Marine "Quality of Gameplay" suggestions

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BillyBoBBizWorth
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Marine "Quality of Gameplay" suggestions

Post by BillyBoBBizWorth » 21 Jul 2018, 18:48

Ok, time for a more constructive type post that might actually equate to something,

We cant exactly spam our ideas and suggestion on gitlab, admins could possibly have a issue with that, maybe not.If i was to put every realistically achievable and beneficial suggestion i had on there, it would be a wall and alot would be denied i imagine.This is a place to mention them and try and iron out the wrinkles before we post them.

Lately ive had alot of small suggestion ideas that could help improve marine gameplay and im hoping you have some suggestions yourself that i havnt thought of yet :
The idea is to as a group, see what suggestions we really think are a good idea, then once theres a general consensus, ill make a official suggestion on there about it, or someone may even beat me to it.Ill go first obviously :

1 - First idea was to possibly have the ability to attach your helmet onto your suit or armor, like youve clipped it on and its hanging there.Useful for people who want to show off their hairstyle in req line, but still have that trusty head protection ready to go!

2 - Second was maybe have the hugely popular webbings attached to all marines uniforms from the prep vendors, would save time, we all know we want one and just be more efficient.

3 - Third idea was the ability to open and close a barricade with items, but not guns in hand.Its very clunky and repetitive constantly swapping hands or holstering your weapon, medics would benefit from this greatly when towing a loaded stretcher too.

Anyone else have some suggestions, i bet some of you have some really great ones that i would like to hear.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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CABAL
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Re: Marine "Quality of Gameplay" suggestions

Post by CABAL » 21 Jul 2018, 19:38

First one is just for snowflakes and you can just keep helmet in hand, or don't take it at all sice it could ruin your hairstyle. Also you can take it after visit in REQ.

Second one is not needed for PFC's. Only "special" ones like those who take Pulse Rifle and shotgun to fight. Only they need that much place, others are fine with 75 slugs/buckshot, or 7 mags for pulse rifle (5 in belt, two in armor, and maybe one, or two in satchel).

Third is decent. (Opening with eggs and facehuggers when? We need to balance this, otherwise 74.9999-25.0001 will ruin fun for benos)

All marines can get are chocolate bars, becouse every improvment will meet with xeno bullshit buff, or addition. You might think tank is OP, but from tank only one-two squads can benefit. All hive benefits from Warriors grab leap and Defenders "tanknees".

Besides... I don't know if Roblox code can handle such things.
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nekcy
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Re: Marine "Quality of Gameplay" suggestions

Post by nekcy » 22 Jul 2018, 04:51

Drag shotgun shell boxes on shell rig to fill, please.
Tactical shotgun reloads with one hand,
Prep vendors with windows so you can't get pushed while using them
Shotgun shell rigs on uniform vendors
Last edited by nekcy on 23 Jul 2018, 08:56, edited 1 time in total.
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BillyBoBBizWorth
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Re: Marine "Quality of Gameplay" suggestions

Post by BillyBoBBizWorth » 22 Jul 2018, 05:33

CABAL wrote:
21 Jul 2018, 19:38
First one is just for snowflakes and you can just keep helmet in hand, or don't take it at all sice it could ruin your hairstyle. Also you can take it after visit in REQ.

Second one is not needed for PFC's. Only "special" ones like those who take Pulse Rifle and shotgun to fight. Only they need that much place, others are fine with 75 slugs/buckshot, or 7 mags for pulse rifle (5 in belt, two in armor, and maybe one, or two in satchel).

Third is decent. (Opening with eggs and facehuggers when? We need to balance this, otherwise 74.9999-25.0001 will ruin fun for benos)

All marines can get are chocolate bars, becouse every improvment will meet with xeno bullshit buff, or addition. You might think tank is OP, but from tank only one-two squads can benefit. All hive benefits from Warriors grab leap and Defenders "tanknees".

Besides... I don't know if Roblox code can handle such things.
First point i totally agree with, the helmet idea isnt really needed, just a option that would be cool to have.

The second critque i kind of disagree with for a few reasons.Your right when you say that most are fine without a webbing for the extra three slots, but then why are they always totally out of stock at req not long after they open? What we are seeing ingame doesnt match your observation on that one.The other reason is that have you noticed how many M4 pulse rifle rounds it now takes to take down even just a defender or other T1/2's? It takes alot of rounds.Then when you consider that you have many other hostiles that will need to have the same amount of rounds blasted at them and even more for the higher health pooled T3's and queen, three extra slots by default isnt really that much to ask for.
nekcy wrote:
22 Jul 2018, 04:51
Drag shotgun shell boxes on shell rig to fill, please.
Tactical shotgun reloads with one hand,
Prep vendors with windows so you can't get pushed while using them
Im glad you brought up the shotgun boxes as that reminds me, shotgun boxes maybe should be refillable like mags from the gun vendors, as i think they currently cannot.It would give the same effect that teh admins were aiming for when they changed how many first aid pouches you could take so they werent littered everywhere.

