What roles, if any, do you think are missing from CM?

Generic, on-topic discussion about Colonial Marines.
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Re: What roles, if any, do you think are missing from CM?

Post by UnknownMurder » 18 Oct 2015, 22:10

Clayton_Kelly wrote: Officers are allowed to act as a ground platoon leader.
Yes, it was decided that the XO would lead aftwr I said it.
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Re: What roles, if any, do you think are missing from CM?

Post by Clayton_Kelly » 19 Oct 2015, 00:38

UnknownMurder wrote: Yes, it was decided that the XO would lead aftwr I said it.
I didn't see that. My apologies Unknown. Anyway, i'm just referring to that any officer rather it's CO or BO can be PL. PL position was flat out denied by apop.

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Re: What roles, if any, do you think are missing from CM?

Post by UnknownMurder » 19 Oct 2015, 06:03

It's alright.
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Re: What roles, if any, do you think are missing from CM?

Post by somhuan » 22 Oct 2015, 07:00

We need a comms officer. You know, the guy with the bulky radio backpack who always dies early on. Usually happens when they go to higher ground to get a signal or something like that. They're practically a tradition in this type of thing.

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Re: What roles, if any, do you think are missing from CM?

Post by N8-Toe » 22 Oct 2015, 09:52

I... actually like this... Like what if our headsets needed a relay on the ground... like we could build a Relay in the FOB or reactivate the comms dome. but in like the caves or jungle someone has to be carrying a relay backpack or such

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Re: What roles, if any, do you think are missing from CM?

Post by Shadow » 03 Nov 2015, 16:16

Roles

Marines

Radio Operator: A lightly armed squad marine tasked with keeping radio contact with the Sulaco. Has special helmet & backpack & headset that he has to wear to properly use the equipment.

Smartgunner: A heavy weapons trooper, carrying an M56 Smartgun, and is a designated assault gunner.

Scout: Lightly armed and armoured marine, a forward scout that operates independently from the main group of marines, carrying a M4RA Battle Rifle.

Support Gunner: A marine with an M41A2 Heavy Pulse Rifle, with a larger backpack space, designed to hold extra supplies for their team.

Pointman: A marine with slightly heavier armour, a riot shield and a suitable light to medium weapon, as well as a small arsenal of weapons to use to defend himself and his team.

Negotiator: A lightly armed squad marine tasked with the act of negotiating with any non marine parties, or for negotiating with hostile parties.

Sulaco Crew

Pilot: A crewman tasked with the piloting and refueling, and rearming of the dropship. Nuff said.

Door Gunner: Marine tasked with staying and guarding the dropship or drop pod.
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Re: What roles, if any, do you think are missing from CM?

Post by Seehund » 03 Nov 2015, 16:26

Shadow wrote:Roles

Marines

Radio Operator: A lightly armed squad marine tasked with keeping radio contact with the Sulaco. Has special helmet & backpack & headset that he has to wear to properly use the equipment.

Smartgunner: A heavy weapons trooper, carrying an M56 Smartgun, and is a designated assault gunner.

Scout: Lightly armed and armoured marine, a forward scout that operates independently from the main group of marines, carrying a M4RA Battle Rifle.

Support Gunner: A marine with an M41A2 Heavy Pulse Rifle, with a larger backpack space, designed to hold extra supplies for their team.

Pointman: A marine with slightly heavier armour, a riot shield and a suitable light to medium weapon, as well as a small arsenal of weapons to use to defend himself and his team.

Negotiator: A lightly armed squad marine tasked with the act of negotiating with any non marine parties, or for negotiating with hostile parties.

Sulaco Crew

Pilot: A crewman tasked with the piloting and refueling, and rearming of the dropship. Nuff said.

Door Gunner: Marine tasked with staying and guarding the dropship or drop pod.
All of this, times infinity.
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Re: What roles, if any, do you think are missing from CM?

Post by Shadow » 03 Nov 2015, 17:30

Jackserious wrote: All of this, times infinity.

Thanks, but this was mostly reiteration of other ideas.
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Re: What roles, if any, do you think are missing from CM?

