Mag-Strap (Attachment)
- ChickenShizNit8
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Mag-Strap (Attachment)
Summary (a quick, 2-3 sentence summary):
Well as we all know, the worst thing in Combat is getting your gun knocked away from you. So, I came up with this idea for a strap you put on your weapon (Sniper Rifle, M41A, Shotgun, maybe others?) that when is "dropped" from your active hand (tackled, pushed, whatever), it snaps back into your suit storage (MUST be empty).
Benefits (How this will benefit the server and game as a whole):
This would solve the endless issue of Aliens lol-tackling you and knocking your only DECENT gun away, giving marine a better chance to escape in hives, AND giving Sentinels/Spitters more reasons to sit and watch marines now that their rifles can't be SLAPPED away like Batman pimp-slapping Robin
Details (Description of how you think this would work, the benefits, etc):
If a marine attaches the Mag-Strap to his weapon of choice, it will-
-Snap into an ((EMPTY)) Suit Storage slot
-Happens anytime something happens that would cause you to DROP a weapon
-Give marines a reason to only carry one gun now that it can't be SLAPPED away every time a Hunter jumps you
-Gives marines a better chance to get out of the Hive now that their gun is no longer missing
How it Works
-Uses the -Rail- slot on weapons
-Could possibly use the same code the smart-gun uses when it's "dropped"
Implementation (Optional, if you have an idea how to implement it):
-Sprite for Attachment itself
-Code for snapping into EMPTY Suit Storage slot
-Mapping for addition to Cargo Crates and maybe the Vendor IN cargo
Well as we all know, the worst thing in Combat is getting your gun knocked away from you. So, I came up with this idea for a strap you put on your weapon (Sniper Rifle, M41A, Shotgun, maybe others?) that when is "dropped" from your active hand (tackled, pushed, whatever), it snaps back into your suit storage (MUST be empty).
Benefits (How this will benefit the server and game as a whole):
This would solve the endless issue of Aliens lol-tackling you and knocking your only DECENT gun away, giving marine a better chance to escape in hives, AND giving Sentinels/Spitters more reasons to sit and watch marines now that their rifles can't be SLAPPED away like Batman pimp-slapping Robin
Details (Description of how you think this would work, the benefits, etc):
If a marine attaches the Mag-Strap to his weapon of choice, it will-
-Snap into an ((EMPTY)) Suit Storage slot
-Happens anytime something happens that would cause you to DROP a weapon
-Give marines a reason to only carry one gun now that it can't be SLAPPED away every time a Hunter jumps you
-Gives marines a better chance to get out of the Hive now that their gun is no longer missing
How it Works
-Uses the -Rail- slot on weapons
-Could possibly use the same code the smart-gun uses when it's "dropped"
Implementation (Optional, if you have an idea how to implement it):
-Sprite for Attachment itself
-Code for snapping into EMPTY Suit Storage slot
-Mapping for addition to Cargo Crates and maybe the Vendor IN cargo
Last edited by ChickenShizNit8 on 24 Nov 2015, 18:56, edited 1 time in total.
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- Desolane900
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Re: Mag-Strap (Attatchment
+1 Modding the shit out of a gun only to have it lost forever in the jungles is the worst feeling. Will never forget you Mjolnir..
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- NoShamNoWow
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Re: Mag-Strap (Attatchment
+1 Good idea, no more desperate calls of help when you have your own gun to break out.
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- apophis775
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Re: Mag-Strap (Attachment)
This has been discussed in the past...
- ChickenShizNit8
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Re: Mag-Strap (Attachment)
Discussed, but ever acted on? I thought this was an original idea, guess not :L
Either way it would be a nice addition to the Marines arsenal of attachments
Either way it would be a nice addition to the Marines arsenal of attachments
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- Azmodan412
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Re: Mag-Strap (Attachment)
It would, and I personally don't use attachments because a good Engie can make their own, so... yea. I would like to +1 this.
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- monkeysfist101
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Re: Mag-Strap (Attachment)
It makes sense that the marines would have access to slings. +1
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- apophis775
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Re: Mag-Strap (Attachment)
I'm working on this. It will take the place of "webbing/holsters" on a uniform, and put whatever the item is, into the "exo-suit storage" slot. My plan, is to make it work, even if your not wearing armor.
