Press F for Squad Engineers and Medics

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Nickvr628
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Press F for Squad Engineers and Medics

Post by Nickvr628 » 31 Jul 2018, 13:11

Now you cannot put your ammo in your backpack or satchel. Since the belt slot is already taken up by your tools/meds, the last place to put magazines are in pouches or webbing.

Combined with the other nerfs that means engineers and medics are SCREWED if a xeno appears and they have to switch from tools to their gun, I don't understand how the devs thought this was a good idea...

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Re: Press F for Squad Engineers and Medics

Post by Grubstank » 31 Jul 2018, 15:02

I don't feel like this will affect medics/engineers very much -- at least not my style of gameplay. I find that I carry more than enough in my webbing/armour to tide me over between opportunities to resupply. I usually have countless better things to do at any given time which are all more beneficial than shooting.

Perhaps this will encourage medics and engineers to do their prescribed roles, rather than being PFCs with extra gear/skills

I'd consider this more of a nerf to PFCs and requisitions more than anything. The PFCs are the ones who actually burn though a lot of ammo, and it is going to be more difficult to transport ammo to the front lines/FOBs without backpacks. The meta isn't quite as bullet spongey as it was a little while ago, but the added difficulty to resupply + demand on ammo will make things interesting.


Now that I've actually read the changelog, I don't think resupply will really be affected either -- if anything the updates killed some of the tedium associated with that. I'm pretty happy with these changes overall.
Last edited by Grubstank on 31 Jul 2018, 15:39, edited 1 time in total.
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Re: Press F for Squad Engineers and Medics

Post by Build_R_ » 31 Jul 2018, 15:35

In my experience, usually if you've run through all the ammo in your webbing, you need a re-supply of materials anyways.
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Re: Press F for Squad Engineers and Medics

Post by misto » 31 Jul 2018, 15:42

well hopefully this signals an upcoming revamp to the m39 and its magazines that makes it worth half a damn to engis and medics again, perhaps by making its magazines higher capacity and making its burst quicker and etc

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Re: Press F for Squad Engineers and Medics

Post by LaKiller8 » 31 Jul 2018, 15:49

If you have ammo in your satchel as a medic you are doing something wrong.
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Re: Press F for Squad Engineers and Medics

Post by Mann handle » 31 Jul 2018, 15:50

Doesn't matter if you up the ammo or burst of SMGs, they still do fuck all damage to even make it worth taking.

On the whole after reading the log I somewhat feel sorry for medics and engineers if they need to down tools in a desperate defense but the ammo issue is not really that much to be concerned about if you're actually doing your job rather than frontlining. At least that's what I found when I mained medic for a long time, ammo capacity is not really needed that much seeing as you'd likely pick ammo up as you work if you ever needed to resupply.

Also what killer said above. You as a medic should only have the bare minimum for ammo and the rest you ask the people you save or scav around a little if you ever get the time.
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Re: Press F for Squad Engineers and Medics

Post by Herac » 31 Jul 2018, 16:00

I mean medics and engies aren't really there to kill xenos, you have specs, SGs, and PFCs for that. Overall this might have an impact on people who frontline instead of playing more support but if you work with your team you'll be fine for the most part.

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Re: Press F for Squad Engineers and Medics

Post by FGRSentinel » 31 Jul 2018, 18:30

Grubstank wrote:
31 Jul 2018, 15:02
I'd consider this more of a nerf to PFCs and requisitions more than anything. The PFCs are the ones who actually burn though a lot of ammo, and it is going to be more difficult to transport ammo to the front lines/FOBs without backpacks. The meta isn't quite as bullet spongey as it was a little while ago, but the added difficulty to resupply + demand on ammo will make things interesting.
The funny thing is, I actually conserve ammo pretty well as a PFC since I try to avoid FF incidents or mount a scope on a pulse rifle for long range shots. Usually I only burn through ammo if there's nobody that can walk in front of me or someone's downed and getting slashed by a Xeno. Maybe my "one extra gun isn't going to offset the loss of the guy that got his brains blown out by me" philosophy is the odd one.
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Re: Press F for Squad Engineers and Medics

Post by carlarc » 31 Jul 2018, 20:04

this update is annoying because i dont know how to masterkey anymore. i use mk for mostly resin wall clearing with minimal FF and 15 shells in my webbing isnt nearly enough
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Re: Press F for Squad Engineers and Medics

Post by DankAnimemes » 31 Jul 2018, 21:17

Not just medics and engineers but requisitions as well. This is going to make effective supply drops MUCH harder, and getting a supply drop is a shitshow to begin with.

