Adding incendiary mags to vendors, or at least making them more common.

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Mattmaster77
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Adding incendiary mags to vendors, or at least making them more common.

Post by Mattmaster77 » 25 Sep 2016, 16:41

Summary (a quick, 2-3 sentence summary): Since there is a single incendiary magazine/clip for the rifle inside the Sulaco Secure Armory, while there are a lot of incendiary slug boxes in the armory... I got thinking as to why the public armory vendors don't have incendiary mags for the marines already, yet there is AP mags in there.

Benefits (How this will benefit the server and game as a whole): Make friendly-fire more interesting... Helps the marines a bit. Forcing the xenos (excluding rav and queen) to act more careful when running into a crowd of marines.

Details (Description of how you think this would work, the benefits, etc): I was thinking that either A: Only Spec Vendors may have incendiary rounds since they are special, four(?) mags per vendor, they could hand them out to standards if they don't want to use them. B: Having the regular vendors have them, but 2 mags per vendor so the marines aren't filled to the brim with them. C: Adding more incendiary mags to the Secure Armory. D : Having Req order them in Surplus Ammo, (3-6 mags? If it isn't already in there.) E: Adding it in for R&D to make and distribute.

Implementation (Optional, if you have an idea how to implement it): None

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Eenkogneeto
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Eenkogneeto » 25 Sep 2016, 16:46

you can already get them from surplus ammo crates its just rare, The reason incin slugs are so common is because they come in Surplus Ammo, Black market Weapons and several spawn in the armory, Its relatively easy to steal one.
I would say make it 2 mags in each specs vender personally, and I would really prefer if we had a Rare Ammo crate for 50 that had a chance to contain all kinds of AP/Extended/Incin/ETC instead of the surplus which is really kinda shitty to order.
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Warnipple
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Warnipple » 25 Sep 2016, 16:47

Fun Fact: You can put a specialist token in the normal vends for some incendiary shotgun ammo. It'll probably eat the token though.
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Eenkogneeto
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Eenkogneeto » 25 Sep 2016, 16:49

Warnipple wrote:Fun Fact: You can put a specialist token in the normal vends for some incendiary shotgun ammo. It'll probably eat the token though.
Nah, Changed, You get an old 99 round m4 instead now. It cant hold barely any attachments and has no ammo.
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Mattmaster77
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Mattmaster77 » 25 Sep 2016, 16:51

Suroruro wrote:you can already get them from surplus ammo crates its just rare, The reason incin slugs are so common is because they come in Surplus Ammo, Black market Weapons and several spawn in the armory, Its relatively easy to steal one.
I would say make it 2 mags in each specs vender personally, and I would really prefer if we had a Rare Ammo crate for 50 that had a chance to contain all kinds of AP/Extended/Incin/ETC instead of the surplus which is really kinda shitty to order.
I've never ordered the surplus ammo crate, so I didn't know whether or not the rifle mags came in them. The R&D way can give more use to researchers besides making nades/stims and fixing your helmet.

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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Jroinc1 » 25 Sep 2016, 18:11

-1 for vendors. Ridiculously metagamey ammo to drop with at the start of the round.
+1 to orderable from cargo OR makeable from research.
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Eenkogneeto
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Eenkogneeto » 25 Sep 2016, 18:23

JPR wrote:-1 for vendors. Ridiculously metagamey ammo to drop with at the start of the round.
+1 to orderable from cargo OR makeable from research.
...Flamethrowers are standard specialist gear. So are Incin grenades. And they used to be able to buy slugs with thier coin. Why would incin m4 ammo be so meta?
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by Jroinc1 » 25 Sep 2016, 21:31

Suroruro wrote: ...Flamethrowers are standard specialist gear. So are Incin grenades. And they used to be able to buy slugs with thier coin. Why would incin m4 ammo be so meta?
Flamethrowers and incendiary grenades are area denial weapons that can be used to drive back an enemy/prevent them from closing in on you (and are so entrenched in CM lore that I don't mind them, plus they have their own limitations, top being range). Incendiary slugs and rounds exist ONLY to fuck up ayys.

I can see a marine group taking AP rounds, flamers, and grenades to clear a bunker or fortified position of pirates/mercs, but I can't see them having any logical reason to take rounds that SET PEOPLE ON FIRE for any normal (which is ASSUMED to be against humans) combat when the standard/AP rounds will kill as well. If they GOTTA burn something, call the spec/engi.
Additionally, incin slugs have the drawback of slow fire rate. M4 ammo would allow anyone who took it to coordinate a rush where they have 40 chances to light a xeno on fire from ANY range. In order to stop fire damage, we have to resist. If we do that, we're stunned, and the 'rineswarm will... swarm... and murder us.

I have no little problem with being killed by fire currently, as I'm probably the only one on fire, the 'rine made a lucky shot with his limited ammo wep, and my team failed to save me/'rines swarmed effectively to kill the single downed target.

I'll have a MASSIVE problem when the ENTIRE xeno team bursts into flame from 4-TEN guys with incin ammo who just sprayed wildly.
Mentor-
3 Nov 16-15 Jan 17

Atmos bombs built- 16
Hull breaches repaired- 6
Charged SMs manually dragged to space- 2
Backup tcomms systems set- 4
SM de-lamination weapons detonated- 0
Times I've burned half the ship to a crisp- 5
Times I've burned half the ship to a crisp ACCIDENTALLY- 2
Engine SMs de-laminated on my watch- 0

Upper deck engines made-1
Lower deck engines made-1

Total kills with SM- 6

Most surgeries done at once- 3
Most anesthetic tanks used in a round- 3
Most surgeries done using only personal supplies- 37
Most perdiox made w/in 5 min of roundstart- 540u

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forwardslashN
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Re: Adding incendiary mags to vendors, or at least making them more common.

Post by forwardslashN » 25 Sep 2016, 23:31

They are not meant to be standard issue or common. You can get incendiary rounds from cargo like most of the other rare ammo. This is denied.
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