- HalfdeadKiller
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Re: Mag-Strap (Attachment)
+1 This is an invaluable asset as a smartgunner, would love for standards and the like to have it.
- Toroic
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Re: Mag-Strap (Attachment)
This will be a pretty big buff to marines because they'd never lose their heavily modded rifle anymore, which would be a massive pain in the ass in hives because you'd effectively be unable to disarm any marine with that attachment.
If a runner tackles you, you got outplayed. Deal with it.
I keep getting the feeling that suggestions has turned 90% into marine buffs and xeno nerfs, despite the win ratios being equal.
Let's say xenos are no longer allowed to cripple, marines can't lose their rifles for aciding (removing the need for a sidearm), you know what's next on the list? Removal of checkerboard hives and sticky resin.
Then, we'll see marine winrates of 70-80% because instead of actually bothering to be any good, marines can spam the forums to remove any mechanics they find challenging.
Yes, I am salty about all the suggestions on the forums that serve no purpose other than to make the game easier for marines.
If a runner tackles you, you got outplayed. Deal with it.
I keep getting the feeling that suggestions has turned 90% into marine buffs and xeno nerfs, despite the win ratios being equal.
Let's say xenos are no longer allowed to cripple, marines can't lose their rifles for aciding (removing the need for a sidearm), you know what's next on the list? Removal of checkerboard hives and sticky resin.
Then, we'll see marine winrates of 70-80% because instead of actually bothering to be any good, marines can spam the forums to remove any mechanics they find challenging.
Yes, I am salty about all the suggestions on the forums that serve no purpose other than to make the game easier for marines.
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Xenos Vult
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Re: Mag-Strap (Attachment)
I actually want a buff for the resin wall health, so it is a more useful hive structure. BRB gotta make another suggestion thread.
Also, on the topic of the magstrap. This would be, I assume, an orderable attachment crate. Possibly in the webbing crate. I'd go with one per crate. It's not like -every- marine is going to have one of these. If every marine had one, then it would be kinda OP. But if only a few have it, well, I don't see what the crying is about. Just break his hand or something. Then his gun is pretty much useless and he'll HAVE to have a pistol. This just makes it so you aren't completely screwed in the hive when you lose your primary, have your pistol melted, and your boot knife dragged away in a 1x1 hive door nest cell. You're pretty much fucked at that point. The marine still has to reload this auto-snapping rifle, which isn't the easiest considering that sentinels should be guarding rowdy hosts at pretty much all time. It isn't the most entertaining job, but neither is BO or MP or what have you.
On the topic of lots of marine buff suggestions, and alien nerf stuff. Well. Aliens are pretty powerful, and utilize some pretty annoying tactics to win. I have played as both. The annoying tactics are semi-necessary, but that doesn't make them any less frusturating as a marine. Yay, a hunter pounced me and my marine buddies are incompetent as hell. There goes my rifle, my only way of fighting back. This pistol is probably gonna get tackle dragged from me, and I'm gonna get stuck in a cell and guarded by an alien. My squad is too scared to come help, and command isn't sending the whole force to help one marine. I guess I'm pretty fucked.
Where-as this mag strap thing will let you keep your rifle, and have a fighting chance against the xeno's in the nest. A properly built nest shouldn't cause too much trouble for aliens when a marine breaks loose. Combine this with a resin wall health buff, and it won't really matter.
Also, on the topic of the magstrap. This would be, I assume, an orderable attachment crate. Possibly in the webbing crate. I'd go with one per crate. It's not like -every- marine is going to have one of these. If every marine had one, then it would be kinda OP. But if only a few have it, well, I don't see what the crying is about. Just break his hand or something. Then his gun is pretty much useless and he'll HAVE to have a pistol. This just makes it so you aren't completely screwed in the hive when you lose your primary, have your pistol melted, and your boot knife dragged away in a 1x1 hive door nest cell. You're pretty much fucked at that point. The marine still has to reload this auto-snapping rifle, which isn't the easiest considering that sentinels should be guarding rowdy hosts at pretty much all time. It isn't the most entertaining job, but neither is BO or MP or what have you.