Post by Voldirs » 06 Nov 2015, 15:07

I can call only one role I miss in CM, scouts. I will write could how scouts be implemented in my opinion.

There can be only 4 of them, 1 for each squad. They spawn in the hangar, pre-armed and they go planetside right after the round starts. Alpha Scout is supposed to be leader of the scout team. When the main bulk of marines land on the planet, scouts split out and join their squads as pointmen.

Their equipment should consist of armor, helmet, rifle, 2-3 mags, bino (or some kind of scoped carbine, just like M41A, but with scope), nvg, one frag, c4, pack of bandages. Every scout should have access to dropship management.

That would turn the tide a bit and builld some unique experience in my opinion.
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Re: What roles, if any, do you think are missing from CM?

Post by Edgelord » 16 Nov 2015, 19:41

I was waiting for suggestions to come back, but I think this is a good idea. I found the original script for Resurrection (which sounds so much better than the actual version that came out) and I discovered an alien that could be really interesting. The full script is here: http://www.horrorlair.com/scripts/alien ... early.html but this is the relevant excerpt:

"An alien, to be sure, but nothing we've seen so far, its forelegs arch out of its back like spiders legs, its back legs set on enormous haunches, thick and powerful. Its head is long, eyeless, like the others, but along its white expanse red veins, coming out of the skin and running like thick black hairs to the back. It has retracted pincers at the side of head that come out when its tongue does. It's much bigger than the others, nearly the size of the queen herself.

And it's bone white."

Continued:

"It LEAPS up to the ceiling in a second, quick and effortless as a monstrous flea. [It] leaps again and lands on the screaming soldier ... pincers SWING out and pin either side of his head. His eyes go wide as:

Its tongue SHOOTS into his throat. We watch it drain the blood from his body. We can see it, see its stomach swell, red tinged, as his body goes blue and slack."

Not sure how the mechanics would work or what role it would fulfill but come on you gotta admit that's cool and at least visually distinct.
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Re: What roles, if any, do you think are missing from CM?

Post by apophis775 » 17 Nov 2015, 04:48

Oh, I'm sure the marines would LOVE a giant mosquito.

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Re: What roles, if any, do you think are missing from CM?

Post by Wickedtemp » 17 Nov 2015, 04:52

That would be fun, I think.

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Re: What roles, if any, do you think are missing from CM?

Post by Desolane900 » 17 Nov 2015, 08:38

Definitely need a role that would lead the marines in combat but is not as easy to piss around with like the SL usually is. I like the idea of a Commisar.

Also a military reporter would be cool as hell. People on the Sulaco can get bored as hell waiting for wounded rush or boarding so the MR would basically work like a helmet cam with microphone so the crew can watch the ground stuff happen.

Janitor because Sulaco gets dirty as fuck.
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Re: What roles, if any, do you think are missing from CM?

Post by Derpislav » 17 Nov 2015, 09:36

About radio operator that was suggested before.

Marines shouldn't rely on radios for communication, they should be only an addition to their headsets.

The radios would work like intercoms, meaning they require no telecomms equipment active to connect to each other (and emergency phones in Bridge, Brig and Medbay). This is mostly because disabling telecomms is shitty - every round I see an alien rush telecomms, melt it, then start destroying stuff elsewhere just to make it not blatant meta.

The radio would be a backpack item* and would be able to dispense two other pieces: the microphone/speaker and the antenna. The microphone would work like a Station-Bounced Radio with all channels available (like Command headset) and would be possible to equip in the ear slot, but if dropped, would disappear and return to the radio (somewhat like the "grab" item when wielding guns, or the smartgun).
The antenna if deployed would become a stationary item/attach to the radio and slow down the operator, allowing the operator to reach Sulaco general comms.

The operator would have the option to tune his squad's headsets to receive additional channels - doing so would require ID swipe/entering a code spawned in his locker, though, to cut down on the trolling. So essentially if two squads tuned into each other's channels, they would be able to communicate. This could be set to create an announcement (*currently worn ID* has connected to this frequency).

