Specialist weapon auto shotgun

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Siserith Vassada
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Specialist weapon auto shotgun

Post by Siserith Vassada » 05 Aug 2015, 10:39

Summary (a quick, 2-3 sentence summary):Specialist weapon auto shotgun. a shotgun that you can fire from drum magazines without pumping. specialist only weapon

Benefits (How this will benefit the server and game as a whole):new shotty!

Details (Description of how you think this would work, the benefits, etc):it would be a specialist token weapon there would be 3-5 empty drums available. each drum can hold 14-15 shots. at the start of each round the drums would have to be manually reloaded from shotgun shell boxes this. the large downtime between reloads would help balance it.

Implementation (Optional, if you have an idea how to implement it):

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TheCubscout
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Re: Specialist weapon auto shotgun

Post by TheCubscout » 05 Aug 2015, 10:55

I think the specialists is already encumbered by the arsenal they already have...
Sorry, just what I see
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Steelpoint
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Re: Specialist weapon auto shotgun

Post by Steelpoint » 05 Aug 2015, 11:01

The problem with Specialists right now is that they have too many weapon options.

Its not to say the idea of a automatic shotgun is a bad one, its just that I personally don't think we need to over encumber specs with too many choices.
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Sebro
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Re: Specialist weapon auto shotgun

Post by Sebro » 05 Aug 2015, 11:35

What about an engineer only weapon? Or something? Or maybe there are two that spawn in each vendor, making it useable by many, but not all.
:(

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Re: Specialist weapon auto shotgun

Post by Derpislav » 05 Aug 2015, 12:45

Engineers should get the flamethrower, since it's more of a tool than a weapon, is used for area denial - where engineers are definitely the defensive members of the squad - instead of assaults, and they're far better trained in not blowing up.
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Re: Specialist weapon auto shotgun

Post by Sligneris » 05 Aug 2015, 12:56

Where is flamethrower obtainable anyway?

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Derpislav
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Re: Specialist weapon auto shotgun

Post by Derpislav » 05 Aug 2015, 12:57

Specialist vendor - it doesn't require a token, so if you ask the specialist nicely, he will give it to you.
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Re: Specialist weapon auto shotgun

Post by indy4321 » 05 Aug 2015, 13:49

Give the Engineer the flamethrower and give the Specialist the auto-shotgun? Alternatively, give the Specialist the auto-shotgun and not have it require the token, and make it weaker than the other weapons. If he's using the smartgun he can hand it off to another squaddie, otherwise he can keep it as a backup weapon.

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Re: Specialist weapon auto shotgun

Post by apophis775 » 13 Sep 2015, 14:16

I support, we could make a semi-auto shotgun for the engineer that is drum loaded, and doesn't need to be pumped, but it would be a glorified M41A.

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Re: Specialist weapon auto shotgun

Post by Gentlefood » 13 Sep 2015, 17:22

apophis775 wrote:I support, we could make a semi-auto shotgun for the engineer that is drum loaded, and doesn't need to be pumped, but it would be a glorified M41A.
You could give it lower ammo capacity (Say 6-12) slightly higher damage per shot no need to pump etc. Although it would make regular shotguns somewhat irrelevant.

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Re: Specialist weapon auto shotgun

Post by Mycroft Macarthur » 13 Sep 2015, 19:51

this concept sounds really cool but in all honesty between the aforementioned "specialists have too much already" and "it would be a glorified M41a" there isn't a great deal of need for this weapon, if shotguns later have proper buckshot spread then this could be an immensely useful weapon but in the current dynamic of the specialist loadouts (sniper for t3's, smartgun for t1's & t2's, rocket launcher capable of all but amazing at neither) this would have no REAL place, traditionally in sci fi shotguns are an engineer gun so it might make more sense to either give this to the engineers, or to move flamethrower to be an engineer weapon and then give the shotguns to medics, or even make this the engy gun and just give flamers to standards, and i kiiiiiind of like those options but then this presents us with bad precedent.

see, right now specialist guns are the only options that feel both viable and desirable against xenos late game because those tier3's are beefy as all fuck, i have yet to personally witness a single one save for the hivelord and the occaisional ravager go down, this gives the impression that the regular marine arsenal becomes basically worthless after t2.

if all the specialty jobs (medic and engineer in this case) start getting the really cool, really effective guns then they'll just be viewed as additional specialists and we'll start to see people pick engineer or medic for the shiney new guns instead of because they actually know how to play those particular jobs, you KNOW that people will do this, who DOESN'T want a pimp fully automatic shotgun compared to their ghetto ass M41a's that barely even annoy runners half the time, oh sure the regular guns can score kills when the aliens just chill there and let you wail on them but they always run off to weeds for ten seconds and come back later at full hits, but all the benefits of the shotgun crammed into a gun i dont have to pump that includes a massive magazine that i dont have to reload one bullet at a time? why would anyone EVER use the regular shotgun again? just go specialist or any other job that has it.

and if this thing ends up firing a buckshot spread in later versions? "hey adam, remember back when we used to have to aim our guns? those times sucked huh, oh shit runner" (entire screen becomes bullethell game)

that said one thing i WOULD especially love that for is any time we assault an alien base if they have a fuckton of eggs in one spot we usually tend to not be able to attack it because if we get close we get auto hugged by the eggs, we have no truly effective means of clearing out all the eggs at once and contrary to popular belief the flamethrower is NOT an effective area effect weapon, an auto shotgun by comparison though....mmmmm....i could see that wide spread clearing out alien egg clusters just FINE.

