What Gun Does SADAR Spec Carry

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Steelpoint
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What Gun Does SADAR Spec Carry

Post by Steelpoint » 18 Jan 2016, 11:35

Assuming for the moment that the SADAR being holdable by the Holster Webbing (Wish that was intended but I digress) is a bug and is removed, what weapon is the SADAR spec meant to carry?

The SADAR can only be placed into your armour exo slot, you can't sling it on your back (which would be bad even if you could) nor can it be placed into your backpack (for obvious reasons). Yet the problem I saw in game is that NO other gun sans a pistol can fit in your backpack, no SMG's or nothing.

Do we really intend for a SADAR Spec (or any Spec with a special weapon) to not even be able to carry a SMG let alone a M41A? While it is possible for the Spec to get away with lugging a M41A around its just wildly inconvenient when it seems everything is conspiring to stop you from doing so.

If we're going for the realism angle here I highly doubt AT Soldiers only lugged their one shot LAW around with a crummy pistol to the side. Balance wise we've already seen to heavily nerfing the SADAR to make it more cumbersome.

Your thoughts?
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Re: What Gun Does SADAR Spec Carry

Post by Ninjah! » 18 Jan 2016, 12:47

It remains a 3x3 stun, clearing weeds, gun that allows you to quickly kill any alien (except for a crusher).

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Re: What Gun Does SADAR Spec Carry

Post by Egorkor » 18 Jan 2016, 13:00

never used the shoulderholster bug, it's not removed, people still abuse it and it's in generally dishonorable considering you have an ass penetrator 9000 in yer hands.
I usually either dualwield magnums, colts, or magnum and colt together to finish off the aliens I rocketed. Works for me.
if you want the SMG, put it on yer belt, put ammo in the armor and webbings and flares in the pockets, all that simple.

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Re: What Gun Does SADAR Spec Carry

Post by Davidchan » 18 Jan 2016, 20:59

The SADAR specialist (and every other specialist for that matter) is Squad Support, the equipment you pick is to be used to help give your squad a tactical advantage not found elsewhere. Arguably, a SADAR could carry a flamethrower and pistol, or even put an SMG on your belt if you absolutely need something with more capacity than a Pistol/Revolver. If you're really talented, you can carry a rifle or shotgun in your hands and swap weapons as needed (unwield, switch hands, equip launcher, switch hands, store rifle/shotgun, switch hands, wield.)

Specs shouldn't ever get very far away from their fireteam, so a SADAR grunt would just be providing heavy fire support to clear out T3s or a cluster of smaller aliens.
Ninjah! wrote:It remains a 3x3 stun, clearing weeds, gun that allows you to quickly kill any alien (except for a crusher).

If clearing weeds is considered a perk of the SADAR than we've got some serious problems. Grenades (and by extension GLs) and Flamethrowers both do that, as done literally smacking the weeds with the butt of any gun, no bayonet needed.

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Re: What Gun Does SADAR Spec Carry

Post by Steelpoint » 18 Jan 2016, 22:22

I'm still not even sure if the weapon changes were intended as a direct nerf to Spec's taking a specialist weapon or not, I also fail to see how something as mediocre as a SMG is considered overpowered in conjunction with any other Spec weapon.
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Re: What Gun Does SADAR Spec Carry

Post by SecretStamos (Joshuu) » 19 Jan 2016, 00:28

SADAR and an M41A? So you want to be both a rocket launcher specialist and a rifleman?

Slow down John Rambo.

If you really can't survive with the M39 or the 44 as a sidearm (which many support take as a primary), play standard or use a Smartgun or a grenade launcher.

The rocket launcher is an intentionally cumbersome weapon and you have to deal with that.

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Re: What Gun Does SADAR Spec Carry

Post by Steelpoint » 19 Jan 2016, 00:38

I'm referring more to being able to hold a SMG as a fallback weapon, its not always viable to fire off the SADAR at every opportunity.

It is possible to still take a M41A as a primary alongside the SADAR if your prepared to drop the M41A when you need to fire the SADAR, but I am mainly saying that I think Spec's should still be able to at least take a SMG in their backpack/whatever slot without too much problems.

In addition I'm pretty sure every Spec weapon sans the B18 and Smartgun suffer a similar problem in that if you take the Spec weapon you can't hold anything sans a Pisto, which is sub-optimal.
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Re: What Gun Does SADAR Spec Carry

Post by Ninjah! » 19 Jan 2016, 04:06

Davidchan wrote:
If clearing weeds is considered a perk of the SADAR than we've got some serious problems. Grenades (and by extension GLs) and Flamethrowers both do that, as done literally smacking the weeds with the butt of any gun, no bayonet needed.
The issue is the fact that it's combines with a stun and heavy damage. At that point you are basically fucked if there isn't either a T3 or Hunter to save you (assuming that Rambo isn't the one carrying the SADAR).

To me the SADAR woudn't be a problem if it wasn't that fast, that way tactics would be more involved than blatant skill. Nerfing the damage or stun duration would just make it a shit weapon I feel.

