Weapons rework!

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MrGabol100
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Weapons rework!

Post by MrGabol100 » 02 Feb 2015, 16:01

Suggestion Title: Weapons Rework

Summary (a quick, 2-3 sentence summary):
Reworking most of the weapons for more canonical ones, while keeping the balance.

Benefits (How this will benefit the server and game as a whole):
It'll improve the experience for the canon fans, while keeping the same balance for the server users.

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

M4A3: Taking bay's detective colt sprite for it, because it's a mod of the classical colt 1911, lorewise, and reducing the cap from 14 to 12 bullets.

M38 SMG: Boosting up the mag cap to 48 since it's the correct number canon wise, this would also give another reason for using it.

M41A Rifle: Okay... Maybe this is a bit crazy, but I suggest removing 20 magazines from all vendors, leaving 5, and making the capacity be 99 bullets, like it's supossed to be, you can remove damage if you want, or even remove more mags from the vendors, but I'd like it to be boosted to this number, you could also add a reloading time for it, so it kinda balances having 99 bullets in a row without any reloading.

SAW: Reemplace the entire SAW concept by this: http://newedenstation.com/showthread.php?tid=945 Or either by, as suggested by Joshuu, the M41A-E2 A SAW LMG with 300 bullets (30 Bursts of 10 bullets with poor damage, that would slow you down and have tons of recoil, only removable adding a bipod, that should be coded) technically, it should be a resking to the M4A1 with more bullets, less damage and attachable bipod.

Implementation (Optional, if you have an idea how to implement it):
They are reskins and code edits, aren't they? I dont know how to do this, but I think our developers can do it, we believe in you guys!
Last edited by MrGabol100 on 04 Feb 2015, 12:42, edited 1 time in total.

DernSquirres
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RE: Weapons rework!

Post by DernSquirres » 02 Feb 2015, 17:02

I like it. Only thing I don't agree with is the possible idea of nerfing the damage the M41A.

Batten down the hatches, we've got alien players inbound.

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RE: Weapons rework!

Post by MrGabol100 » 02 Feb 2015, 17:03

DernSquirres wrote: I like it. Only thing I don't agree with is the possible idea of nerfing the damage the M41A.

Batten down the hatches, we've got alien players inbound.
I dont like it either, canon is not always balanced, but the aliens are op enough, i think we can permit ourselves the OP real cartridge of the M41A since it's not caseless..

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RE: Weapons rework!

Post by Mitchs98 » 02 Feb 2015, 19:53

Aliens are OP? Please, do continue while I get a squad of 10 to fire two MG's and rapid fire every other single gun while waiting on 20 more marine backup. While I like the gun ideas, Aliens aren't OP. They are in fact now weaker than ever with the weed nerf, that wasn't needed at all. So far the updates seem to be favored towards the marines, every one. All it takes now is for a HiT to be called and usually bye bye aliens. It's completely over used...but back on topic..

I do agree, we need more guns/a re-work. Getting tired of seeing the same old shit over and over.

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RE: Weapons rework!

Post by xomega000x » 02 Feb 2015, 20:16

Mitchs that rarely ever fucking happens. Look at my signature picture, that's what happens 90% of the time.
The aliens are OP right now, and Marines MAY afford 90 bullets.
99% of Marines at breaching training...




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RE: Weapons rework!

Post by Mitchs98 » 02 Feb 2015, 20:23

That's not what happens 90% of the time, not in the least. Sure if the aliens are smart enough, but most of the time most of them are idiots, to put it bluntly. What I said has more of a chance of happening than what your signature does. Aliens aren't OP, they've even just been nerfed to high hell with a bullshit weed thing. Aliens are now basically useless unless a swarm of COMPETENT(read: Competent) drones are created.

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RE: Weapons rework!

Post by SecretStamos (Joshuu) » 02 Feb 2015, 20:45

I like most of the proposed changes (the Smartgun replacing the SAW especially), but I'm a little hesitant about giving the M41A 99 rounds. In the films and the movie, the M41A is fully automatic, and the 99 round magazines empty very quickly.

In SS13, the M41A is semi-automatic. The 30 round clip lasts a long time. It is also a lot easier to hit the aliens (due to the grid-based movement).