Additionally, the operators would be able to call in some minor supports, like flare bombardment - doing so would randomly spawn ~4 flares on parachutes (meaning they can't be moved and burn out quicker, but have higher brightness) around the radioman's location (possibly OB code with XY offsets?)


*The radio operator would be in no way crucial, so essentially a glorified standard. Standards don't need backpacks, at all, and certainly not after boxes stopped fitting in here. If you absolutely need these 7 more magazines, you're doing something wrong. You shouldn't carry engineering or medical supplies, so this only leaves the flares - which the radio operator would be able to call in.


Hopefully the role would be balanced in a way that would stop advanced players from giving a serious edge to the marine sides, and "how do i call killstreak" players from making life easier for xenos.
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Re: What roles, if any, do you think are missing from CM?

Post by Seehund » 17 Nov 2015, 09:38

Derpislav wrote:About radio operator that was suggested before.

Marines shouldn't rely on radios for communication, they should be only an addition to their headsets.

The radios would work like intercoms, meaning they require no telecomms equipment active to connect to each other (and emergency phones in Bridge, Brig and Medbay). This is mostly because disabling telecomms is shitty - every round I see an alien rush telecomms, melt it, then start destroying stuff elsewhere just to make it not blatant meta.

The radio would be a backpack item* and would be able to dispense two other pieces: the microphone/speaker and the antenna. The microphone would work like a Station-Bounced Radio with all channels available (like Command headset) and would be possible to equip in the ear slot, but if dropped, would disappear and return to the radio (somewhat like the "grab" item when wielding guns, or the smartgun).
The antenna if deployed would become a stationary item/attach to the radio and slow down the operator, allowing the operator to reach Sulaco general comms.

The operator would have the option to tune his squad's headsets to receive additional channels - doing so would require ID swipe/entering a code spawned in his locker, though, to cut down on the trolling. So essentially if two squads tuned into each other's channels, they would be able to communicate. This could be set to create an announcement (*currently worn ID* has connected to this frequency).

Additionally, the operators would be able to call in some minor supports, like flare bombardment - doing so would randomly spawn ~4 flares on parachutes (meaning they can't be moved and burn out quicker, but have higher brightness) around the radioman's location (possibly OB code with XY offsets?)


*The radio operator would be in no way crucial, so essentially a glorified standard. Standards don't need backpacks, at all, and certainly not after boxes stopped fitting in here. If you absolutely need these 7 more magazines, you're doing something wrong. You shouldn't carry engineering or medical supplies, so this only leaves the flares - which the radio operator would be able to call in.


Hopefully the role would be balanced in a way that would stop advanced players from giving a serious edge to the marine sides, and "how do i call killstreak" players from making life easier for xenos.
I'd love to make some accurate breakdown of why I support this so much,

but I wouldn't know what to say other than OH GOD YES PLEASE.

Honestly, would probably just be fun.
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Re: What roles, if any, do you think are missing from CM?

Post by coroneljones » 17 Nov 2015, 10:41

WhereTheWhiteWomen wrote:Definitely need a role that would lead the marines in combat but is not as easy to piss around with like the SL usually is. I like the idea of a Commisar..

SOMEONE CALLED? :thumbup:
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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Re: What roles, if any, do you think are missing from CM?

Post by Desolane900 » 17 Nov 2015, 14:39

coroneljones wrote:
SOMEONE CALLED?
ASSUMING DIRECT CONTROL
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Re: What roles, if any, do you think are missing from CM?

Post by coroneljones » 17 Nov 2015, 15:36

WhereTheWhiteWomen wrote: ASSUMING DIRECT CONTROL
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Last edited by coroneljones on 17 Nov 2015, 17:23, edited 1 time in total.
I am Crornel Jrones, grorious admin of Coronial Mahreens. U ar arr nast Trorr and will be ding dong bannu. U critizize Xenos? Ding dong Bannu. U no rike grorious adminnu? Ding dong Bannu. U comrpain about Marine nerfs? Dingdong bannu. U comprain about grorrious adminnu? O yoo betta bereev dat's a bannu. It has come to my Grorrious attention dat nasty trorr has been imidatingu me on serveru, dis is a shamfrul dispray and unacceptaboo so dey ding dong bannu. End of Rine -----------------Rine ends here.'
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Re: What roles, if any, do you think are missing from CM?

