SMG Select Fire

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monkeysfist101
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SMG Select Fire

Post by monkeysfist101 » 02 Dec 2015, 23:00

Summary (a quick, 2-3 sentence summary):
Implement a select fire where you can trade accuracy for a burst mode.

Benefits (How this will benefit the server and game as a whole):
At the moment, it's less of an SMG and more of a PDW or electric BB gun. This would allow you to put a large amount of inaccurate rounds down range. The SMG would be able to fill its niche better.

Details (Description of how you think this would work, the benefits, etc):
Either a 5 or 7 round burst giving the user 7 or 5 trigger pulls, respectively.
When on Semi-Automatic, it keeps its current stats. When set to burst mode, it loses one to two thirds of its accuracy.

Implementation (Optional, if you have an idea how to implement it):
You push the magic "Code Everything" button and sit back as it compiles, reveling at how fast and easy literally everything forever is to code. Afterwards....I don't know. Hack a dinosaur from the past and ride it.
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Re: SMG Select Fire

Post by ChickenShizNit8 » 02 Dec 2015, 23:10

....

Why?

The SMG is a good gun as is now... as long as you know HOW to use it correctly. Also, with the right attachments this gun can shoot stupid fast and retain it's accuracy.

So this would seem pretty useless at that point? Good idea, just seems un-needed.
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Re: SMG Select Fire

Post by monkeysfist101 » 02 Dec 2015, 23:12

Mostly it's because the SMG as of now is a large magazined M4A3. This would bring it closer to its role as an SMG.
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Re: SMG Select Fire

Post by ChickenShizNit8 » 02 Dec 2015, 23:15

Suggest a slight damage boost. This gun has a good rate of fire already and it's damage, to be honest, isn't THAT bad, so this seems useless. No STANDARD marine should, really, be taking this. The SMG is meant for Medics and Engineers, you know, those people who need a gun that takes less hands to fire....

Dunno, like the idea but seems rather useless.
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Re: SMG Select Fire

Post by SecretStamos (Joshuu) » 02 Dec 2015, 23:16

I'd actually like so see burst fire implemented with lower accuracy. Maybe for the SMG and the M41A

Could maybe be neat if possible codewise

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Re: SMG Select Fire

Post by ChickenShizNit8 » 02 Dec 2015, 23:22

I would like it for the M41A, but not the SMG.
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Re: SMG Select Fire

Post by Lostmixup » 03 Dec 2015, 08:20

Burdt fire should be something that's worked on.
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Re: SMG Select Fire

Post by apophis775 » 04 Dec 2015, 17:16

This might be possible, but, I'd have to decrease the damage for the bullets slightly.

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Re: SMG Select Fire

Post by Lostmixup » 05 Dec 2015, 00:26

apophis775 wrote:This might be possible, but, I'd have to decrease the damage for the bullets slightly.
The burst fire would make it inaccurate, or would have a massive delay between shots rather than a damage nerf. If the damage was lower'd there'd be no point in using it at all in normal fire.
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Re: SMG Select Fire

Post by monkeysfist101 » 05 Dec 2015, 00:54

apophis775 wrote:This might be possible, but, I'd have to decrease the damage for the bullets slightly.
Bullet's are bullets. The trade off is accuracy and ammo consumption.
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Re: SMG Select Fire

Post by SecretStamos (Joshuu) » 05 Dec 2015, 11:21

Having a large accuracy and recoil boost in exchange for burst fire seems fair. We'd be able to simulate automatic fire.

Maybe we could include the smartgun in this idea too. What if the SMG only fired in bursts, and the M41A and Smartgun are given selective fire?

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Re: SMG Select Fire

Post by monkeysfist101 » 05 Dec 2015, 11:36

SecretStamos (Joshuu) wrote:Having a large accuracy and recoil boost in exchange for burst fire seems fair. We'd be able to simulate automatic fire.

Maybe we could include the smartgun in this idea too. What if the SMG only fired in bursts, and the M41A and Smartgun are given selective fire?
That makes more sense. Apparently the Smartgun is supposed to fire short bursts locked onto the target's head. Since Xenos don't show up on IR, Drake and Vasquez were forced to do the smartgun equivalent of hip fire.
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Re: SMG Select Fire

Post by apophis775 » 07 Dec 2015, 16:56

See, you'd think that just adjusting the accuracy would work, but it really wouldn't. In a game with so much RNGesus you could end up with me either dropping the SMG accuracy a LOT (because the SMG does a fair bit of damage, and 3 hits from 1 fire could potentially insta-crit a runner) resulting it in being nearly useless. Or, I'd have to decrease the damage to even it out to around where it is now.

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Re: SMG Select Fire

Post by Lostmixup » 07 Dec 2015, 22:35

apophis775 wrote:See, you'd think that just adjusting the accuracy would work, but it really wouldn't. In a game with so much RNGesus you could end up with me either dropping the SMG accuracy a LOT (because the SMG does a fair bit of damage, and 3 hits from 1 fire could potentially insta-crit a runner) resulting it in being nearly useless. Or, I'd have to decrease the damage to even it out to around where it is now.
Increase the delay between shots and slightly lower the accuracy so RNGesus can take the wheel a little more. I mean increase the delay a lot btw.
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Re: SMG Select Fire

Post by monkeysfist101 » 08 Dec 2015, 09:29

apophis775 wrote:See, you'd think that just adjusting the accuracy would work, but it really wouldn't. In a game with so much RNGesus you could end up with me either dropping the SMG accuracy a LOT (because the SMG does a fair bit of damage, and 3 hits from 1 fire could potentially insta-crit a runner) resulting it in being nearly useless. Or, I'd have to decrease the damage to even it out to around where it is now.
I'd rather take a straight drop in damage with retained accuracy, then. Both modes should be on par with eachother.
Lostmixup wrote: Increase the delay between shots and slightly lower the accuracy so RNGesus can take the wheel a little more. I mean increase the delay a lot btw.
Increasing the delay by a lot negates the point of it being an automatic...
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Re: SMG Select Fire

Post by Lostmixup » 08 Dec 2015, 19:10

monkeysfist101 wrote: I'd rather take a straight drop in damage with retained accuracy, then. Both modes should be on par with eachother.
Increasing the delay by a lot negates the point of it being an automatic...
It's three hits right on target. Hence the delay between shots. I figure it's a risk vs reward type of thing.
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Re: SMG Select Fire

Post by SecretStamos (Joshuu) » 08 Dec 2015, 20:34

monkeysfist101 wrote: Increasing the delay by a lot negates the point of it being an automatic...
I tend to agree. I think it needs to add a lot of recoil (lots of screen shake), lower accuracy and maybe something else. Couple that with increased ammo consumption as well.

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Re: SMG Select Fire

Post by Infernus » 10 Mar 2016, 12:15

This was implemented.

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