Colonial marine Marksmen and gunner roles

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Kiroking
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Colonial marine Marksmen and gunner roles

Post by Kiroking » 29 Mar 2017, 19:37

Summary (a quick, 2-3 sentence summary): Designated Squad roles (jobs) for the marines. Primarily the two roles of Designated marksman (or Squad designated marksman) and the squad’s Automatic rifleman (light machine gunner) roles that are used by military's today.

Benefits (How this will benefit the server and game as a whole): First off giving the marines some more firepower and flexibility, Boilers might actually have to be worried about counter fire at range, while normal xenos will have to think twice about how they attack because of the Squads support. It also will allow people to play with some uncommon but not specialist class weaponry while if they can't get the squad specialist role, Since many people play spec to use the smart gun and sniper rifle. finally I think it would just be a nice addition to the game.

Details (Description of how you think this would work, the benefits, etc): How this would work is by adding two slots to each squad for these roles. One designated marksmen who has the gear of your standard marine but given is given an M41A/M Marksman Rifle, and One automatic rifleman (or machine gunner) who has the gear of your standard marine but given is given an M41AE2 Heavy Pulse Rifle. These marines would spawn like the rest of the marines in cryo, gear up in their squad bays then dispense their weapons from the marine vendors and carry on as any other marine would.

Implementation (Optional, if you have an idea how to implement it): I feel the best way to implement this to have them spawn with weapons tokens redeemable at the marine prep vendors. Then use those tokens to get their Respective guns in a crate like the Specialist does with his gear. However if that's too hard an alternative is to put two lockers (one for each) by the specialist door that only they can open with all their gear inside.
Malcolm 'Holdout' Allister - Breacher, Squad Leader, Commander.
Fema 'Putyuk' Ditashki - Squad Medic, Doctor.
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caleeb101
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Re: Colonial marine Marksmen and gunner roles

Post by caleeb101 » 29 Mar 2017, 19:48

Many threads have been made similar to this one and none of them have been accepted. That I know of. Being a creator of one of those many threads though, I will +1 this in the name of this idea!
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jaggaaff
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Re: Colonial marine Marksmen and gunner roles

Post by jaggaaff » 29 Mar 2017, 20:09

-1 you can just do this by being a spec/being first in the attachments rush.

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CeSiumShark
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Re: Colonial marine Marksmen and gunner roles

Post by CeSiumShark » 29 Mar 2017, 20:26

light machine gunner sounds like a Smartgunner spec

marksman is already a spec role.

no
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Re: Colonial marine Marksmen and gunner roles

Post by MauroVega » 29 Mar 2017, 21:48

More specs is what I read
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Re: Colonial marine Marksmen and gunner roles

Post by Kiroking » 30 Mar 2017, 00:07

CeSiumShark wrote:light machine gunner sounds like a Smartgunner spec

marksman is already a spec role.

no
Marksman/sniper is a trained marine to fire at long ranges with a bolt action rifle. Designated marksman is a the best shot in the squad who has a scooped rifle. Smart gun isent really a true lmg, more like a high powered rifle that can shoot through allies. a real lmg would be used for suppressing fire, Good luck doing that with your often hard and lengthy replacement time for the smart gun power cell.
Malcolm 'Holdout' Allister - Breacher, Squad Leader, Commander.
Fema 'Putyuk' Ditashki - Squad Medic, Doctor.
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CeSiumShark
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Re: Colonial marine Marksmen and gunner roles

Post by CeSiumShark » 30 Mar 2017, 01:12

ye we already have a marksman role, marksman=/=recon

and for suppressing fire, the M41A already does a good job with its high capacity assault weapon magazines
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Re: Colonial marine Marksmen and gunner roles

Post by Wubs4Scrubs » 30 Mar 2017, 04:14

-1

I don't have much else to add onto what other people have said regarding this basically being done already by specs, but also attachments already do this as well. What would a machine gunner do? Probably just lay down suppressing fire or just shoot a bunch, you can already do this with either a smartgun or getting a quickfire attachment or a burst-fire assembly. What would a marksmen do? Probably just fire off more accurate and long range fire at high level targets like the spec sniper or the rail scope attachment which is already in game. Basically attachments negate the need for more classes as if you want to fill out a certain role in the squad you pretty much can provided there are attachments left for the build you are going for.
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Re: Colonial marine Marksmen and gunner roles

Post by Katsukai » 30 Mar 2017, 06:26

I would be fine if spec slots would be increased to 8, but each spec vendor should only have 1 type of weapon system to avoid 8 SADARs or 8 smartgunners.

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Re: Colonial marine Marksmen and gunner roles

Post by Crab_Spider » 30 Mar 2017, 07:01

There are guns in the Prep venders (unlocked with a spec token of course) that serve these roles in playstyles. The heavy pulse rifle is already an LMG and that is increased with a quickfire or burstfire.
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Kiroking
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Re: Colonial marine Marksmen and gunner roles

Post by Kiroking » 30 Mar 2017, 10:18

Katsukai wrote:I would be fine if spec slots would be increased to 8, but each spec vendor should only have 1 type of weapon system to avoid 8 SADARs or 8 smartgunners.
Im not saying lets add 8 more specialists to the game with full access to all the spec weapons. Im saying add 4 slots for marines with scoped rifles and 4 slots for marines with an LMG.
Malcolm 'Holdout' Allister - Breacher, Squad Leader, Commander.
Fema 'Putyuk' Ditashki - Squad Medic, Doctor.
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Re: Colonial marine Marksmen and gunner roles

Post by forwardslashN » 30 Mar 2017, 13:37

I'm not sure this is needed. Both rifles are already available from cargo, and adding 8 more specialist-like slots to the game may be confusing. A lot of people would go as that instead of playing as engineers or medics, for example. We've discussed how to balance out specialists and their placement in squads, but this just adds some alternative roles that a specialist can already fulfill better (smartgun and sniper). Denied for now.
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