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RE: Weapons rework!

Post by MrGabol100 » 03 Feb 2015, 10:39

SecretStamos(Joshuu) wrote: I like most of the proposed changes (the Smartgun replacing the SAW especially), but I'm a little hesitant about giving the M41A 99 rounds. In the films and the movie, the M41A is fully automatic, and the 99 round magazines empty very quickly.

In SS13, the M41A is semi-automatic. The 30 round clip lasts a long time. It is also a lot easier to hit the aliens (due to the grid-based movement).
Look and listen up, on some servers, weapons are "burst fired" that means that when you use one real code bullet, you get to shoot multiple times, you can do the M41A 33 "Bullets" of 3 shots each, so it makes 99 for real, if not, just deal with the extra pawah, because aliens may not be op, but marines do need a boost.

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RE: Weapons rework!

Post by MrJJJ » 03 Feb 2015, 19:05

they don't need a boost, 99 ammo is way too much, marines and aliens are fine as it is, it all depends on each teams skill,teamwork and etc
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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RE: Weapons rework!

Post by razerwing » 03 Feb 2015, 22:20

I'd hesitate to say that the aliens are OP. If the marines were allowed onto the Nostromo with intimate knowledge of the Xeno's, their nesting habits, and such, then Marines would win every single time. The aliens here are weak early game, but since we have to feign ignorance, this gives them the ability to buff up to their powerful late-game muscles.

On the flip side, Mitch, I have seen maybe one or two Major Marine Victories. The few I have seen were never official because the aliens would kite around the Sulaco, and dead-chat whiners would force the mods/admins to restart the server before it was won. Aliens are not useless. Even with numpty's behind the screen, they are still able to pull off wins 8/10 times.

Joshuu, I've done a bit of research into the extended universe. I think the Smartgun would have to have its own reworked code to actually be Smartgun-ish. Canonically, you'd have a completely different armor set (Harness instead of armor, and a Gunner's headset instead of a helmet), it'd slow people down, ammo would be a tad difficult to carry, and it'd be a bitch to use in tight places. The L6 SAW I think would better fit the M41A E2, the Colonial Marine's go-to Squad Automatic Weapon. Meant to replace the Smartgun on more stealthy missions or missions taking place in cramped environments. Like a space station.
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RE: Weapons rework!

Post by MrGabol100 » 04 Feb 2015, 12:36

MrJJJ wrote: they don't need a boost, 99 ammo is way too much, marines and aliens are fine as it is, it all depends on each teams skill,teamwork and etc
No, they are not, fuck the argument you just said, if aliens and marines are equaled, the aliens will always win, it's not balanced, it's about the goon players that enter here and specialize in aliens because they think it's cooler and marine gets a bunch of retards we need to boost marines up for now, less clips, more capacity.

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RE: Weapons rework!

Post by xomega000x » 04 Feb 2015, 14:54

Highly agree. The Marines are acting like fresh fucking cadets, seriously.
99% of Marines at breaching training...




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RE: Weapons rework!

Post by Rovernic » 04 Feb 2015, 17:04

But if they were competent, balance would shift very quickly to the marines side. I've seen plenty of competent squads, usually later when the younger players and less experience players are not on, wipe out the xenos.

With less 'cadets' to get infected, the marines are generally able to succeed. Certainly not casualty free, but it DOES happen. Friendly fire, pushing, and the like account to the vast majority of marine casualties.
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RE: Weapons rework!

Post by MrGabol100 » 04 Feb 2015, 17:06

Rovernic wrote: But if they were competent, balance would shift very quickly to the marines side. I've seen plenty of competent squads, usually later when the younger players and less experience players are not on, wipe out the xenos.

With less 'cadets' to get infected, the marines are generally able to succeed. Certainly not casualty free, but it DOES happen. Friendly fire, pushing, and the like account to the vast majority of marine casualties.
Yes, but it's not about the balance but about giving the weapons realistic ammo quantities, while keeping the balance you are so "saviors" of.

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RE: Weapons rework!

Post by MrJJJ » 04 Feb 2015, 19:22

MrGabol100 wrote:
Yes, but it's not about the balance but about giving the weapons realistic ammo quantities, while keeping the balance you are so "saviors" of.
Realistic? Did you said that the M4A1 pulse rifle has a realistic quantity? So everything aliens have is one word: realistic???? What?!

