The MK221 Tactical Shotgun

razerwing
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The MK221 Tactical Shotgun

Post by razerwing » 08 Jan 2015, 22:57

Issue While I've figured out ways to make it easier to use the M37 Pump Shotgun, it's still a pain in the ass to use. It's unwieldy, you can't attach it to your armor, and all in all I think you can only fit five or six boxes of ammo onto your belt. Above all that, you can't attach a flashlight onto it.
SOLUTION! The MK221 Tactical Shotgun, by the description of A:CM (made me a little nauseous just mentioning it) is a self-loading, semi-automatic shotgun manufactured by Weyland-Yutani and is primarily used by the CMC (Colonial Marine Corps). While it is generally loaded the same way as the M37 pump in-game, it can also use the C47 Box Magazine System, allowing for dramatically faster reloading times. Originally I was going to suggest that we simply remove the pump-shotgun verb from the M37 and slap in a box mag system for it, but I'm not entirely sure whether or not the whole thing is a coding nightmare. I've never coded before. So here's a possible alternative!

The M41A already takes magazines, has no pump-shotgun verb, and can be attached to armor. Maybe if you could re-skin the gun or overlay the M37 model onto it, make some kind of Box Mag sprite for the regular pulse rifle magazines, and change the bullet count/damage we could have a Tactical shotgun ready to go. It'd also have the added bonus of flashlight attachment.

Like I said, I have no idea how difficult it might be to do all this stuff, which is why it's only a suggestion.
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RE: The MK221 Tactical Shotgun

Post by SecretStamos (Joshuu) » 09 Jan 2015, 02:20

I've actually grown quite fond of the M37 the more I use it. If you bind a key to pump it, it's entirely feasible in combat and it's actually a lot of fun.

I personally really like it. A semi-automatic magazine-fed shotgun, in my personal option, would be too similar to the M41A in terms of gameplay mechanics. Perhaps if it was easier to pump the M37 without binding a key, it could resolve the issue.
Last edited by SecretStamos (Joshuu) on 09 Jan 2015, 02:21, edited 1 time in total.

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RE: The MK221 Tactical Shotgun

Post by RoswellRay » 09 Jan 2015, 10:44

SecretStamos(Joshuu) wrote: I've actually grown quite fond of the M37 the more I use it. If you bind a key to pump it, it's entirely feasible in combat and it's actually a lot of fun.

I personally really like it. A semi-automatic magazine-fed shotgun, in my personal option, would be too similar to the M41A in terms of gameplay mechanics. Perhaps if it was easier to pump the M37 without binding a key, it could resolve the issue.
Pretty much this,I used to be a big shotgun guy back when it was one handed just becuase there was a built in use item in hand hotkey you could use to pump.

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RE: The MK221 Tactical Shotgun

Post by Raikyh » 09 Jan 2015, 10:45

Weapons tab, pump shotgun???

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RE: The MK221 Tactical Shotgun

Post by razerwing » 09 Jan 2015, 14:28

I used the weapons tab pump-shotgun for the longest time and got killed a lot when doing it. I've since discovered the key-bind thing and it's made it a lot easier. However, loading can still be a pain in the rear, not to mention the fact that once you fire all eight of your shots, a single box of shotty shells will never bring you back to full. The main reason I actually suggested making a semi-auto, magazine fed shotgun based off of the M41A code was because it'd make loading a lot easier. And you could slam a flashlight on it.

It would definitely share some similarities with the M41A, but since it would still have only eight bullets, you wouldn't be able to fire blindly, like you can with the pulse rifle. The play style would be very different than with the rifle I think.

And I never said it wasn't feasible for combat. It wouldn't be in the game if that was the case, I hope. In fact, I use it quite often myself! My biggest gripes about it are the fact that you can't fill your belt with ammo boxes for it like you can with every other weapon and it can be a pain to load when the server starts getting laggy. The lack of a pump-action, ability to attach a flashlight, and stick it to your armor, would only be side-effects. And hell, we could even make it do less damages than the M37 and keep the Pump-Shotty just to give some people more incentive to use it.
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RE: The MK221 Tactical Shotgun

Post by MrGabol100 » 10 Jan 2015, 15:38

Hey, im going to make some fast recopilated points about this.