On the topic of lots of marine buff suggestions, and alien nerf stuff. Well. Aliens are pretty powerful, and utilize some pretty annoying tactics to win. I have played as both. The annoying tactics are semi-necessary, but that doesn't make them any less frusturating as a marine. Yay, a hunter pounced me and my marine buddies are incompetent as hell. There goes my rifle, my only way of fighting back. This pistol is probably gonna get tackle dragged from me, and I'm gonna get stuck in a cell and guarded by an alien. My squad is too scared to come help, and command isn't sending the whole force to help one marine. I guess I'm pretty fucked.
Where-as this mag strap thing will let you keep your rifle, and have a fighting chance against the xeno's in the nest. A properly built nest shouldn't cause too much trouble for aliens when a marine breaks loose. Combine this with a resin wall health buff, and it won't really matter.
- Toroic
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Re: Mag-Strap (Attachment)
I fully believe that a wording/rule/code change is in the works to prevent crippling, which I support. I also don't like breaching of the sulaco, and have won as queen multiple times without it.HalfdeadKiller wrote:I actually want a buff for the resin wall health, so it is a more useful hive structure. BRB gotta make another suggestion thread.
Also, on the topic of the magstrap. This would be, I assume, an orderable attachment crate. Possibly in the webbing crate. I'd go with one per crate. It's not like -every- marine is going to have one of these. If every marine had one, then it would be kinda OP. But if only a few have it, well, I don't see what the crying is about. Just break his hand or something. Then his gun is pretty much useless and he'll HAVE to have a pistol. This just makes it so you aren't completely screwed in the hive when you lose your primary, have your pistol melted, and your boot knife dragged away in a 1x1 hive door nest cell. You're pretty much fucked at that point. The marine still has to reload this auto-snapping rifle, which isn't the easiest considering that sentinels should be guarding rowdy hosts at pretty much all time. It isn't the most entertaining job, but neither is BO or MP or what have you.
On the topic of lots of marine buff suggestions, and alien nerf stuff. Well. Aliens are pretty powerful, and utilize some pretty annoying tactics to win. I have played as both. The annoying tactics are semi-necessary, but that doesn't make them any less frusturating as a marine. Yay, a hunter pounced me and my marine buddies are incompetent as hell. There goes my rifle, my only way of fighting back. This pistol is probably gonna get tackle dragged from me, and I'm gonna get stuck in a cell and guarded by an alien. My squad is too scared to come help, and command isn't sending the whole force to help one marine. I guess I'm pretty fucked.
Where-as this mag strap thing will let you keep your rifle, and have a fighting chance against the xeno's in the nest. A properly built nest shouldn't cause too much trouble for aliens when a marine breaks loose. Combine this with a resin wall health buff, and it won't really matter.
What sort of annoying tactics do you refer to?
Getting tackled and disarmed is just normal play, and many marines carry a rifle, a sidearm, a knife, and grenades. That is more than enough to put up a fight, and plenty of marines have another rifle on their back.
Guarding hosts is already dangerous and difficult in many circumstances, and the unrobust marines who get captured sometimes become unrobust xenos.
There is no need for a marine buff, and specialists would probably kill a xeno after escaping the nest a significant portion of the time, because their SADAR/flamethrower/smartgun can't be disarmed.
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Xenos Vult
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Re: Mag-Strap (Attachment)
Toroic, getting pelted with facehuggers and then getting spam pounced and swallowed and cocooned in a 1x1 box for 20 minutes is not the Xeno "earning it." It's the same as running around with night vision and an automatic SADAR. Just because you can obliterate the other team doesn't mean that it was sportsmanlike or contributed to the game. There are a good number of Xeno buff threads, though I don't see you wanting them denied to keep the 1:1 ratio.
Bottom line is: this is a good suggestion and would add a wildcard factor to the game. I personally wouldn't take it as I store my sidearm in my suit storage and my rifle on my back, though I'm sure it would be interesting for both sides.
Bottom line is: this is a good suggestion and would add a wildcard factor to the game. I personally wouldn't take it as I store my sidearm in my suit storage and my rifle on my back, though I'm sure it would be interesting for both sides.
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- Azmodan412
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Re: Mag-Strap (Attachment)
I always (maybe not prudent) carry ONE gun. Of course I am usually a support role like engineer or medic, so I stay within the wolf pack. This would be greatly helpful for Engineers/Medics who need the storage space for supplies and one type of ammo.
