It's time we add the Explosive & Armor-piercing 10mm

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Supdawge
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It's time we add the Explosive & Armor-piercing 10mm

Post by Supdawge » 19 Jul 2016, 00:05

Summary (a quick, 2-3 sentence summary): M41A Pulse rifle MK2, Armor piercing tip and Explosive cartridge.

Benefits (How this will benefit the server and game as a whole): More balancing because the xenomorphs get too mutch attention, I seen an elite hunter survive two buckshot to the chest and also a slug, mean we gotta start buffing the marines and putting the explosive and AP rounds now would help balance.

Details (Description of how you think this would work, the benefits, etc): You'd have the 10mm Special rounds for the pulse rifle replaced with a round that consists of a AP tip and an explosive cartridge become the standard issue in the core, it would do more penetrating and do more exploding making the crusher not so almighty same with the ravagers, this would balance the game forcing the aliens to upgrade more because in the Aliens movie you can see that the young aliens die in three bursts of the round.

Implementation (Optional, if you have an idea how to implement it): Get the round to do more damage and cause it to shred the inside of whoever it hits, make it feel like it really does some punching instead of poking you.
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by Shyguychizzy » 19 Jul 2016, 00:07

Going to give -1, already a 10mm AP mag, but am quite inclined to explosive rounds, then again it would cause a bunch of lag.
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by crono23 » 19 Jul 2016, 00:08

We already have AP rounds, and they end up killing more marines than xenos. Do we really need to make it easier for the greytiders to fuck over everyone?
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by YungCuz » 19 Jul 2016, 00:08

I mean lets think about this.
Explosive AP wasn't created until after the Marines encountered the Xenos so really this wouldn't make much sense since to add.
Also this would make FF way worse than it already is. -1
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by monkeysfist101 » 19 Jul 2016, 00:11

YungCuz wrote:Explosive AP wasn't created until after the Marines encountered the Xenos
Really, then why did they have them when they landed on LV-426 pre-first contact?

As far as the suggestion, I wouldn't be opposed, but it wouldn't be in the hands of the average player.
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by Toroic » 19 Jul 2016, 00:12

-1

AP rounds do marines a lot more harm than good, and the true anti-crusher and anti-ravager weapon is the SADAR with the armor piercing or white phosphorous round. Armor piercing on a direct hit pretty much 1 shots a ravager, and a white phosphorous round will put a young crusher into crit very quickly.

I also saw an easy empress and elite crusher kill with coordinated grenades and incendiary slugs. The tools are there, but you have to use them.
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by YungCuz » 19 Jul 2016, 00:13

monkeysfist101 wrote: Really, then why did they have them when they landed on LV-426 pre-first contact?

As far as the suggestion, I wouldn't be opposed, but it wouldn't be in the hands of the average player.
My mistake i didn't see many of the old aliens movies back then.
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Last edited by YungCuz on 19 Jul 2016, 00:31, edited 1 time in total.
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by lucashunter608 » 19 Jul 2016, 00:21

YEAAAAH lets just add more lethal type of ammos for those baldies that don't have eyes to hit us until we die, -1 for the baldies, +1 for SL only

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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by MrJJJ » 19 Jul 2016, 02:34

Yeah...NO
-1, HE would and WILL cause FF no matter who uses it, and the FF will be really, really bad

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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by Boltersam » 19 Jul 2016, 10:13

So.

Armour piercing.

And explosives.

Combined.

In the hands of any Marine.

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Do it. Put this on a trial run, let's see all the Marines get blown apart by rifle rounds from their allies because their armour can't defend against it, and the rounds explode in their brains because everyone aims for the head. Do eeeet. See how it turns out.

More seriously, no, thank you for the suggestion, but unless you want the Aliens to get a Major as soon as the Marines see a Runner, let's not add this.

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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by forwardslashN » 19 Jul 2016, 11:37

I wouldn't mind explosive rounds as a spec-only option locked in their vendor. Making them work without lag is a task though...
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by MauroVega » 20 Jul 2016, 20:30

Boltersam wrote:
Armour piercing And explosives.
Well,technically all rounds should be AP HE since thats how the ammo is described in the 2 Movie
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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by Boltersam » 21 Jul 2016, 04:36

MauroVega wrote: Well,technically all rounds should be AP HE since thats how the ammo is described in the 2 Movie
Forgive me for never watching the movie, then. But, the standard issue rounds currently used act like normal bullets.

The reason marines don't get APHE on the server is because they can't aim for shit. The moviemarines can. If we had AP HE, might as well call it quits, expect many marine deaths as soon as a runner starts dancing in the middle of the squad.

But hey, at least medbay will be busy.

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Re: It's time we add the Explosive & Armor-piercing 10mm

Post by Snypehunter007 » 03 Jun 2017, 02:55

Old, lack of continued interest.

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