Also the balance will break, since marines basically will have infinite ammo, before as alien you can hide and wait for them to run out of ammo, but after this? Nope since 99 ammo is easily not wasted


Also, don't go ahead and just " fuck your argument", you will make yourself look like " fuck others, my argument is 100% good and rest suck).

Equaled? In what way? 10 drones vs 10 marines? 10 ravages? 10 praets? Marines are exact same but different tools and roles, aliens have classes, so I really don't get what you mean equaled, marines do bring machine guns,
Let's talk about energy gun commander has? Clearly it's op against aliens? Yet no argument was done for it to be nerfed/removed (from what I seen) guess why? Because he never boards nostromo, and has no helmet, and the energy gun does require some time to fire another after another of its lasers, you probably facehuggers,pounce,slash or tackle when he is ready to shot again.

I seen a lot of rounds where a lot of victory was either by marines or aliens, and it's because all aliens got found and they did not evolve quick to cause even more trouble, aliens win a lot because a damn 1 alien could still be alive as a larva and is hiding very good and then comes out in safe place, evolves into drone, then queen, and easily gets a couple because screech, she will keep robusting marines until they all go in and start shooting her or until the other guys burst so they can evlove that her restore, and kill these marines easily, then they invade sulaco again and win because decreased numbers
Not always the case though, marines do great barricades in engineering and briefing, I seen a lot of times marines win thanks to great machine guns and Barricades, and then rushing out and killing all aliens literally.

Please do not buff something already high capacity into ridiculous capacity.
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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RE: Weapons rework!

Post by xomega000x » 04 Feb 2015, 19:28

lolno. That rarely ever happens. He also mentioned there will be max 3 mags per standard. 2 for medic and Engineer....
99% of Marines at breaching training...




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RE: Weapons rework!

Post by MrJJJ » 04 Feb 2015, 19:31

Prove it mate, I seen wins before, I seen all aliens survive rounds, I seen last stands, for me 5/10 aliens win, if you gonna try balancing, suggest something less ridiculous.
I also seen a lot of aliens just simply die too quick because marines were not stupid meat.
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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RE: Weapons rework!

Post by razerwing » 05 Feb 2015, 14:31

Quite a bit of hostility going on here.
Gabol, this game is far from realistic. If you want realistic, find me consistently competent marines to go down there and shoot hundreds of xenos. In the face.

Find me flamethrowers that make xenos explode without completely wrecking the atmospherics.

Find me explosive ammunition that won't blow holes the size of large cats into the station.

If you give people 99 bullets, but only three mags, then you're giving a lot of 'cadets' more rounds to do more friendly damage to. The way I see it, the rifles we use on the server aren't stock M41A Pulse Rifles. They're the Aliens: Colonial Marines version, with a heavily reduced mag-size, but with a lot more stability. Can we wrap up this argument now and all just get along?
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RE: Weapons rework!

Post by MrGabol100 » 05 Feb 2015, 15:16

I dont look for realism, but films canon-approach experience, i said 33 mags of 3 bullets burst, that means 33 shots of 3 bullets that'd do 1/3 of the actual bullet, that means, for you to know, faster fire rate, less damage, same ammount of bullets at all and same efficiency while improving the experience for someone that likes alien.

Marine DO, need a boost, and, i said fuck the argument of "Lol zey are equaled like they are xd" because it's false and totally overused, aliens win 85% of the time, the same players do better in aliens, and the aliens when evolved, along with all their metas and powergamy things, are always and i mean /Always/ more efficient, If you want to keep the balance, that's stupid because it's totally for the alien side: Vendors give 3 mags of 99 bullets (33 shots of 3 burst), and the damage is caped to 10 brute per hit. I still suggest that we get 33 full damage burst bullets, because ALIENS ARE OP, and most of the marine players will agree, and alien players will disagree, marines at least for now, until we improve this playerbase or get more people, will NEED a boost, because they simply cant! It may be a lot of fun for alien players, but for Marine players it's not funny when you get powergamed in the face when no admins are online and you just lost a round to a play to win alien yoloing all the rules.

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RE: Weapons rework!