Allowing a whole box of slugs to be added into a shotgun ammo rig exactly how a you add flares into a flare pouch is a great idea and would really go hand in hand with that speed/click rate/delay change the admins did to loading shotgun rounds into the shotgun.

The windows for the prep vendors exactly how its done for the gun vendors is another great idea, theres always alot of pushing and the constant swapping between help and disarm intent to get past marines or get out of the help shuffle is really repetitive.

Not to sure on the tactical shotgun one hand reload idea, but it kind of would suit the gun.Good suggestions Nekcy, make sure you post any others you think of, your on a roll.
Max Dallas has been hit in the chest by the M40 HEDP grenade.

I will murder you Brittany Breeze

"It was a fantastic round. If the CO hadn't cryo'ed before the end I'd have bothered him to give at least two more medals. To PFC Max Dallas, who kept doing the path between the frontlines to FOB (the only place with medical aid) with a roller bed, and saved a lot of marines who'd have husked otherwise. And to Dr. Haley Altman, who after all medics were gone was fixing us time and again for hours straight. At the end there were over 10 patients around her either dead or in crit, and she just kept going."

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DefinitelyAlone0309
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Re: Marine "Quality of Gameplay" suggestions

Post by DefinitelyAlone0309 » 22 Jul 2018, 06:17

For chemistry, just add an option to the chem dispenser that lets you add in a custom amount of units of the chemical you want (with the current numbers still in). If I want to add 160u Ethanol, I don't want to have to click 40u then click Ethanol 4 times. If I want to add like 60u each for 4 chemicals, I don't want to click a total of 8 times with the 30u mode selected.

For Medevac, I don't want to keep clicking that fucking button in the weapon control panel to guess if I can pull another dude up. This git https://gitlab.com/cmdevs/ColonialMarines/issues/2568 has been sitting there for 4 months, yet still no response.

For MT, just make the whole reactor fixing process faster, like 2 seconds each steps. It's downright the most boring job for MT to do; with tank (shipside and planetside), OB, kitchen, special projects being way more interesting to do.


That's just the first few I can think of immediately. I'll think up some more shit later.
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Miranda
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Re: Marine "Quality of Gameplay" suggestions

Post by Miranda » 23 Jul 2018, 06:24

Make ammo belts came with damn ammo inside.

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Grubstank
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Re: Marine "Quality of Gameplay" suggestions

Post by Grubstank » 23 Jul 2018, 18:21

DefinitelyAlone0309 wrote:
22 Jul 2018, 06:17


For MT, just make the whole reactor fixing process faster, like 2 seconds each steps. It's downright the most boring job for MT to do; with tank (shipside and planetside), OB, kitchen, special projects being way more interesting to do.
I think engine repair times are balanced well for engineers who deploy. I think the better solution would just to be to have the almayer engines start repaired. It's an awful and uninspired way to give MTs a roundstart activity, and it doesn't make any sense that an active space ship would ever decay to that point in the first place.
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Lorem123
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Re: Marine "Quality of Gameplay" suggestions

Post by Lorem123 » 25 Jul 2018, 15:02

I think having more than just bayonets and rail flashlights in the generic marine vendors would be nice.
Stuff that req is pretty much never going to run out of, like red dot sights, angled grips, vertical grips, etc.
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Miranda
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Re: Marine "Quality of Gameplay" suggestions

Post by Miranda » 26 Jul 2018, 03:23

Lorem123 wrote:
25 Jul 2018, 15:02
I think having more than just bayonets and rail flashlights in the generic marine vendors would be nice.
Stuff that req is pretty much never going to run out of, like red dot sights, angled grips, vertical grips, etc.
YES but more importantly
Miranda wrote:
23 Jul 2018, 06:24
Make ammo belts came with damn ammo inside.
We hve special vendors that is id locked and have points if im not wrong, so there is no reason not to have it.

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Grubstank
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Re: Marine "Quality of Gameplay" suggestions

Post by Grubstank » 26 Jul 2018, 20:34

Stuff like webbing is a balance concern, but finding a way to cut down on the req line is sorely needed imo. Maybe if the marine lockers could vend one or two attachments to themselves (special ones - not bayonets or rail lights) that would compromise balance and not making prep agony

Wilder idea: every marine can vend themselves x many attachments from their locker (defaulting to 1 or 2). Each locker draws from a shared single stock. The RO can transfer additional attachments to the pool from a cargo console, as well as adjust the number of attachments each marine can take

That second idea would effectively eliminate mundane lineups, not affect balance, and not affect the importance of cargo (who still manage attachments, requests from the corporals/tankers, etc)
Andres Addison

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