Smartgun Recoil

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monkeysfist101
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Smartgun Recoil

Post by monkeysfist101 » 26 Jan 2016, 17:08

Summary:
Remove the Smartgun accuracy penalty when using burst mode.

Benefits:
The smartgun is at best on par with an M41 in terms of damage and ammo capacity. All it is at the moment is a rifleman who can't ff or drop his weapon in exchange for heavily reduced carrying capacity and ammunition economy. The smartgun will be a first choice specialist weapon again.

Details:
Refer to summary.

Implementation (Optional, if you have an idea how to implement it):
Pester Abby.
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Re: Smartgun Recoil

Post by Gentlefood » 26 Jan 2016, 17:09

Disregard I cannot read.
Last edited by Gentlefood on 26 Jan 2016, 17:15, edited 1 time in total.

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Re: Smartgun Recoil

Post by monkeysfist101 » 26 Jan 2016, 17:10

Gentlefood wrote:-1 For all eternity. It already has an accuracy penalty. There is no reason to use the smartgun if you fuck up its burst fire. It does less damage than the M41 its slightly better than the SMG in terms of damage.
I don't think we're on the same page here... I'm saying for the smartgun NOT to have an accuracy penalty.
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Re: Smartgun Recoil

Post by Fritigern » 26 Jan 2016, 20:54

+1

Skipping over all the lore reasons like this makes sense (stabilized armour and weapon sling, etc.), the smartgun in general could just use some love. Curbing the accuracy penalty while firing in full auto would be enough of a buff to make it a valued weapon on the battlefield, and less of a noob trap while the SADAR is still in game.

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Re: Smartgun Recoil

Post by Arachnidnexus » 27 Jan 2016, 03:44

Seeing as the smartgun can't have accuracy attachments added to it anyway, I think it'd be okay. What happens to the fire rate for a burst when a smartgun has a barrel charger on it? I don't want the smartgun to turn into a one-man rambo machine.

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Re: Smartgun Recoil

Post by Gentlefood » 27 Jan 2016, 03:47

Arachnidnexus wrote:Seeing as the smartgun can't have accuracy attachments added to it anyway, I think it'd be okay. What happens to the fire rate for a burst when a smartgun has a barrel charger on it? I don't want the smartgun to turn into a one-man rambo machine.
Any item that lowers fire rate removes burst fire.

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Re: Smartgun Recoil

Post by Arachnidnexus » 27 Jan 2016, 04:40

Guess I don't roll specialist enough, heh. Balance wise I can see it maybe needing a small bit of accuracy loss to prevent burst fire smartgun from being too strong, but that would need in game testing and feedback. The idea's nice though.

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Re: Smartgun Recoil

Post by Hycinth » 27 Jan 2016, 04:47

I'd argue that the smartgun is the one gun that shouldn't have an accuracy penalty when firing full auto. It's a support and suppression weapon, make it effective in tossing bullets downrange, without cutting the effectiveness of said bullets.

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Re: Smartgun Recoil

Post by forwardslashN » 27 Jan 2016, 10:26

+1
Yup yup yup. That, and I think the accuracy penalty on burst is ridiculous anyway, but the smartgun is pretty much built around sustained fire with a freaking recoil harness.
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Re: Smartgun Recoil

Post by MauroVega » 27 Jan 2016, 13:49

+1 it makes sense
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Re: Smartgun Recoil

Post by Edgelord » 27 Jan 2016, 14:39

I was going to suggest this myself, definite +1. The smartgun needs to feel more like a machine gun.

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Re: Smartgun Recoil

Post by Fourty2 » 27 Jan 2016, 19:02

Hahaha, That gif sums it up perfectly. +1

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Re: Smartgun Recoil

Post by Azmodan412 » 30 Jan 2016, 14:31

Moar dakka?

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Re: Smartgun Recoil

Post by Adjective » 30 Jan 2016, 15:46

+1 Commence the Pestering of Absynth!!

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Re: Smartgun Recoil

Post by Sargeantmuffinman » 30 Jan 2016, 16:09

Get the pestering bombs out. +1

Smartgun needs to be even more useful.
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Re: Smartgun Recoil

Post by GGgobbleCC » 30 Jan 2016, 20:50

-1

Marines don't need anymore buffs

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Re: Smartgun Recoil

Post by Reznoriam » 30 Jan 2016, 20:57

-1, I honestly don't think this would be a buff and would be against what the idea of burst fire was for. Burst fire according to what Apo said in OOC once if I recall correctly was designed to be a suppression fire mode to discourage general ayy charging rampages. Given the ammo capacity and the slight inaccuracy, I personally feel this makes for a nice area denial weapon current in burst fire mode. If the accuracy were to be enhanced, I would actively look to counteract that. If this change goes into effect I would like to see the barrel charger modified so that it doesn't disable the burst fire mode, but instead messes that accuracy back up again (which it does) for the area denial effect.

