system that occupies most of our equipment slots for the entirety of the game should not become obsolete halfway through a round of said game.
-Drastically improve the damage falloff and accuracy. Smartguns are supposed to be one of the most precise pieces of weaponry in the marine arsenal, an auto-targeting LMG with a built-in lock-on system. It shouldn't have the effective range of a blunderbuss.
-Slightly improve the wield time/walkspeed. Slow wield time is a good nerf for the weapon and all, but it's just a bit too slow, to the point where you can't reasonably defend yourself if your squad is ambushed. Also, the walkspeed penalty is just painful and unbearable, it feels like you're waddling when you move with this thing ready to shoot which just isn't fun or realistic at all. If you're supporting your fellow grunts you should be able to keep up with them.
-Ammo concerns. I burn through the initial powerpack in around 10/20 minutes of sustained fighting; much less than that if I'm in a pitched battle w/ multiple squads and T3s/the Queen. The powerpacks are seen as these huge, heavy monstrosities that you have to drag around and you can't store anywhere but on your chest slot, but in the movie they're nothing but flat, rectangular batteries around the size of your hand. I suggest buffing them to 100/400 as others have, and changing the powerpack to a bandolier of powerpacks, holding 3 each. Either that or allow them to be stored in general pouches and armor slots. Also, lower the point cost of powerpacks in the vendor so we don't blow all our points ordering a second one. The current methods of stocking ammo as a "light machine gunner" is a disgrace.
-More armor penetration. A weapon system that occupies most of our equipment slots for the entirety of the game should not become obsolete halfway through a round of said game.
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