Job rework and tweaks. Mostly dealing with prep area only.

Generic, on-topic discussion about Colonial Marines.
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snow5445
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Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 20 Sep 2015, 04:08

HI this is a thread to talk about marine reworks and ideas and theory crafting. My guess is the devs would like to in theory add more cool guns that function differenly. And the specialst has way to many choices as it is and that needs a rework. And we have another room for another specialst. (Standard prep). And since this is an alpha their clearly need some tweaks. CHanges additions removal nerfs and buffs. So i think the community devs and admins should all share the opions on the matter. Because im pretty sure no one is saying that everything is perfect players devs and admins alike.

Please try to keep things civil and related to prep area and squad compstion.
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DesFrSpace
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by DesFrSpace » 20 Sep 2015, 04:25

Yeah, you're part right and not really there.
This is the Alpha, and right now; work is on the way of new things to come.
However, lately, the staffs member are EXTREMELY busy. (Jobs, in particular)
The Specialist does need a revamp, and it wasn't like it current condition in pre-Alpha.
However, the server is going with Lore base, and that doesn't even guaranteed everything from the movies will be implemented.

PS Forgive me, I try to make the sentence as brief as possible, and not complete some time.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 20 Sep 2015, 04:29

DesFrSpace wrote:Yeah, you're part right and not really there.
This is the Alpha, and right now; work is on the way of new things to come.
However, lately, the staffs member are EXTREMELY busy. (Jobs, in particular)
The Specialist does need a revamp, and it wasn't like it current condition in pre-Alpha.
However, the server is going with Lore base, and that doesn't even guaranteed everything from the movies will be implemented.

PS Forgive me, I try to make the sentence as brief as possible, and not complete some time.
Yes they are busy that is why this is in genral not suggestion. Im not saying we do anything. Or anything soon. Im saying at some point we need to. And we need to figure out what we are going to do when that happens. And i figured brainstorming would be helpful. And yes alpha comes with being busy. So Specialst and other jobs need revamped without just completely breaking it more. And sometimes a groups thinking process can be helpful.
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DesFrSpace
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by DesFrSpace » 20 Sep 2015, 04:42

OK, that's great, here what happen in pre-Alpha, the Squad Marine get a Grenade Launcher and two Flame thrower, and 6 smoke grenade. That's it.
Furthermore, the sniper and missile types only be available for the Specialist, (goes for everything else in the Specialist room).
Work around : Specialist give trusted Squad mate with Flame and Grenade Launcher.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by Gamerofthegame » 20 Sep 2015, 11:58

Grenade launcher is an armory item, now.

Why does the specialist need a revamp? It seems fine right now; it's a choice of various special roles to the team. Long range harassment/vision, burst damage and stun, tank, backline fire and a free flamer/shield. What's wrong with all that? Use your words, just saying "it has to many choices!!!" (Four?!) isn't helpful.

Are you some indecisive dude when you get the job or something...? Why do you imply you want less choices for the specialist and then more "cool guns?" Seems weird.

Right now I think things are actually pretty fine. The rifle and shotgun are two different, though comparable and useful weapons. I'd argue the magnum is trash but some people swear by it so whatever. The various Spec. weapons are tweaked over time to make each useful; the rocket got a fair buff recently, changing it from a EH weapon to a good one. Now all four are certainly usable and good, even if the smartgun and B18 doesn't quite work out in the wide open map.

The prep area seems perfectly fine. All that said, I have a hashed out idea for a combat exo that will be embellished when suggestions come through again, but all the firearms? Nah, that's fine.

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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by DesFrSpace » 22 Sep 2015, 19:50

Specialist Tips: Do the job and don't just sleeper cryo with weapon intact.
Don't die first, and well you loose that weapon.
And Specialist should give away there flamethrower and shield if they don't use them, it's nice.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by Lostmixup » 22 Sep 2015, 20:30

I think marines should have a little more equipment so they've got a little more choice in how they want to play. Give them the riot shield or something. Maybe provide a heavier version of armor that makes you move slower, and has no pockets for anything including an extra rifle (this way it's different from the specialist armor that's basically this but better). Just some more general option for play.

The specialist is supposed to be a powerhouse in whatever he chooses, and it's a role that's supposed to have options.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 22 Sep 2015, 20:47

Lostmixup wrote:I think marines should have a little more equipment so they've got a little more choice in how they want to play. Give them the riot shield or something. Maybe provide a heavier version of armor that makes you move slower, and has no pockets for anything including an extra rifle (this way it's different from the specialist armor that's basically this but better). Just some more general option for play.

