Spec Loadouts

Generic, on-topic discussion about Colonial Marines.
Locked
User avatar
LocalizedDownpour
Registered user
Posts: 403
Joined: 15 Apr 2016, 04:02

Spec Loadouts

Post by LocalizedDownpour » 24 Jan 2018, 21:43

It doesn't make sense to me that we have two sniper loadouts at all. I don't get selected as Spec often, But I feel like both snipers are the worst pick given the RPG and Grenade launcher always seems to be the optimal choice.

My proposition for the sniper loadout is this.

1. Make the rifle scary but balanced: The rifle should hurt...alot, hitting something with it should chuck something nicely enough that it's a force to be reckoned with, but in tandem with that you shouldn't be able to walk and shoot it. Maybe it takes a second to shoot and takes a good amount of time between shots as well, like a boiler glob. Alternatively, go for lower damage but allow for the rifle to shoot through marines to avoid FF given that the sniper spec is a marines worse nightmare FF wise.

2. Replace the fourth load-out a flamer loadout. Give them a jumpsuit/helmet/gloves/boots combo that makes them immune to fire, a flamer and backpack that works like the smartgun system meaning it all has to be used together and auto snaps to your body if you drop it. This flamer can deal more damage then the SL one, or shoot in a 'cone' to make it a better AoE tool.


thoughts?

User avatar
thatguyfromlife
Registered user
Posts: 80
Joined: 30 Oct 2017, 01:32
Location: Salt Mines, USA
Byond: thatguyfromlife

Re: Spec Loadouts

Post by thatguyfromlife » 24 Jan 2018, 22:57

Two snipers is a bit much, and since Specs who pick them tends to run off because 'its called scout, I should scout", it's REALLY useless. The flamer spec is a cool idea, they could lead other flamers as a nice wall of fire. Or maybe a Spec loadout with a HPR, since giving them to PFCs is a bit of a waste.
I play as Ian Evans, the guy that is either dead after five minutes, or is the hero the USCM deserves. Usually the first one.

User avatar
Marine Tickler
Registered user
Posts: 21
Joined: 02 Jan 2018, 15:31
Byond: Marine Tickler

Re: Spec Loadouts

Post by Marine Tickler » 24 Jan 2018, 23:06

As a prae i am terrified of snipers. In my experience indenciary snipers are one of the few hard counters to an entrenched prae. your standoffing with the marines, and all of the sudden you lose 1/3 of your health and are on fire? thats a real bad situation, especially if the marines start pushing immediately. greandiers are deadly, but you can see them coming once you start watching for their weird little gun. don't think snipers need buffing, although i like the idea of them being able to avoid friendly fire (thats kind of the point of a marksman right? being able to shoot over your buddys shoulder)

the firebat marine sounds great. i cant think of any reason not to add that other than lore. i think it would be funny if the fire marine exploded if hit by friendly fire

juliansl
Registered user
Posts: 41
Joined: 25 Jun 2016, 13:27
Location: Trondheim, Norway

Re: Spec Loadouts

Post by juliansl » 25 Jan 2018, 07:53

Yeah a firebat would ideally be a lot like the smartgunner, you'd start with a somewhat better flamethrower with a mag harness and a fuel tank to put on your back slot. Maybe have slightly flame retardant armor to survive getting pushed into your own flames.

User avatar
spookydonut
Registered user
Posts: 457
Joined: 13 Oct 2017, 02:08
Byond: spookydonut

Re: Spec Loadouts

Post by spookydonut » 25 Jan 2018, 09:28


Locked