Post by razerwing » 05 Feb 2015, 15:44

Okay. Look. Marines lose most of the time because people can't follow orders, have no idea what they're doing, or are generally just incompetent. I also believe that a while ago, someone somewhere said that the reason that they aren't using the burst or automatic firing modes was because there were issues in the code. That's why the MG's are Semi-firing, that's why the current M41A models are semi-auto.

You want to win more as a marine? Get competent. Get with people who know what they're doing, and pray for a Commander that has some sort of objectives planned out so that you feel like you're accomplishing something. Don't try to mess with the guns, because in all respects, they are bloody powerful.

And quite frankly, I consistently have fun as a marine player. So do a lot of the folks I know. You know who generally DON'T have fun as marines? People who have no clue how to do anything RP related. People who play to win. Try calming down a little bit, play the game for fun, maybe try to give your characters a bit of IC backstory. Make some friends. And for all that's holy in the world, train yourself and any friends you might be coming in with to be better marines. Once we do that, I'm sure we'll start pulling more victories.

Lastly, you see someone breaking the rules when an admin or mod ain't around, you put a report up on the damned forums. Yeah. It might not be instant gratification, but the only reason someone wouldn't file a report about rulebreaking is so they can complain about it to everyone later.
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RE: Weapons rework!

Post by MrGabol100 » 05 Feb 2015, 16:11

razerwing wrote: Okay. Look. Marines lose most of the time because people can't follow orders, have no idea what they're doing, or are generally just incompetent. I also believe that a while ago, someone somewhere said that the reason that they aren't using the burst or automatic firing modes was because there were issues in the code. That's why the MG's are Semi-firing, that's why the current M41A models are semi-auto.

You want to win more as a marine? Get competent. Get with people who know what they're doing, and pray for a Commander that has some sort of objectives planned out so that you feel like you're accomplishing something. Don't try to mess with the guns, because in all respects, they are bloody powerful.

And quite frankly, I consistently have fun as a marine player. So do a lot of the folks I know. You know who generally DON'T have fun as marines? People who have no clue how to do anything RP related. People who play to win. Try calming down a little bit, play the game for fun, maybe try to give your characters a bit of IC backstory. Make some friends. And for all that's holy in the world, train yourself and any friends you might be coming in with to be better marines. Once we do that, I'm sure we'll start pulling more victories.

Lastly, you see someone breaking the rules when an admin or mod ain't around, you put a report up on the damned forums. Yeah. It might not be instant gratification, but the only reason someone wouldn't file a report about rulebreaking is so they can complain about it to everyone later.
My flavour text is filled, I do have a backstory and I think im a competent marine, I have fun as it, but I dont when an alien is resetting nests, or I have to fill up a report because an alien is breaching or fucking with everyone's rounds...
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RE: Weapons rework!

Post by razerwing » 05 Feb 2015, 16:14

MrGabol100 wrote: My flavour text is filled, i do have a backstory and i think im a competent marine, i have fun as it, but i dont when an alien is resetting nests, or i have to fill up a report because an alien is breaching or fucking with everyone's rounds...
And somehow you think adding more bullets but less overall ammo is going to somehow prevent these things from happening?
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RE: Weapons rework!

Post by DernSquirres » 05 Feb 2015, 17:13

Oh my god, please don't devolve this suggestion into a "hurr film canon" dick shaking, pissing contest.

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RE: Weapons rework!

Post by MrGabol100 » 05 Feb 2015, 17:43

razerwing wrote: And somehow you think adding more bullets but less overall ammo is going to somehow prevent these things from happening?
I am not the one that went here to fuck with the balance, i just posted a suggestion, why i did it it's on the first page, im not arguing anymore about balance, also, aliens win because they powergame every round and marines lose because we have tons of retardeds, that's it, if you want to say anything more, reffer to the first page, this is a suggestion, not arguing thread.

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RE: Weapons rework!

Post by MrJJJ » 05 Feb 2015, 19:03

Then why did you start arguing at people who simply said no? When we get competent marines we be pulling a lot of Victorys, for now we have (some serious) retarded people,
https://www.youtube.com/watch?v=yb0yGldNxBY

Its hard to see that someone one of the marines could be actually a russian traitor no?

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