Alrighty while I'm still rather new to this game, I've decided to throw out some ideas for the CM, mainly about new loadout for Specialist. Note this is just me putting in some ideas that I have thought out with few days and I honestly don't expect new loadout to be added for specialists, there are balance issues as it is already in the game. It's more like me having fun writing ideas out and having a discussion with you guys about the possibility of adding the class. Welp, here go!
Close Quarters Loadout
"This is loadout for those specialists who believe in that best defence is a good offence, those who want to lead the glorious charge with shock and awe or just the people who wish to blast peoples (or other beings) heads off at point blank range. Armed with the various array of shotguns with special incendiary/flechette rounds and carrying their new power fists that are being currently field tested, you can always count on this man to keep anyone from getting too close."
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Clothing, uniforms and stuff:
Standard USCM uniform
Shotgun Shell Load Rig
Special Shotgun Load Rig (for Mk232-A2) or M276 Pattern Ammo Load Rig
M3-S Light Armor and Helmet
Kind of a regular equipment with exception of M3-S style armour and helmet, mainly because extra mobility advantages certainly would help this type of loadout. Difference in this department however comes with what replaces gloves.
"USMC Mk1 power fists"
"A unique invention by one of the companies, power fists may not seem like most practically equipment. Despite that, however, it makes for a scarily lethal melee weapon. Very few specialists are trusted with these tools of mass destruction."
Massively boosts unarmed attacks damage and slightly increases the chance of absorbing damage. However, it also delays the number of melee strikes you can do at moment. Also makes it easier to break your neighbour's windows.
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Weapons:
"Mk221 Tactical Shotgun"
"A unique company made semi-automatic shotgun with a rapid-fire rate and an attached Underslung Grenade Launcher. Holds 8 shotgun shells in the chamber."
This weapon already kind of exists, so yeah. Since I'm going to suggest another shotgun type, I'm going to list the shotguns pros and cons compared to the upcoming weapon.
Pros:
+ Does not suffer jamming
+ Takes less space
+ Better recoil
Cons:
- Shells have to be individually loaded into the gun
- One-two fewer shots compared to Mk232
- Slightly less accurate
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Mk232-A2 Bullpup revolver semi-auto shotgun
"Created to succeed ageing Mk221 tactical shotgun, this 10 round mag fed revolver shotgun is one of it's few kinds and has just been recently taken out from its prototype stage. Excellent shotgun for those who find manual reloading pain in the ass."
This shotgun is based on failed Pancor Jackhammer Mark 3-A2 prototypes. Mainly picked this because 1) It's design suits to the CM world and 2) It would make a good alternative to M221 with mag reloading at expense of fewer attachments and worse recoil.
Attachments:
Rail attachment - Rail flashlight, red dot sight
Underbarrel attachments - Vertical grip, angled grip
Ammunitions: Cylinder mag can hold up to 10 shots - Slug shells, buckshot shells, incendiary slug shells - beanbag slugs (why tho), flechette shells
Pros:
+ Mags allow for quicker reload compared to loading shells manually, which can decide whether or not someone dies
+ Has a slightly better accuracy
+ Has extra shot or two compared to his predecessor
Cons:
- Has similar jamming to M41A
- Takes lot more space in a bag
- Has noticeably worse recoil
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So, why tf would you want to pick Close quarters loadout instead of area denial expertise of the Pyrotechnician or big fireworks of Demolition specialist? Well, theres the advantages:
1) You have access to semi-auto shotguns which are (arguably) best CQC weapons you could get your hands on.
2) Access to incendiary slugs and flechette shells for those same shotguns at the armoury, nothing to scoff at.
3) Got disarmed by someone or you want to get close and personal? Just swing your power fists at your opponent and they'll have a bad time.
4) Can fill your wet dreams of charging head-on at Xeno scum and bath in glory for the emperor!
But hey, that's just my thoughts, I kind of tried to balance it out, but there's probably quite a lot of balance issues with this loadout. Still, I hope you enjoyed reading my idea for new specialist loadout, looking forward to your response guys. Also i'm seriously sorry if my English is broken, as Estonian with 3 different languages in my household + secondary languanges, grammar checks and such can drive me bit insane.
Throwing out ideas
- LuckyX1
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Throwing out ideas
"Always here to crash your already low expectations of me." - David 'Crash' Murphy, PFC, Blood Knight with a kink for sci-fi.
- DefinitelyAlone0309
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Re: Throwing out ideas
If you want to suggest something, throw it up here : https://gitlab.com/cmdevs/ColonialMarines/issues
In my opinion, I don't see any reason why I would take the 232-A2 shotgun over the normal M37 shotgun even, aside from the mag-fed and the 10 rounds, because its attachments look really really bad. It can't even take Mag Harness, for a job that's supposed to be CQC, where there's a high chance that you'll be spat/tackled/pounced/lunged and drop your weapon. A young spitter can just spit at you, then drag you away while stun-locking you, and by the time it runs out of plasma, you'll probably be 2 screens away from your shotgun already, and you're most likely dead.
In my opinion, I don't see any reason why I would take the 232-A2 shotgun over the normal M37 shotgun even, aside from the mag-fed and the 10 rounds, because its attachments look really really bad. It can't even take Mag Harness, for a job that's supposed to be CQC, where there's a high chance that you'll be spat/tackled/pounced/lunged and drop your weapon. A young spitter can just spit at you, then drag you away while stun-locking you, and by the time it runs out of plasma, you'll probably be 2 screens away from your shotgun already, and you're most likely dead.
The one and only Bex Jackson
- LuckyX1
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Re: Throwing out ideas
Hey! Thanks for the criticism, it's true that I might've gone overboard with 232-A2 having quite bad attachments, I just wasn't sure how I'd balance it without making 221 redundant. Maybe add mag harness and increase 10 shots to 11-12? I mean yes 221 has a grenade launcher, but you'd probably be more busy blasting Xenos off. Other than that, any other criticism? I could try to come up with an improved version of this loadout within few days.DefinitelyAlone0309 wrote: ↑23 Jul 2018, 10:13If you want to suggest something, throw it up here : https://gitlab.com/cmdevs/ColonialMarines/issues
In my opinion, I don't see any reason why I would take the 232-A2 shotgun over the normal M37 shotgun even, aside from the mag-fed and the 10 rounds, because its attachments look really really bad. It can't even take Mag Harness, for a job that's supposed to be CQC, where there's a high chance that you'll be spat/tackled/pounced/lunged and drop your weapon. A young spitter can just spit at you, then drag you away while stun-locking you, and by the time it runs out of plasma, you'll probably be 2 screens away from your shotgun already, and you're most likely dead.
"Always here to crash your already low expectations of me." - David 'Crash' Murphy, PFC, Blood Knight with a kink for sci-fi.
- Maxim Inc
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Re: Throwing out ideas
Yes. Yes! YES! I would love something like this in CM!
The one idiot that uses 9mm's converted to smg's for fun.