+1: Magazines.
+2: Suit slot.
+3: Direct ammo into the belt.
+4: Can reload the magazines with shotgun boxes.
+5: Semi auto.
+6: Same damage as the pump shotty.
+7: Flashlight.


-1: Only 8 shells, like the pumpie.
-2: Maybe not same damage as shotty.
-3: Can't fire blindly.

This would be so cool....

If M4A1 is 30 damage and shotty is 80 or so, make it about 65-70 so it's still a good shotty and 3 shots to kill runner, instead of the 2 from the original shotty, and that, but dont nerf too much or it'll be useless.

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RE: The MK221 Tactical Shotgun

Post by HyperPwner » 17 Jan 2015, 20:30

Make a sprite. Not for CM, but I may use it in SCP Station...
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RE: The MK221 Tactical Shotgun

Post by SecretStamos (Joshuu) » 18 Jan 2015, 01:00

HyperPwner wrote: Make a sprite. Not for CM, but I may use it in SCP Station...
Image
If you want it for SCP Station, there it is. I'll send you the actual size sprite if you want.


I'll be fully honest, I'm not a big fan of including the MK221 in CM. I really just don't like the idea of semi-auto shotguns in SS13.

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RE: The MK221 Tactical Shotgun

Post by Rovernic » 18 Jan 2015, 01:13

I don't think we really need it in CM. The shotgun needs drawbacks, and those are its ammo and its reload time. It fires a hefty shot, and if you set it up right it isn't as annoying as it is without bindings/macros.
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RE: The MK221 Tactical Shotgun

Post by SecretStamos (Joshuu) » 18 Jan 2015, 01:32

Rovernic wrote: I don't thin we really need it in CM. The shotgun needs drawbacks, and those are its ammo and its reload time. It fires a hefty shot, and if you set it up right it isn't as annoying as it is without bindings/macros.
I agree. A key-binded pump shotgun is much more fun than a semi-auto shotgun could ever be.

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RE: The MK221 Tactical Shotgun

Post by razerwing » 18 Jan 2015, 01:38

Ah well. Thanks for the input guys!
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RE: The MK221 Tactical Shotgun

Post by CombineSoldier » 19 Jan 2015, 17:36

I've always had the temptation to use the shotgun but I know that I'll die while trying to pump it...
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RE: The MK221 Tactical Shotgun

Post by DernSquirres » 19 Jan 2015, 17:38

Just bind a macro to Pump-Shotgun. It's pretty good once you get used to it.

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RE: The MK221 Tactical Shotgun

Post by razerwing » 19 Jan 2015, 19:10

Assigning a Macro to pump your Shotgun (Like Ctrl+C for me) allows you to get off shots like no tomorrow. When my computer runs right I can empty a shotgun in... I dunno... 4-5 seconds? I just dislike the fact that you can only have five boxes of shotgun shells on your belt, leaving you two empty and unuseable spaces. Can't even fit a flare in there.
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RE: The MK221 Tactical Shotgun

Post by HighwaterOffical » 19 Jan 2015, 21:14

Image

I thought he ment something like that, or:
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RE: The MK221 Tactical Shotgun

Post by speedybst » 20 Jan 2015, 01:15

gah, my eyes. that was awful...
I'll say that i agree with the need for the clip, as currently, you need to drop either the ammo box or the shotgun to access the rounds to reload it to use it, which is hardly ideal in combat. perhaps make it so that the box can load individual rounds, without having to remove them from the box, similar to the .44 speed-loader... while i'm heading down this road, have the reloader be able to hold more rounds than the box, or fit in the belt, or both. would make sense for a clip-sized object be able to fit on the belt.
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RE: The MK221 Tactical Shotgun

Post by razerwing » 20 Jan 2015, 02:41

-cough cough- If you put the box of shotgun shells in one of your jumpsuit pockets, and then click-drag the box to your sprite, you don't have to drop the box or the shotgun to access the rounds. It only works in your jumpsuit pocket though.

