Update weapon loadout rule

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Renomaki
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Update weapon loadout rule

Post by Renomaki » 22 Mar 2017, 22:54

Summary (a quick, 2-3 sentence summary): Change the current weapon loadout rule to restrict the number of Pulse Rifles a person is allowed to carry to 1 only.

Benefits (How this will benefit the server and game as a whole): It'll prevent people from being able to powergame with a loadout of 2 Pulse Rifles and force them to try other secondary weapons instead.

Details (Description of how you think this would work, the benefits, etc): Some people tell me that the idea of having two Pulse Rifles (AKA two primaries) is balanced and legit because you sacrifice a backpack in order to fit a PR back there. However, when you think about it, it feels like it is much more powerful compared to an SMG or Shotgun (which are described as Secondary weapons), and thus a little much for a simple grunt to be taking, despite what some people might argue.

Think about it, with two Pulse Rifles, you can...

Have one rifle with normal rounds, and another on your back preloaded with AP, allowing you to easily swap between AP and normal rounds at will without having to fumble with swapping out magazines in your current rifle.

have up to 4 grenades that you can fire, due to having an underslung GL for both guns, or being able to have a GL on one gun and a masterkey shotgun on another, giving you a lot of variety on the fly.

Having two Pulse Rifles pretty much means reloading in the heat of battle isn't as stressful, since if you are in a hurry, you can simply drop your empty rifle and quickly swap out for a full one right then and there. It's almost like having a Rifle with 80 rounds, bypassing the normal fumbling one has to do to change magazines.

There is probably more, but those are just a few issues I have with the idea of allowing people to get away with this.

If I read the rules correctly, you should be allowed only 1 Primary weapon, and 1 secondary weapon for deployment. the SMG and Shotgun can also go on your back or take up a belt slot, so the sacrifice is no different than what you get when you take a second PR. The only difference is that you are forced to use a different weapon for once as intended. They are called Secondary weapons for a reason, after all...

Implementation (Optional, if you have an idea how to implement it): Merely some updates to the rules and a bit of enforcement is all that is needed to put an end to this excessive loadout choice.
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CeSiumShark
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Re: Update weapon loadout rule

Post by CeSiumShark » 22 Mar 2017, 22:59

Most soldiers in the real world don't even carry a sidearm surprisingly, let alone a second rifle.

+1
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RedsPro
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Re: Update weapon loadout rule

Post by RedsPro » 22 Mar 2017, 23:03

-1. With the excess amount of Pulse Rifles that the marines are given i don't see why we should limit something due to realism. Hell were fighting Xenomorphs. Marines are at a disadvantage anyway let em fuck around with two rifles.
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Renomaki
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Re: Update weapon loadout rule

Post by Renomaki » 22 Mar 2017, 23:25

RedsPro wrote:-1. With the excess amount of Pulse Rifles that the marines are given i don't see why we should limit something due to realism. Hell were fighting Xenomorphs. Marines are at a disadvantage anyway let em fuck around with two rifles.
2 things.

1, the reason there is an excess in guns is to ensure that everyone is able to get a gun.

2, the marines normally aren't expecting a battle with xenomorphs, and thus are expected to gear up in a manner that would be fitting when fighting against normal human contacts. How often in real life did you see a soldier carry two assault rifles on his person, anyways?
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ParadoxalObserver
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Re: Update weapon loadout rule

Post by ParadoxalObserver » 23 Mar 2017, 01:52

+1

As someone who mains marine there's quite a few ridiculous things that need to be curved and this is one of them. I have no issue with characters that have fruity personalities and go about dual wielding and what not for some fun. But unless you're planning on doing something interesting with those rifles besides just meta'ing and having them on your person - pls nu.

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immaspaceninja
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Re: Update weapon loadout rule

Post by immaspaceninja » 23 Mar 2017, 02:16

-1
Instead of encouraging people to try different loadouts, this change will simply limit the variety of what marines can take with them, which is pretty small already. So unless we get a new gun that is worth using, I'd say no.
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liltiptop
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Re: Update weapon loadout rule

Post by liltiptop » 23 Mar 2017, 02:24

+1
We run out of pulse rifle ammo fast enough as it is. We don't need a baldie stealing TWICE the AP mags so they can rambo all of the xenos.

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ParadoxalObserver
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Re: Update weapon loadout rule

Post by ParadoxalObserver » 23 Mar 2017, 06:11

immaspaceninja wrote:-1
Instead of encouraging people to try different loadouts, this change will simply limit the variety of what marines can take with them, which is pretty small already. So unless we get a new gun that is worth using, I'd say no.
Uh. How? This won't "limit the variety" this will literally just say: "No taking two rifles before knowing of the Xenomorphs"

The only variety it'll limit is bringing an extra rifle instead of bringing an actual sidearm with you with that rifle. And considering that the Rifle is already the most problematic weapon with everyone already stuffing their bags with AP before they're even aware of the xenos, this'll at least also help curve that a bit in knowing that if you get pounced you'll have to pull a dinky little pistol instead of a rifle and thus will hopefully bring some pistol ammo, as well, instead of 100% pure AP.

And there's plenty of variety? Ask the SL for the flamethrower they rarely use; attach a marksman scope onto your rifle and play sniper; get some rapid fire on an SMG or said Rifle and go rambo; use a shotgun; try and get dibs on a shield and use a gyro shotgun or a machete; why not get some nice mods for your revolver to make it an impressive, decent weapon; this and quite a few more.

I really don't see how claiming not letting people take two rifles is destroying variety. And more importantly: what is the IC reasoning behind taking two rifles? The second rifle is taking up the only slot you have to put it away - the literal only reason I can think of is you /somehow/ know you're going to be fighting stuff that will be pouncing at you and firing neurotoxin which might cause you to lose the first rifle.

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forwardslashN
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Re: Update weapon loadout rule

Post by forwardslashN » 23 Mar 2017, 06:30

We won't be adding another rule, since it would be near impossible to enforce. It can only be enforced via mechanics, and that's not going to happen for a while, if ever. Denied for now.
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