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- ChickenShizNit8
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Re: Mag-Strap (Attachment)
Guys, let's try to keep it on topic ;P
Thanks Apop, glad to know one of my ideas is actually making it in!
Thanks Apop, glad to know one of my ideas is actually making it in!
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- Disco Dalek
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Re: Mag-Strap (Attachment)
If it does take the place of webbing and has no storage, you'll likely never see it on engineers and medics if they actually want to carry more than one clip of ammo. It might be a good idea to make it unavailable to engis and medics in the requisition line. I think it'd be nice for the standards to have something unique for a change, plus it may (probably wont) cut down on the number of standards trying to take all the webbing.
Aka Dennis Hunt the (usually) overworked medic/doctor.
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- Toroic
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Re: Mag-Strap (Attachment)
I actually just today was clearly not in favor of a hivelord buff. If your observational skills are just as good as a marine, no wonder you getting your shit rocked.monkeysfist101 wrote:Toroic, getting pelted with facehuggers and then getting spam pounced and swallowed and cocooned in a 1x1 box for 20 minutes is not the Xeno "earning it." It's the same as running around with night vision and an automatic SADAR. Just because you can obliterate the other team doesn't mean that it was sportsmanlike or contributed to the game. There are a good number of Xeno buff threads, though I don't see you wanting them denied to keep the 1:1 ratio.
Bottom line is: this is a good suggestion and would add a wildcard factor to the game. I personally wouldn't take it as I store my sidearm in my suit storage and my rifle on my back, though I'm sure it would be interesting for both sides.
Only one caste can throw facehuggers a significant distance, and they have the weakest tackle of all castes.
I don't see how a xeno picking you off, when Marines typically stay near their allies is any less "earned" then sitting behind an electrified grate shooting at everything that moves.
If it didn't take skill to be a runner, 80% of them would not die every round.
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Xenos Vult
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Re: Mag-Strap (Attachment)
I would like for this to not apply to the specialist weapons besides the smartgun since they're a bit too powerful to have guaranteed access to, but I also see this causing more pre-infection hand breaking because watching the hive is already pretty boring. It's also not very fun as a xenos to have infected marines try to kill everything in the hive because they know they can't be facehugged instead of retreating and getting surgery. I think I've seen like one or two marines try to escape the hive rather than use hugger immunity to try to rambo the entire hive.
- monkeysfist101
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Re: Mag-Strap (Attachment)
It would have to at least apply to the smartgun as it's attached by a boom arm.Arachnidnexus wrote:I would like for this to not apply to the specialist weapons besides the smartgun since they're a bit too powerful to have guaranteed access to, but I also see this causing more pre-infection hand breaking because watching the hive is already pretty boring. It's also not very fun as a xenos to have infected marines try to kill everything in the hive because they know they can't be facehugged instead of retreating and getting surgery. I think I've seen like one or two marines try to escape the hive rather than use hugger immunity to try to rambo the entire hive.
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- HalfdeadKiller
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Re: Mag-Strap (Attachment)
The smartgun already snaps to your suit slot if you try to drop it.
- monkeysfist101
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Re: Mag-Strap (Attachment)
Woops. Didn't see that he said "besides the smartgun."
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Re: Mag-Strap (Attachment)
This is also why when I play queen I usually leave slashing on at all times, and my standing rule is "if they give you too much trouble just kill them."Arachnidnexus wrote:I would like for this to not apply to the specialist weapons besides the smartgun since they're a bit too powerful to have guaranteed access to, but I also see this causing more pre-infection hand breaking because watching the hive is already pretty boring. It's also not very fun as a xenos to have infected marines try to kill everything in the hive because they know they can't be facehugged instead of retreating and getting surgery. I think I've seen like one or two marines try to escape the hive rather than use hugger immunity to try to rambo the entire hive.
I don't want any xenos to die because a marine had a bunch of backup firearms/grenades. Living xenos are worth more than infected hosts.
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Xenos Vult
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- ChickenShizNit8
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Re: Mag-Strap (Attachment)
That's my point, this would encourage only taking one tricked out gun, instead of four back up rifles.
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Re: Mag-Strap (Attachment)
This was already added.