I really would love an 8-round clip, since the box only having seven rounds bothers me. Also, if we had a clip similar to the (tiny) M41A magazines, we could have 7 in the belt (6 with a flare), one in the jumpsuit pocket, and wherever else you can find space to fit them.

Also! Would it be possible to make it so that you can put cigarettes on your ears?
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RE: The MK221 Tactical Shotgun

Post by HighwaterOffical » 20 Jan 2015, 13:37

Literally, if you think about it, The clip could have 12 rounds, and fire 3 bullets (Pellets) in every shell

____________ ---------------------------
--[Gun]--(===--------------------------- <--- Pellets
____________ ---------------------------
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RE: The MK221 Tactical Shotgun

Post by CombineSoldier » 20 Jan 2015, 19:21

HighwaterOffical wrote: Literally, if you think about it, The clip could have 12 rounds, and fire 3 bullets (Pellets) in every shell

____________ ---------------------------
--[Gun]--(===--------------------------- <--- Pellets
____________ ---------------------------
Terrible idea...Imagine how much friendly fire there would be...
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RE: The MK221 Tactical Shotgun

Post by razerwing » 21 Jan 2015, 02:29

Given the bullet paths, yeah, that'd be a terrible idea. For whatever reason people have this thing against letting people with shotguns take the lead. Not to mention that if you gave each shell three pellets you could put more rounds downrange than the M41A, which just makes no sense.
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RE: The MK221 Tactical Shotgun

Post by HighwaterOffical » 22 Jan 2015, 17:47

razerwing wrote: Given the bullet paths, yeah, that'd be a terrible idea. For whatever reason people have this thing against letting people with shotguns take the lead. Not to mention that if you gave each shell three pellets you could put more rounds downrange than the M41A, which just makes no sense.
The pellets in regards to damage, would do less damage then a M41A, And generally, A shotgun ( 00 Buck ) would spread like that, maybe not in 3 pellets. But you get the jist, Normal SS13 shotguns use Slugs, which would do equal or greater damage than a M41A. And instead of making it a squad weapon, because all the fucking idiots would be friendly firing with a hallway sweeper, Maybe a new squad role? Like a heavy class? (L6, MK221, Grenade Launcher, ect. ect.)
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RE: The MK221 Tactical Shotgun

Post by Raikyh » 23 Jan 2015, 11:56

Let's make some heavy weapons that slow movement but deal greater damage.

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RE: The MK221 Tactical Shotgun

Post by SecretStamos (Joshuu) » 23 Jan 2015, 14:52

Raikyh wrote: Let's make some heavy weapons that slow movement but deal greater damage.
Smartgun is the obvious choice here, although coding might be difficult, and making a size-appropriate icon will be a definite challenge.


It's a huge part of the aliens lore though and it's arguably more iconic than the M41A Pulse Rifle.

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RE: The MK221 Tactical Shotgun

Post by razerwing » 23 Jan 2015, 15:11

It would definitely be a challenge, but if you guys could do it, it would hopefully make Marines a bit less derpy.

Also, a quick suggestion about the L6 SAW... The Colonial Marines had their own SAW. It was called the M41A E2.

Here's a picture! http://img3.wikia.nocookie.net/__cb2010 ... _Rifle.jpg

Now if we could maybe get a re-skin and a re-name of the L6, since most of the other weapons are pretty lore-correct... And maaaaybe take away the firing delay?
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RE: The MK221 Tactical Shotgun

Post by CombineSoldier » 23 Jan 2015, 19:05

On the subject of damage, I think the marine weapons do enough damage as it is and we don't a big heavy weapon that does even more damage.
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