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Re: What Gun Does SADAR Spec Carry

Post by SecretStamos (Joshuu) » 19 Jan 2016, 09:44

Steelpoint wrote:I'm referring more to being able to hold a SMG as a fallback weapon, its not always viable to fire off the SADAR at every opportunity.

It is possible to still take a M41A as a primary alongside the SADAR if your prepared to drop the M41A when you need to fire the SADAR, but I am mainly saying that I think Spec's should still be able to at least take a SMG in their backpack/whatever slot without too much problems.

In addition I'm pretty sure every Spec weapon sans the B18 and Smartgun suffer a similar problem in that if you take the Spec weapon you can't hold anything sans a Pisto, which is sub-optimal.
It's intended to be sub-optimal. Most carry an SMG on their belt, and ammo in their free slots.

Specialists are meant to have a struggle carrying all their side equipment. You're going to have to make sacrifices. It's part of the game.

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Re: What Gun Does SADAR Spec Carry

Post by Davidchan » 19 Jan 2016, 11:01

Ninjah! wrote: The issue is the fact that it's combines with a stun and heavy damage. At that point you are basically fucked if there isn't either a T3 or Hunter to save you (assuming that Rambo isn't the one carrying the SADAR).

To me the SADAR woudn't be a problem if it wasn't that fast, that way tactics would be more involved than blatant skill. Nerfing the damage or stun duration would just make it a shit weapon I feel.
It's one of three stuns that Marines have ever gotten, the other two being grenades and that stun prod that was removed.

Ammo is scarce, requires an active Cargo AND Bridge staff to resupply. Start with handful of rockets, and if another specialist is using a SADAR you have to share. And it doesn't discriminate, so any marines caught in the 3x3 radius WILL be killed as well.

Compare to the stuns Aliens get; Facehuggers, Pounce, Spit, Charge, Stomp and Screech. Drones and Hivelords are the only two Xenos that don't have some kind of dedicated stun feature. So when people complain about a marines having a weapon that can take a xeno out of the round in one hit unless someone else is right there to get them to safety, all I can do is point to facehuggers and how they think marines feel to get hit by unblockable and unavoidable stuns.

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Re: What Gun Does SADAR Spec Carry

Post by Ninjah! » 19 Jan 2016, 12:19

Davidchan wrote: It's one of three stuns that Marines have ever gotten, the other two being grenades and that stun prod that was removed.

Ammo is scarce, requires an active Cargo AND Bridge staff to resupply. Start with handful of rockets, and if another specialist is using a SADAR you have to share. And it doesn't discriminate, so any marines caught in the 3x3 radius WILL be killed as well.

Compare to the stuns Aliens get; Facehuggers, Pounce, Spit, Charge, Stomp and Screech. Drones and Hivelords are the only two Xenos that don't have some kind of dedicated stun feature. So when people complain about a marines having a weapon that can take a xeno out of the round in one hit unless someone else is right there to get them to safety, all I can do is point to facehuggers and how they think marines feel to get hit by unblockable and unavoidable stuns.
The gamemode isn't symetric. Comparing the stuns aliens have in comparisson to what marines have is just wrong.

If I'm not mistaken a new stun nade is in (or comming) from research.

In low pop (where most of the time you lack the bridge and cargo staff) those hand full of rockets will still be able to take out a rather large part of the xenos (due to the ratios).

I'm not saying that the stun should be removed. I'm saying it shoudn't be this skill based with just point and click and no chance to dodge at all if you aren't moving already.

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Re: What Gun Does SADAR Spec Carry

Post by Feweh » 19 Jan 2016, 12:30

SMG would be fine as a side-arm, you can slot it into your suit sorage slot anyways.

However, SADARS are extremely OP right now. Its like people just suddenly realized this and started using them all the time.

They shouldnt be firing one handed, thatll probably be the first nerf to hit.

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Re: What Gun Does SADAR Spec Carry

Post by ParadoxSpace » 19 Jan 2016, 12:31

Davidchan wrote: It's one of three stuns that Marines have ever gotten, the other two being grenades and that stun prod that was removed.

Ammo is scarce, requires an active Cargo AND Bridge staff to resupply. Start with handful of rockets, and if another specialist is using a SADAR you have to share. And it doesn't discriminate, so any marines caught in the 3x3 radius WILL be killed as well.

Compare to the stuns Aliens get; Facehuggers, Pounce, Spit, Charge, Stomp and Screech. Drones and Hivelords are the only two Xenos that don't have some kind of dedicated stun feature. So when people complain about a marines having a weapon that can take a xeno out of the round in one hit unless someone else is right there to get them to safety, all I can do is point to facehuggers and how they think marines feel to get hit by unblockable and unavoidable stuns.
Except you can just pull face huggers off people.
SADARs instagib people and nobody can save you.
Grenades basically end fights.
All Xeno stuns besides screech and stomp are single target.