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Re: Press F for Squad Engineers and Medics

Post by Frans_Feiffer » 31 Jul 2018, 21:54

I always carry about 3 AP mags in my webbing, then leave everything else to be filled accordinly with equipment based on my role. So I don’t think it’s too big an issue this patch. And i’ve done some testing, and the delay they made when pulling out a weapon wasn’t noticeable, lest I was doing something wrong lol. Overall, it’s a nerf, but there will be ways to overcome it, it’s not an unsurmountable wall of NERF to support roles. Which also as mentioned, you are support. Only real time you should be fighting is if you’ve already done your tasks like heal everyone nearby (which is never) or have no mats to build so fighting is your best bet. That, or when a lone beno tries to ambush ya, which is what the patch was aimed to make easier. Why? Not sure, since when you get lurked it’s basically game over if you’re alone, but if you’re alone, again you’re doing it wrong 99% of the time.
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Re: Press F for Squad Engineers and Medics

Post by Kesserline » 31 Jul 2018, 22:26

As an minelayer-combat-engineer, my ammo always go into webbing and shits.

Also, I don't mind the mag harness.. Because I have a gyro and I pointblank Xenos instead of wielding. But, I understand the pain for the majority of marines.

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Re: Press F for Squad Engineers and Medics

Post by DefinitelyAlone0309 » 31 Jul 2018, 22:50

Though I mostly store my shotgun handfuls in my webbing as a medic; I usually have an extra buckshot/slug shell box in my satchel as a backup, in case it's one of those game where I have to defend myself/stick with the front line group a lot.

I don't really like the new ammo box change, because with SB still being so damn expensive (30 points = 2 SBs), I don't see resupply with Req being that easy, with Req having tank+mortar+spec ammo+ materials to worry about already. We're piling all of this on a chokepoint that is Req, and we're just cutting out the fun for the people who play it. When I play Req, I don't have fun yelling at SOs to launch the OB, or to ask them what their squad want, or to go around packing up supplies to send down. Personally, I have fun with Req when I can buy some guns/attachments and deck it out. If I purely want to do my "responsibility", I can just go doctor/chemist, and even they can have fun on their own (field surgery/making illegal drugs)

Also, self sufficiency is fun. I don't see why pausing the fight to go grab ammo is fun at all; especially when it involves a whole other department. In fact, pausing the action is never fun, with medbay hell being a point of complaints for a while now, preventing people from quickly going back to the fight.
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Re: Press F for Squad Engineers and Medics

Post by Dauntasa » 31 Jul 2018, 23:39

Honestly depending on how substantial that firing delay is, press F for marines in general. Walking around with your gun out is a great way to lose your gun, but now if you walk around with it slung you just get eaten.

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Re: Press F for Squad Engineers and Medics

Post by FGRSentinel » 01 Aug 2018, 07:50

DankAnimemes wrote:
31 Jul 2018, 21:17
Not just medics and engineers but requisitions as well. This is going to make effective supply drops MUCH harder, and getting a supply drop is a shitshow to begin with.
That's because Supply Drops and Orbital Bombardments are the two things that require the most teamwork out of all Marine operations and tasks, outside combat of course. If you want a Supply Drop, you need an SL willing to wait to drop their beacon until the crate is ready, a squad willing to hold position long enough to receive it, an RO and Req able to actually put the crate together, and an SO that isn't lazy, braindead, or stupid to coordinate between them all and drop the crate once it's put together. I've had rounds as SO where the SL set the SB before saying they needed anything, then the squad gets mad 10 minutes later when they find out that since they abandoned the beacon, they can't put down a new one until the first one is used and since nobody remembers where it is, they're now denied supply drops for the rest of the OP. I've also had a round as SL where I got into a 10-20 minute long shouting match with the RO about how I needed the crate loaded onto Alamo instead of an SB... Because the SO wasn't even listening to anything my squad said over comms and we'd never get the crate in a reasonable timefrime. The only reason the RO caved was because the SO randomly either asked if there was something we needed or said he wasn't even aware any squad was requesting supplies when the arguement was over the Command comms.

