Alt: Split Spec roles

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Whistle
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Alt: Split Spec roles

Post by Whistle » 15 Jul 2016, 09:08

Summary (a quick, 2-3 sentence summary): Create two specs classes per squad with different load out availability.

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

Opposed to current suggestions this will allow a greater variety of load outs without risking the chance of ridiculous things like 8 sadars, or like in the current suggestion, extremely powerful combos like Gl stun, sadar follow up. B-18 tank, smart gun spank to just name two.

It will allow more players to play with more equipment without the usual pressure to be perfect with a weapon/gear you have never used before.
It will fix the demand for more specialists and give more tactical options to SL's for example
The defencive "Urban" specs will excel at covering the FOB or an engineering team from harm as they work.
The "Demolitions" Spec would excel at forrays into enemy territory to gather equipment (Med+ at medical) or support a charge with their devastating weaponry, from removing large threats to filling a screens worth of hive in fire.

Both spec positions will have a fair and interesting load out which will allow for greater versatility within individual squads and in the marine corp overall.

Details (Description of how you think this would work, the benefits, etc):

Two new job slots named: "Urban." "Demolitions." specialists.

Urban: Demolition:
B-18.SADAR.Smartgun.Grenade Launcher.Sniper.Flamethrower. (With the proposed Flame thrower exo here in accepted suggestions viewtopic.php?f=130&t=4814 ) Increased use of usually class restricted items, less pressure to be the best with untrained weapons, more versatility in tactical situations, less salt at people never getting spec as the chances go from 100-4 to 100-8

Implementation (Optional, if you have an idea how to implement it):
New locker and vendor that segregates these two roles. Unique coins so one Spec cannot pilfer the others load out. A new job slot opening.
Implementation of the Flamer exo to balance out the proposed spec roles.


Note: I main xeno these days, this is not a preference buff, the variation could simply benefit the game.
I've also had the idea since my earliest days playing this game.
Last edited by Whistle on 15 Jul 2016, 11:15, edited 2 times in total.

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Re: Alt: Split Spec roles

Post by Shyguychizzy » 15 Jul 2016, 09:18

+1 I do indeed like this idea of load outs rather having two spcs both having a coin, perhaps another load out if I may suggest to add would be sniper assistant or rather spotter? It would include a marksman rifle and binoculars, as well as recon armor perhaps?
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Re: Alt: Split Spec roles

Post by Steelpoint » 15 Jul 2016, 09:21

Seems a fair change, so +1
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Re: Alt: Split Spec roles

Post by Whistle » 15 Jul 2016, 09:29

Shyguychizzy wrote:+1 I do indeed like this idea of load outs rather having two spcs both having a coin, perhaps another load out if I may suggest to add would be sniper assistant or rather spotter? It would include a marksman rifle and binoculars, as well as recon armor perhaps?
This would make a valid suggestion by itself, spotter equipment coming standard with sniper load out.

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Re: Alt: Split Spec roles

Post by Killaninja12 » 15 Jul 2016, 11:08

+1
I like this a lot, seeing more variation with how things run in a round is always good.
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Re: Alt: Split Spec roles

Post by Steelpoint » 15 Jul 2016, 12:59

Looking at this with a better in depth explanation for why I think its a good idea.

The SADAR and Grenade Launcher are very powerful weapons (Nade Launcher is good but lack of ammo makes it a horrible choice) and no one wants there to be eight SADAR wielding solders on the battlefield. Yet weapons like the Smartgun and Sniper serve a function but are both hamperd by their lack of effectivness on higher level xenos or other constraining downsides which make them a subpar choice in comparison to the SADAR.

I think this suggestion would be good because I do not think there being four Explosive Specs with SADARs or Nade Launcher and four Urban Specs with Smartguns and Snipers to be overpowered, in fact it may help let newer players toy around with better toys WITHOUT the same heavy pressure on top of them to succeed and do well.
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Re: Alt: Split Spec roles

Post by monkeysfist101 » 15 Jul 2016, 13:01

Shyguychizzy wrote:+1 I do indeed like this idea of load outs rather having two spcs both having a coin, perhaps another load out if I may suggest to add would be sniper assistant or rather spotter? It would include a marksman rifle and binoculars, as well as recon armor perhaps?
You mean the recon class that was already added to the game?
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Re: Alt: Split Spec roles

Post by Shyguychizzy » 15 Jul 2016, 15:12

@Monkeysfist101 We'll no I am referring to the marksman rifle you know that is like the basic rifle but is the mark man's rifle version. In which fires in single shot, equipped with Rifle stock and rail scope. It would be beneficial by having a light rifle rather always a sniper. Might consider even making a post about actaully.
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Long time ago, I, Ka'Torag-na Halkrath, Skilled Master Hunter Of Prey, Unleashed an unspeakable evil upon Xenos and Humans! But a foolish Xeno Hunter wielder of robustness stepped forth and opposed me. Before the final blow was struck, I tore a gate of Salt of Solitude and flung em into the world of CM, and took out their Facehugger Capabilities! Now, this Xeno Fool seeks to return the favour, and undo my evil reign and of many other predator predecessors!

