[Marine] Bayonet Attachment

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Swagile
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[Marine] Bayonet Attachment

Post by Swagile » 19 Jan 2017, 12:13

Summary (a quick, 2-3 sentence summary):

So uhh... guess this is my first post on here? Anyway, I am not sure if this was suggested before, but slightly increased damage to the bayonet attachment that you get from req to attach onto your gun.

Benefits (How this will benefit the server and game as a whole): When you get the bayonet attachment, you sacrifice a attachment slot. On top of that, you have to get in close and dirty where the aliens advantage lies in order to fully utilize the bayonet attachment. If you get luckily disarmed or pushed even once, you can lose your main weapon in which this attachment is usually used on unless you get the harness and even then, the harness uses up another attachment slot leaving you with only one (from my understanding of the server, at least). Hence there should be a reward for risking both your main weapon / 2 attachment slots and getting in close to where the aliens advantage is.

Details (Description of how you think this would work, the benefits, etc): Bayonet attachment on a main weapon should do more damage; this doesn't really make sense lore wise but is more gameplay wise to reward marines for getting close with their main weapon against something like a crusher instead of just getting another more useful attachment and pulling out their boot knife when they need a knife.

Implementation (Optional, if you have an idea how to implement it): Up the melee damage on any main weapon with the bayonet attachment; shouldn't be really that hard except for a few variable changes and restricting that damage to main weapons so people don't abuse this update by putting bayonet attachment onto a pistol and using it as a melee weapon instead of as a sidearm.
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Sargeantmuffinman
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Re: [Marine] Bayonet Attachment

Post by Sargeantmuffinman » 19 Jan 2017, 12:16

It already gives the gun a boost in melee damage when attaching the bayonet to it.

Adding a bit more damage is possible, well maybe.
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Swagile
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Re: [Marine] Bayonet Attachment

Post by Swagile » 19 Jan 2017, 12:21

When I read the wiki it merely said "increased melee range", which really isn't much of a boost when you can get something like the charger.
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Re: [Marine] Bayonet Attachment

Post by Biolock » 19 Jan 2017, 12:28

The only way I can see melee damage going up is if the bayonet cucks your accuracy or something up a little. As it stands it's the perfect attachment for someone who doesn't want/have a barrel attachment already, and I personally find it to be effective enough as it is, especially when compounded with a stock.
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Re: [Marine] Bayonet Attachment

Post by Swagile » 19 Jan 2017, 12:38

Biolock wrote:The only way I can see melee damage going up is if the bayonet cucks your accuracy or something up a little. As it stands it's the perfect attachment for someone who doesn't want/have a barrel attachment already, and I personally find it to be effective enough as it is, especially when compounded with a stock.
Im fine with that to be honest, considering if you have the bayonet attachment, your more likely to be at the front and shooting / stabbing at xenos in the first place. So accuracy is the least of your concerns. Plus you could combo this with other attachments to increase accuracy if your a midline fighter that only goes in when something like a crusher charge comes in and stomps your front line, etc.
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KingKire
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Re: [Marine] Bayonet Attachment

Post by KingKire » 24 Jun 2017, 15:11

bayonets are free now, review for lock ^^
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Re: [Marine] Bayonet Attachment

Post by Snypehunter007 » 24 Jun 2017, 19:54

Denied.

Realistically, any bayonet would be melted upon stabbing a xeno due to their blood. Melee isn't meant to be a viable option to marines.
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