I do have to agree with DefinitelyAlone though. Before this update Req had to horde their points so greedily that if you were a late-joining Marine you more or less went down with nothing from Req: if you were last in line before briefing, there'd e no AP mags left and the mag harnesses would be gone. Nine times out of ten, the RO and CTs would be completely unwilling to order more simply because they had 5-10 other things that needed to be ordered and getting an AP mag crate for the late-joining Marines to have ammo was always agonizingly low on their list of priorities. The fact is, Req almost never has enough points for things like that unless the marines are winning anyways.

I know people like to say the Marines get stronger as the round gets longer, but that's BS. The Marines are strongest at or around the one hour mark, about half an hour after drop: the FOB's built, cheaper supplies are there in abundance, and the cost of different crates (other than building supplies) isn't outrageously inflated yet. 15-20 minutes later it starts to go downhill because the prices start to rise and Req has no way to boost their point income, so supplies quickly become scarce and anyone who joins after the 80 minute mark is practically guaranteed to be forced to RP a beggar and scavenger to have anything worth using. The only time I've ever had a BC was when I was a PFC that wasn't given any ammo and found a gun with one laying on the ground. Ripped it off, put it on my gun, and spent the last few minutes of the round thankful that I had something that made the lack of AP less agonizing.

Ironically, I feel that it's the Xenos that truly get stronger as the round goes on: some people put up guides explaining that the Xenos need to rely on attrition to prevent the Marines from getting too strong, but honestly the Aliens gain more from stalling engagements and preventing an early incursion into the hive than the marines are hurt by the Xenos making regular small ambushes to whittle down their numbers because the longer the round goes on, the more Elite/Ancient aliens there are. To give an idea, Ancient Defenders are often called near invincible and they're a T1. Any change to the marines that makes resource scarcity more obvious means the Xeno players need to stall just a little bit less in order to get a win.
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Re: Press F for Squad Engineers and Medics

Post by Urytion » 01 Aug 2018, 07:52

I never put ammo in my webbing or pouches. A fully loaded shotgun with 10 shells in my armour is plenty. Also ammo fits in armour still. Medics don't fire their guns a hell of a lot.
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Re: Press F for Squad Engineers and Medics

Post by solidfury7 » 01 Aug 2018, 07:57

LaKiller8 wrote:
31 Jul 2018, 15:49
If you have ammo in your satchel as a medic you are doing something wrong.
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Re: Press F for Squad Engineers and Medics

Post by Gnorse » 03 Aug 2018, 13:17

Three mags/handfuls are more than enough for support roles.
Hell, whenever I go for support they usually last me the whole round.
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Re: Press F for Squad Engineers and Medics

Post by DankAnimemes » 04 Aug 2018, 19:39

Gnorse wrote:
03 Aug 2018, 13:17
Three mags/handfuls are more than enough for support roles.
Hell, whenever I go for support they usually last me the whole round.
The mags, yes
The handfuls (15 shots), maybe for medics, NOT FOR ENGINEERS

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Re: Press F for Squad Engineers and Medics

Post by Bancrose » 05 Aug 2018, 01:40

Honestly, I sorta need the ammo, because I am often fighting runners and lurkers off my cades or wounded marines. As I am always on the front line trying to save the baldies nobody wants too.
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Re: Press F for Squad Engineers and Medics

Post by carlarc » 05 Aug 2018, 18:11

smgs are now actually viable and 4 magazines is enough to last you for a decent time(more if theyre extended) to fend off harassers, and useful as a weapon on their own too.
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