Post by Boltersam » 17 Nov 2015, 15:58

You know, instead of the "DRIVE ME CLOSER SO I CAN SLAUGHTER THEM WITH MY SWORD!" commisars, we should try...the more compassionate ones. (please help me they know where I live and forced me to post this- *laughter in the backround* "you really don't want to type that, sweetie, do you?" *sound of a gun being cocked*)
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Oh, and these ones.
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Re: What roles, if any, do you think are missing from CM?

Post by apophis775 » 17 Nov 2015, 17:01

Occasionally, a Comissar deploys from Cent-Com, but people don't like the fact that he executes cowards...

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Re: What roles, if any, do you think are missing from CM?

Post by Edgelord » 17 Nov 2015, 18:12

apophis775 wrote:Occasionally, a Comissar deploys from Cent-Com, but people don't like the fact that he executes cowards...
Now I've never been in the armed forces, but I'm pretty sure the United States Marines in any portrayal don't execute American soldiers for insubordination.
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Re: What roles, if any, do you think are missing from CM?

Post by RhMoore » 18 Nov 2015, 08:33

Regardless of what's been said.

Marines

Commissar / Lieutenant
Keeps marines in line with harsh language, gunpoint, and some wizardry.
Wears a Warhammer 40K style getup, or the implemented officer armor.
Starts with a holster for a Commissar's revolver.
One or Two Slots

Dropship Pilot
Like people have said, if it's possible make it so that the dropship pilot decreases the cooldown rate of the shuttle launching. (And increase the current cooldown)
Either make a separate co-pilot, or add two dropship pilot roles if you think it's needed.

Flag Bearer
The opposite of the Commissar. Wields a big ol' flag that (tentative) gives people a bit of speed.
He also has a standard armor with the squad leader back light.
This could be switched out to be a giant flag that can be picked up by any marine. I'm not sure how it could be implemented, but if it was a giant shock staff, that would be really cool.
One slot or slot per squad

Scout Trooper
A special role that spawns on the planet with standard gear, occasionally a Scout Rifle.
Three or Four slots

Aliens
This isn't going to be all that lorefriendly.

Mimic
Evolves from Hunter
A changeling whose final form is a hunter (or Runner or Drone who can't build depending on balance)

Swarmer
Evolves from Carrier
It lays headcrab-like creatures that hatch from eggs whose sole purpose is to act like spess carp against the humans.

Assassin
Evolves from Hunter
It's a faster, but not as powerful Ravager that can still deflect SMG rounds, but assault rifles will stop him quickly.

Shoutout to Unknown Murder
ALIENS ROLES
-Tonguer (Tonguer who uses its tongues in order to capture a victim and drag him to the Tonguer [Sentinel Unit])
-SKULL (Hardened Body, but not hard as the Crusher.. But, harder than the Crusher. Can turn invisible and run at a high speed, however has a low attack [Hunter Unit])
-Mole (Mole who crawls under the ground [except Sulaco] and can drag people to be stuck in the ground [Ravager Unit])
Special Roles
A good old traitor whose player can make his own good old motive.
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Re: What roles, if any, do you think are missing from CM?

Post by Edgelord » 18 Nov 2015, 09:03

RhMoore wrote:Regardless of what's been said.

Marines

Commissar / Lieutenant
Keeps marines in line with harsh language, gunpoint, and some wizardry.
Wears a Warhammer 40K style getup, or the implemented officer armor.
Starts with a holster for a Commissar's revolver.
One or Two Slots

Dropship Pilot
Like people have said, if it's possible make it so that the dropship pilot decreases the cooldown rate of the shuttle launching. (And increase the current cooldown)
Either make a separate co-pilot, or add two dropship pilot roles if you think it's needed.