...this is also handy if you're a shitty shot like I am....
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Re: Smartgun Recoil

Post by MrGabol100 » 31 Jan 2016, 08:35

+1, The smartgun is supossed to have auto-aim and really accurate bullets, also it's full-auto, as we can't make full auto guns in this game, we can use this suggestion to bring us closer to what the smartgun actually is in the lore.

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Re: Smartgun Recoil

Post by Edgelord » 31 Jan 2016, 20:33

MrGabol100 wrote:+1, The smartgun is supossed to have auto-aim and really accurate bullets, also it's full-auto, as we can't make full auto guns in this game, we can use this suggestion to bring us closer to what the smartgun actually is in the lore.
Well we should also remember that Aliens don't show up in IR, meaning Vasquez and Drake had to aim manually. The truth of the matter is that, at least in that movie, the smartgun wasn't very smart.
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Re: Smartgun Recoil

Post by MrGabol100 » 01 Feb 2016, 12:29

Edgelord wrote: Well we should also remember that Aliens don't show up in IR, meaning Vasquez and Drake had to aim manually. The truth of the matter is that, at least in that movie, the smartgun wasn't very smart.
It was aiming based on movement instead of IR.

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Re: Smartgun Recoil

Post by Fritigern » 01 Feb 2016, 12:39

If I click the wrong tile or fail at leading my target, that's bad aim and a very common occurrence when dealing with speedy aliens. That's our "manual aiming." Your bullets bouncing and drifting all over the place is recoil, at least that's partially what's being simulated.

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Re: Smartgun Recoil

Post by Edgelord » 01 Feb 2016, 15:46

MrGabol100 wrote: It was aiming based on movement instead of IR.
"When powered up, the gun begins tracking targets via the infrared detector mounted directly above the barrel."

Source: http://avp.wikia.com/wiki/M56_Smartgun
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Re: Smartgun Recoil

Post by MrGabol100 » 01 Feb 2016, 16:41

Edgelord wrote: "When powered up, the gun begins tracking targets via the infrared detector mounted directly above the barrel."

Source: http://avp.wikia.com/wiki/M56_Smartgun
If you read the trivia, It's said that it was a thing they didn't think about, because the smartgunners fire obviously using the aiming systems, as they don't manually aim.

So, for gameplay purposes, this suggestion can fuck that piece of lore as the movies did for flashier purposes.

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Re: Smartgun Recoil

Post by monkeysfist101 » 01 Feb 2016, 17:54

MrGabol100 wrote: If you read the trivia, It's said that it was a thing they didn't think about, because the smartgunners fire obviously using the aiming systems, as they don't manually aim.

So, for gameplay purposes, this suggestion can fuck that piece of lore as the movies did for flashier purposes.
The smartguns track with IR and display where the gunner is aiming with the headpiece. All the gunner has to do to acquire a target is aim loosely at it and the smartgun takes over the aiming from there. To disengage, all the gunner has to do is give it a gentle tug away from the target. All firing is done by the gunner. Despite its ability to rapidly acquire a target and keep the bead on it, it can't fire on its own. When the squad burns a larvae with an incinerator unit, the resin in the hive buts out thick smoke that the shoulder lamps couldn't penetrate forcing the squad to switch to infrared. Unfortunately for the marines, the xenomorphs are invisible to infrared forcing them to go back to relying on their shoulder lamps. Despite the fact that the smartgunners' m56's couldn't track, they were still able to handle all of the recoil when Drake and Vasquez had to blind fire.
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Re: Smartgun Recoil

Post by Edgelord » 01 Feb 2016, 22:17

monkeysfist101 wrote: The smartguns track with IR and display where the gunner is aiming with the headpiece. All the gunner has to do to acquire a target is aim loosely at it and the smartgun takes over the aiming from there. To disengage, all the gunner has to do is give it a gentle tug away from the target. All firing is done by the gunner. Despite its ability to rapidly acquire a target and keep the bead on it, it can't fire on its own. When the squad burns a larvae with an incinerator unit, the resin in the hive buts out thick smoke that the shoulder lamps couldn't penetrate forcing the squad to switch to infrared. Unfortunately for the marines, the xenomorphs are invisible to infrared forcing them to go back to relying on their shoulder lamps. Despite the fact that the smartgunners' m56's couldn't track, they were still able to handle all of the recoil when Drake and Vasquez had to blind fire.
Yeah that's what I assumed. When I rewatched that scene it definitely looked like they were aiming manually.
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