very neutral on this, it has no place in the existing specialist loadout but its something shotgun users everywhere have been clamoring for, for ages, depending on implementation it could be a beautiful addition but it would need to be carefully handled and discussed in greater depth.
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Re: Specialist weapon auto shotgun

Post by snow5445 » 20 Sep 2015, 03:59

I agree we need an autoshotgun that is not a gloroified m4a1 but not for the spcl. And personally i think the spcl should get the B18 armor by default really. I mean it makes sense.
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Re: Specialist weapon auto shotgun

Post by Sebro » 26 Sep 2015, 12:39

This needs to be for THE ENGINEER, they have almost no weapons special to themselves, and are often ignored :(.
:(

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Re: Specialist weapon auto shotgun

Post by SecretStamos (Joshuu) » 27 Sep 2015, 05:00

Sebro wrote:This needs to be for THE ENGINEER, they have almost no weapons special to themselves, and are often ignored :(.
Engineers don't need special weapons. They're supposed to be fixing stuff, not running around with special guns. They're not even really supposed to participate in front-line combat.

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Re: Specialist weapon auto shotgun

Post by Kreydis » 27 Sep 2015, 09:04

SecretStamos (Joshuu) wrote:Engineers don't need special weapons. They're supposed to be fixing stuff, not running around with special guns. They're not even really supposed to participate in front-line combat.
They don't need special weapons I can agree, but at the same time your argument is weaker then an old person in a hospital. Engineers are supposed to fix stuff... okay? Like what? The Generators? 1 minute job for 1 person. Make FoB decent? 10 minute job with one person. Make FoB even more secure? Typical 2 hour round where a couple of players get to do jack shit because Command never changed their orders and everyone is ramboing to the caves anyways because they want to shoot stuff and not be fucking bored out of their mind because they're supposed to sit in FoB and "FIX STUFF" when their's nothing to fucking fix until every alien is either T3 and ROLFSTOMPING their way to victory, or if someone's griefing.

This map isn't like Nostramo where there's an active job for engineers to do so they really couldn't handle much more gear, this is a god damn jungle planet where every single game the FoB is in the same place, every single game because their's no better or competitive place in the slightest.

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Re: Specialist weapon auto shotgun

Post by Siserith Vassada » 27 Sep 2015, 15:43

a bit of a change but what if we created a breacher class. their room would be in the spare room in squad preps. they would have Armour witch is vastly improved against bullets(the helmets would also be able to take a lot of huggers). but the same a regular Armour vs melee they would have flashbangs, a riot shield, smoke grenades, lot of c4, and frags. they would also have a choice of three weapons. a autoshotgun with buckshot and slug round ammo choices. an rapid firing lmg (faster than the smg). or a burst fire smg with slightly more damage. they would also have an under slung 40mm launcher. witch can take shotgun shells or grenades.

the breacher would be the point man whose job is to lead the charge. and breach defended locations

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Re: Specialist weapon auto shotgun

Post by Mycroft Macarthur » 27 Sep 2015, 16:07

in itself thats not necessarily a terrible idea but they would need to be built with the ability to clear out masses of resin constructions and eggs in mind (and perhaps weeds as well) since it is these barriers which impair us the most during a massive assault, we can fight our way through resin walls normally enough if it takes abit of time but save for flamers we have no dedicated anti-weed options (which aren't as good at it as ideal) and we have no real option against massive egg clusters at all, once aliens get a large enough gathering of eggs all they have to do is hide nearby, any time they down one of us all they have to do is drag us to the center of their formation and its an instant cap for them, we cant go in to try and rescue fellow marines since the egg clusters will instantly open and the huggers will jump on us of their own accord and even if we get up and try to escape its the same thing, a class or tool which could help us deal with these circumstances would make assaults in certain stages of the game more practical (eggs should be something the aliens want to protect, not something thats protecting THEM)
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Re: Specialist weapon auto shotgun

Post by Sebro » 01 Oct 2015, 22:08

Wait! I got an idea...instead of an auto shotgun, make a shotgun with clips! To make reloading easier, because right now it's a pain in the arse.
Something like: http://i.imgur.com/OdyLmVo.jpg
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Re: Specialist weapon auto shotgun

Post by Sebro » 01 Oct 2015, 22:10

Siserith Vassada wrote:a bit of a change but what if we created a breacher class. their room would be in the spare room in squad preps. they would have Armour witch is vastly improved against bullets(the helmets would also be able to take a lot of huggers). but the same a regular Armour vs melee they would have flashbangs, a riot shield, smoke grenades, lot of c4, and frags. they would also have a choice of three weapons. a autoshotgun with buckshot and slug round ammo choices. an rapid firing lmg (faster than the smg). or a burst fire smg with slightly more damage. they would also have an under slung 40mm launcher. witch can take shotgun shells or grenades.

the breacher would be the point man whose job is to lead the charge. and breach defended locations
This...is marvelous.
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Re: Specialist weapon auto shotgun

Post by apophis775 » 15 Nov 2015, 02:18

No more specialist weapons for the moment, maybe down the line.

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