Flag Bearer
The opposite of the Commissar. Wields a big ol' flag that (tentative) gives people a bit of speed.
He also has a standard armor with the squad leader back light.
This could be switched out to be a giant flag that can be picked up by any marine. I'm not sure how it could be implemented, but if it was a giant shock staff, that would be really cool.
One slot or slot per squad

Scout Trooper
A special role that spawns on the planet with standard gear, occasionally a Scout Rifle.
Three or Four slots

Aliens
This isn't going to be all that lorefriendly.

Mimic
Evolves from Hunter
A changeling whose final form is a hunter (or Runner or Drone who can't build depending on balance)

Swarmer
Evolves from Carrier
It lays headcrab-like creatures that hatch from eggs whose sole purpose is to act like spess carp against the humans.

Assassin
Evolves from Hunter
It's a faster, but not as powerful Ravager that can still deflect SMG rounds, but assault rifles will stop him quickly.

Shoutout to Unknown Murder Special Roles
A good old traitor whose player can make his own good old motive.
Seeing as aliens is a movie that epitomized the overly lax approach to war in the Vietnam era I'm gonna go ahead and say that a Commissar wearing "a Warhammer 40k style getup" is not needed and out of place.

I agree with drop ship pilot.

The flag is a bit much, they haven't done that since World War 1 if I'm not mistaken.

Scout Troopers sound cool in effect, if they were implemented I'd like their armor to have a light active camoflauge option to blend in like hunters do and perhaps give them a silenced, grip, RDS M41A and some binoculars. We don't need like 8 snipers in one match. However I think the aliens need that time to set up and not worry about being murdered by a lone wolf. I don't know if it would benefit the game to have rambos milling about when the aliens are at their weakest.
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Re: What roles, if any, do you think are missing from CM?

Post by Peachy2912 » 18 Nov 2015, 10:05

Voldirs wrote:I can call only one role I miss in CM, scouts. I will write could how scouts be implemented in my opinion.

There can be only 4 of them, 1 for each squad. They spawn in the hangar, pre-armed and they go planetside right after the round starts. Alpha Scout is supposed to be leader of the scout team. When the main bulk of marines land on the planet, scouts split out and join their squads as pointmen.

Their equipment should consist of armor, helmet, rifle, 2-3 mags, bino (or some kind of scoped carbine, just like M41A, but with scope), nvg, one frag, c4, pack of bandages. Every scout should have access to dropship management.

That would turn the tide a bit and builld some unique experience in my opinion.
This sounds like an awesome idea and I can see some awesome scenarios coming from this. However I have a feeling that there would need to be a "Don't meta rush the caves and rofl stomp the queen" rule implemented. Perhaps make it the scouts objective to scout and secure the LZ in preparation for the main landing, a little bit like pathfinders.

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Re: What roles, if any, do you think are missing from CM?

Post by Boltersam » 18 Nov 2015, 10:27

Peachychris2912 wrote: This sounds like an awesome idea and I can see some awesome scenarios coming from this. However I have a feeling that there would need to be a "Don't meta rush the caves and rofl stomp the queen" rule implemented. Perhaps make it the scouts objective to scout and secure the LZ in preparation for the main landing, a little bit like pathfinders.
W"hy not have them spawn beside the drop pod LZ? "Preliminary scouting"

Give the scouts a DMR-like weapon, longer cooldown to fire than the standard rifle, but less than the sniper rifle, and do higher damage than the rifle.

give them the primary objective to secure the LZ, secondary objective to find survivors.

I would totally play this, it sounds like a Catatchan guy and I would change Nathan from a doctor to a scout if scouts were implemented. could.
Never mind the fact that they'll be attacked by the aliens at the start, I want to be able to brag about surviving giant mutant lizard-bugs when the main force lands.
Night vision goggles are a must, lighter armour (called "Scout armour") than the standard marine armour, but make the scout slightly faster.
Big no-no on the frags and C4 though, giving a guy explosives right off the bat is a bit shitty.
I mean, he can't kill aliens with the C4, so I'd be happy with him having that. frags are a no-no.

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