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Re: Alt: Split Spec roles

Post by Haveatya » 16 Jul 2016, 02:36

If splitting the Specialist, I recommend weapons specialist and demolitions specialist. I'd find those names more realistic than Urban and Demolition. Either way, I don't have a real preference for your suggestion or mine. Really one or the other.
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Re: Alt: Split Spec roles

Post by lcass123 » 16 Jul 2016, 12:55

I just had an Idea for a new specialist loadout and considering the horrific number of threads this is a suitable place to put it, considering the recent shotgun update and the amount of ammo variety I think it would be suitable to give the spec a 211k tactical shotgun( I think thats its name) and give them a variety of ammo.

In terms of armour they take standard marine armour apart from a special helmet that signifies they are the shotgun pro.

Ammo:
Flachette: Small low damage rounds that spread similar to the buckshot however they have a moderately high AP stat.
Incendiary , already done
HE Slug: High explosive slug that does a small amount of damage on hit but creates a moderate explosion with slightly less damage than a grenade , only give 1 box at most
Phos slug: little damage on impact but creates a small fireball on impact , does not set the mob on fire.

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Re: Alt: Split Spec roles

Post by Warnipple » 16 Jul 2016, 13:01

While I do agree that we should have more spec weapons on the battlefield. Having 4 sadars at the beginning of the game is going to be hell for aliens. Perhaps make it so that those spec roles are enabled only after a certain amount of xenos pop is reached?
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Re: Alt: Split Spec roles

Post by lcass123 » 16 Jul 2016, 13:04

we already have 4 sadars some rounds so that wouldn't make a difference. you would need to change the current system for that to work

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Re: Alt: Split Spec roles

Post by ShortTemperedLeprechaun » 16 Jul 2016, 14:43

+1. YAAAAAAAAAAAS. I still can't wait to see that new flamer armor and loadout we've been promised.
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Re: Alt: Split Spec roles

Post by Edgelord » 16 Jul 2016, 17:17

Haveatya wrote:If splitting the Specialist, I recommend weapons specialist and demolitions specialist. I'd find those names more realistic than Urban and Demolition. Either way, I don't have a real preference for your suggestion or mine. Really one or the other.
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Re: Alt: Split Spec roles

Post by Boltersam » 16 Jul 2016, 18:03

One thing I most certainly agree with is splitting the Flamethrower into a different class, though being able to give squads both a Smartgun (As an example) and a SADAR together may be a bit powerful early on, the Aliens have a powerful late game. If anything, I wouldn't call it balance, but Marines could use the boost early game. How about this is tested on a trial run, and if the Marines have too much of an advantage from it, it's denied, or remade to be more accommodating? No, I'm not saying this as to be a bullshitter, but it's obvious that Apop intends Aliens to be more powerful.

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Re: Alt: Split Spec roles

Post by LordLoko » 16 Jul 2016, 18:43

In my opinion, creating a specialized Smartgun role is better.
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Re: Alt: Split Spec roles

Post by SecretStamos (Joshuu) » 16 Jul 2016, 21:38

This messes up balance quite a bit, especially on low-pop rounds. Aliens will get erased if we have 4 SADARS and 4 Smartguns. That's a nightmare no matter how you put it.

We've denied ideas to split up the spec class a few times in the past. It's really not a great idea.

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Re: Alt: Split Spec roles

Post by lcass123 » 17 Jul 2016, 13:15

well then make it only high pop rounds then , have default 4 spec roles and then for each 10 people above 40 players add 1 more spec role , by 80 players you have 8 spec roles.

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Re: Alt: Split Spec roles

Post by Boltersam » 19 Jul 2016, 15:03

SecretStamos (Joshuu) wrote:This messes up balance quite a bit, especially on low-pop rounds. Aliens will get erased if we have 4 SADARS and 4 Smartguns. That's a nightmare no matter how you put it.

We've denied ideas to split up the spec class a few times in the past. It's really not a great idea.
What about just splitting the flamethrower? The fire exosuit is an accepted suggestion, but still isn't used, so adding a separate role for it entirely wouldn't be that bad, it would fit its own niche, at least.

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Re: Alt: Split Spec roles

Post by Snypehunter007 » 15 Feb 2017, 15:45

Asking for DEV review.
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Re: Alt: Split Spec roles

Post by forwardslashN » 15 Feb 2017, 19:56

Probably not happening, and not entirely sure why this is needed. Denied.
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