Summary (a quick, 2-3 sentence summary): Quickfire is an attachment that allowed a 3-round burst and high cyclic rates while sacrificing a bit of accuracy. Now. It only allows two-round bursts and it's RoF change is now lower. Also, Quickfire is a relatively rare and (somewhat) selfish attachment with two at round-start and 40 cargo points for each additional ones, which can be used for mines or other supplies. What I ask is a repeal of the quickfire nerf due to it's scarcity and needing skill to make it worth while. In my time using high-RoF loadouts, i see it as suppressive fire attachment to keep the heat off of fellow marines rather than a Weapon of Mass Ayylium Destruction. I've also seen runner suicide bum rushes become even more of a thing since QF is nerfed, Prompting: Hivemind, Dank Runner (420): "I'm 2 sanik 4 your RoF tallhost baldie, REEEEEEEEEE" Dank Runner (420) died in Hydroponics!
Benefits (How this will benefit the server and game as a whole):
Marines have a supressive element that is better than a smartgun(or rather QF can be used to enhance that element), and runner rushes get diminished. It also teaches xenos to carefully observe their enviroment as best as they can before they pounce and then QF sprayed into oblivion.
Details (Description of how you think this would work, the benefits, etc):
just press "Undo" on the QF code and add a 15% damage penalty.
Implementation (Optional, if you have an idea how to implement it):
Same as above
Repeal Quickfire Nerf(or rather, Modify it)
- jaggaaff
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- Posts: 122
- Joined: 12 Jun 2016, 03:52
Repeal Quickfire Nerf(or rather, Modify it)
Last edited by jaggaaff on 30 Sep 2016, 10:11, edited 2 times in total.
- Jroinc1
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- Joined: 10 May 2016, 22:32
- Location: Changes too rapidly
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Re: Repeal Quickfire Nerf
-1. QF was WAY too OP, with the forward grip/supressor combo.
Change to +1 with a moderate (~10~20%) damage penalty, which will still make it a good suppression weapon, but harder to be the "Weapon of Mass Ayylium Destruction".
Change to +1 with a moderate (~10~20%) damage penalty, which will still make it a good suppression weapon, but harder to be the "Weapon of Mass Ayylium Destruction".
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
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
- jaggaaff
- Registered user
- Posts: 122
- Joined: 12 Jun 2016, 03:52
Re: Repeal Quickfire Nerf
Yeah, I'll be up for a 15% damage penalty, editting now.
- forwardslashN
- Community Contributor
- Posts: 2495
- Joined: 14 Dec 2015, 23:12
- Byond: forwardslashN
Re: Repeal Quickfire Nerf(or rather, Modify it)
I didn't really care to change it in the first place, but if you have an attachment that gives you a mostly penalty-way free way to do more damage than a shotgun at close range, or anything else for that matter, then we have a problem. Denied.
The ambivalent giant white baldie in a jungle near you.