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Re: What Gun Does SADAR Spec Carry

Post by Egorkor » 19 Jan 2016, 12:49

ParadoxSpace wrote: Except you can just pull face huggers off people.
SADARs instagib people and nobody can save you.
Grenades basically end fights.
All Xeno stuns besides screech and stomp are single target.
sadars do not instagib, HE shell instakills, AP shell puts you in crit/nearcrit with fractures.
aliens have learned to run off from the grenades too.
Feweh wrote:SMG would be fine as a side-arm, you can slot it into your suit sorage slot anyways.

However, SADARS are extremely OP right now. Its like people just suddenly realized this and started using them all the time.

They shouldnt be firing one handed, thatll probably be the first nerf to hit.
they aren't firing onehanded and never were to my knowledge.

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Re: What Gun Does SADAR Spec Carry

Post by Gentlefood » 19 Jan 2016, 14:45

Use the SMG on your belt, carry two magazines in your pocket. You'll have to give up your grenades and flamer but that's not a big loss anyways, and you can carry some of the nades on your webbing if you want. If you're lucky you can get a barrel charger for the SMG as well, which makes it plenty deadly especially if you just need to finish off weakened Aliens.

I don't see the need for any sort of drastic change to the current SADAR Specialist it seems fine as is.

In regards to the firing one handed comment, SADARs can no longer fire one handed, haven't been able to for a while. Unless you're talking about the SMG.

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Re: What Gun Does SADAR Spec Carry

Post by Feweh » 19 Jan 2016, 14:53

We just realized that people have been abusing a bug to single handed fire the Sadar.

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Re: What Gun Does SADAR Spec Carry

Post by Gentlefood » 19 Jan 2016, 14:56

Ah, well that should be fixed and doesn't really apply to balance concerns as its not intentional.

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Re: What Gun Does SADAR Spec Carry

Post by Arachnidnexus » 19 Jan 2016, 15:00

It was fixed last October so it's been a couple of months since it became two-handed...

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Re: What Gun Does SADAR Spec Carry

Post by RadiantFlash » 21 Jan 2016, 12:51

I use the sadar, quite often when I play spec, and I find that my set up works pretty well. I tend to keep the launcher on my suit storage, and carry an m4a1 with a gyro and red dot sight. It takes about two seconds to switch hands, grab the sadar, switch back and store the m4. Sure, if you get tackled, you'll lose the rifle, and you can to constantly be holding it, but it's still effective.

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Re: What Gun Does SADAR Spec Carry

Post by Davidchan » 21 Jan 2016, 13:18

ParadoxSpace wrote: Except you can just pull face huggers off people.
SADARs instagib people and nobody can save you.
Grenades basically end fights.
All Xeno stuns besides screech and stomp are single target.
Huggers do 25 brute damage to pull them off, 2 of them will break your skull, which basically means you will die trying to walk as you take brain damage and your eyes become ruined, 4 of them is instant crit and will kill you before you have any hope of being returned to the sulaco. What's the limit to face huggers that can be produced in a round? Oh right, there isn't one.

SADARs do not instant gib unless you get direct hit by an AP as a T1 or T2. Which is a fucking waste of an AP round.

Grenades ending fights? I'd love to see this because any time a grenade gets tossed the xenos run away from it despite having no IC way of knowing what the fuck it is, only does a 3x3 spread and quite often the xenos will run right back into the fray.

Spit is a range stun, pounce and charge glitch through bullets as well as can be used to get to cover in many cases, stomp and screech can be used around corners. The cooldowns on these abilities are short, and plasma is a non-issue on weeds or when you have support from other castes. SADAR rounds are quite easy to dodge and I've seen Ravagers and Crushers do it many times now.

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Re: What Gun Does SADAR Spec Carry

Post by Steelpoint » 21 Jan 2016, 23:01

Good luck hitting a T1/T2 target with a AP rocket with the SADAR, you have a hard enough time hitting T3 Xeno's with it already let alone some thing that runs around at the speed of saniac.
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Re: What Gun Does SADAR Spec Carry

Post by Ninjah! » 22 Jan 2016, 07:23

The facehugger damage is why you have a medic.

I've seen grenades in the shuttle when boarding Sulaco that just won marines the game

SADAR shoudn't be used to try and kill T1/2's in the first place. If it's truely that hard to hit, why are aliens that salty they get killed by SADAR that often?

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Re: What Gun Does SADAR Spec Carry

Post by Egorkor » 22 Jan 2016, 08:55

Steelpoint wrote:Good luck hitting a T1/T2 target with a AP rocket with the SADAR, you have a hard enough time hitting T3 Xeno's with it already let alone some thing that runs around at the speed of saniac.
Not to brag, but it's easy. A tad harder if it's a runner, but not impossible.

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Re: What Gun Does SADAR Spec Carry

Post by Telegnats » 22 Jan 2016, 13:40

Ninjah! wrote:The facehugger damage is why you have a medic.
Dude, do you even play marine?

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Re: What Gun Does SADAR Spec Carry

Post by Davidchan » 22 Jan 2016, 13:45

Telegnats wrote: Dude, do you even play marine?
Pretty obvious he doesn't.

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