The specialist is supposed to be a powerhouse in whatever he chooses, and it's a role that's supposed to have options.
I was thinking of reworking it to give kits instead of weapons. Pyro gunner sniper etc. as we'll as making a new better version of the flamethrower. And giving the current one to engineers. Not to mention more mele weapons added in general. And some different armor for stAndards to choose from is nice. Add special armor for medics and engineers as we'll would be nice. If only making it a lighter more moveable armor with more storage for medics. And basic armor with more fire resistance for engines with a helmet that doubles as a welding helmet. Standards is who I really want to be able to have different load outs. Even mele focus able would be nice see is how if I am correct were getting 2 new game modes. Which I really like the idea of both of them by the way. Both of which are going to require a greatly different style of play. Also we have a room we can stick limited standard gear in so yeah.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by Lostmixup » 22 Sep 2015, 20:53

snow5445 wrote: I was thinking of reworking it to give kits instead of weapons. Pyro gunner sniper etc. as we'll as making a new better version of the flamethrower. And giving the current one to engineers. Not to mention more mele weapons added in general. And some different armor for stAndards to choose from is nice. Add special armor for medics and engineers as we'll would be nice. If only making it a lighter more moveable armor with more storage for medics. And basic armor with more fire resistance for engines with a helmet that doubles as a welding helmet. Standards is who I really want to be able to have different load outs. Even mele focus able would be nice see is how if I am correct were getting 2 new game modes. Which I really like the idea of both of them by the way. Both of which are going to require a greatly different style of play. Also we have a room we can stick limited standard gear in so yeah.
There will likely never be a melee focused marine, because that's the alien's thing. Likewise, a standard is all about being able to choose your own personal loadout from whatever is available, not choosing pre-defined load outs. Specialist the one heavy hitter a squad gets, although I do think that having like two specialist per squad would be better due to the fact that they usually die within the first 10 or so minutes. EIther that or allow new ones to spawn in place of the old ones.

I'm saying give the standard marine more viable equipment options such as riot shield and smg, or shotgun and heavy armor, but having practically nothing else because your packs are filled with shotgun shells.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by apophis775 » 22 Sep 2015, 21:02

This is not "the alpha" this is the actual codebase. The name is "Alpha" to differentiate us from the previous iterations of CM.

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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 22 Sep 2015, 21:05

apophis775 wrote:This is not "the alpha" this is the actual codebase. The name is "Alpha" to differentiate us from the previous iterations of CM.
Still it's realitively new and requires tweaks plus read my above post. Unless I'm entirely wrong. But I personally believe that changes of the combat system will have silly unforeseen consequences until we get all that fixed. Which is fine it's how u balance. Going ooh hey this shouldn't be here.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by Lostmixup » 22 Sep 2015, 21:17

I personally think the current game is just too slow because of the map. Hopefully that will be solved in the future.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 22 Sep 2015, 21:24

Lostmixup wrote:I personally think the current game is just too slow because of the map. Hopefully that will be solved in the future.
I agree. the "Colony" Feels very very empty and caves feel way to massive. not to mention 90% of it you have no reason to go to ever. Littterally none. Why bother going to that little wooden cabin?
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by Lostmixup » 22 Sep 2015, 21:26

snow5445 wrote: I agree. the "Colony" Feels very very empty and caves feel way to massive. not to mention 90% of it you have no reason to go to ever. Littterally none. Why bother going to that little wooden cabin?
That's actually a common complaint that I've heard, that a lot of the current map just feels meaningless. It's sort of like an open world game where there's nothing to actually do. It's just open pretty space to have a look at, but there's never actually a reason to go there, and it serves no purpose the advancing the game at all.

The map is pretty, but you could cut out like half of the map and still have the same experience.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by apophis775 » 22 Sep 2015, 21:29

Alot of it is ambience, or if the aliens want to hive somewhere else.


And, we do have more maps in the works.

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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 22 Sep 2015, 21:34

apophis775 wrote:Alot of it is ambience, or if the aliens want to hive somewhere else.


And, we do have more maps in the works.
Aliens only ever hive in the cave. An apop please correct me here. But do you have two extra game modes in the works? If not are their any more coming?
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by apophis775 » 22 Sep 2015, 21:39

Right now, we are focusing on something special for next month. I'll probably post a "teaser" soon.

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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 22 Sep 2015, 21:40

apophis775 wrote:Right now, we are focusing on something special for next month. I'll probably post a "teaser" soon.
Apop your an ass. But i will take this as a yes.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by Lostmixup » 22 Sep 2015, 22:34

snow5445 wrote: Apop your an ass. But i will take this as a yes.
We're working on something special, and by "we" I mean the dev team. It'll be super cool, but new game modes are also more than likely planned as apop has stated before many times in other topics.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by apophis775 » 23 Sep 2015, 15:26

There are 2 additional game-modes "planned".

Once we have our next month thing ready, I'll shift part of our dev resources to one of the new game-modes. But Be advised, it's going to be a bit more "High-RP" than usual.

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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by snow5445 » 23 Sep 2015, 20:49

apophis775 wrote:There are 2 additional game-modes "planned".

Once we have our next month thing ready, I'll shift part of our dev resources to one of the new game-modes. But Be advised, it's going to be a bit more "High-RP" than usual.
Thats fine as long as we don't become bay station like RP levels. Though from what i suspect. High RP will be alot easier in these and make things much more unique. Also harder to metagame. Because lets face it an alien running away from an obrital beacon while meta is also instinct on the players part.
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Re: Job rework and tweaks. Mostly dealing with prep area only.

Post by DesFrSpace » 23 Sep 2015, 21:47

I'll go watch some SS13 video on High-RP or is it Heavy RP. And then take a nap.
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