Suggest small tweaks for Marines

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ThePiachu
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Suggest small tweaks for Marines

Post by ThePiachu » 11 Dec 2018, 02:10

While mutators are being balanced, I'm currently looking into doing some small tweaks for the Marine side of things. There have already been two QoL / tweak batches - PFCs being able to spend their kit points, and a few additions to the inventory for various roles.

Any other small changes you'd like to see added to the game? I'm talking about adding some items in places, tweaking some numbers, etc. - no big features and requests in this thread, and nothing that requires spriting :P.

What stocking stuffers of tweaks would you like to see this holiday season? ;)
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Re: Suggest small tweaks for Marines

Post by DefinitelyAlone0309 » 11 Dec 2018, 02:20

_ Let marines just dump shells into a belt by clicking on the shotgun belt with a shotgun ammo box in hand

_ Let marines be able to put a shotgun ammo box (on the belt and on the ground) and grab handfuls directly from there, and not have to drag click the box into a hand then take the handfuls out.

_ PLEASE LOWER THE DELAY FOR ATTACHMENTS. STANDING 6 SECONDS JUST TO ATTACH SOMETHING LIKE A BAYO IS HORRID
Last edited by DefinitelyAlone0309 on 12 Dec 2018, 02:16, edited 1 time in total.
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kastion
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Re: Suggest small tweaks for Marines

Post by kastion » 11 Dec 2018, 02:27

a way to check if your sshotgun is loaded so you don't have to pump it and pick the shell up and put it back in.

idk if it counts as spriting but changing the circles that pop up when doing an action to different colors for medics between giving pills and using kits to heal people so when a medic sees one guy doing one thing they know they can do the other to heal people faster with less confusion.
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Re: Suggest small tweaks for Marines

Post by CABAL » 11 Dec 2018, 02:28

Hand labeler in each Squad Prep.
"Queue" of unholstering guns: When running my flamer loadout, I'm putting revolver in belt slot (without holster), when I press "E" first time I unholster flamer from my armor slot, pressing "E" again takes out the boot knife instead of said revolver.
Flamer should probably have "fire dmg" when bashing, so that clearing single titles of weeds would be easier.
Revovler should be able to be reloaded with "handfulls of bullets" without having to unload it every single time.
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Re: Suggest small tweaks for Marines

Post by kastion » 11 Dec 2018, 02:33

make DNR patients show the dead skull so medics don't waste time on them.

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Re: Suggest small tweaks for Marines

Post by kastion » 11 Dec 2018, 02:40

a button for your weapon that is like the mutation list and shows what bonuses and negatives its getting from the attachments
Last edited by kastion on 11 Dec 2018, 02:41, edited 1 time in total.

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Re: Suggest small tweaks for Marines

Post by Archiezt » 11 Dec 2018, 02:41

Some tiny little things from myself. None of these are a big deal.

-I, personally, think it would be neat if the tactical map feature on overwatch consoles was on those little map tables next to them instead. Though I get why it isn't done that way presently.
-Consider moving the extra glass in req to engineering, or adding one. It can be a little irritating when you need to replace a window and the one stack in engineering has been nicked by the ghost of MTs past.
-Whilst it happens very rarely, sometimes the disposals pipes break and there is no way to replace them/get new ones. Pipe dispensers in engineering presently are for atmos, not disposals. Some way to fix these when it does happen would be neat. (e.g Add the disposal pipes to the dispenser)
-Can I request the autodoc sort surgeries alphabetically, or have clearer headings, maybe.
-Please fix the lifesaver bag sprites this isn't a tweak but please they're my baby
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Re: Suggest small tweaks for Marines

Post by RuAlastor » 11 Dec 2018, 05:45

Several suggestions:
1. Allow Overwatch to assign aSL for squads in advance. As SL dies, new aSL assigned immediatelly
2. Allow MTs to assemble t-comms planetside. (as far as I understand, you just need to add appropriate circuits to MTs)
3. (I guess it's big, but...) Add sound commands to SLs "*attack/*retreat"
4. Up SL "pheromones"
5. Make "Handfull of bullets" bigger, so you can load mags faster
6. Allow tactical shotgun reload
7. Increase Hypo cap up to 60u

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Re: Suggest small tweaks for Marines

Post by Kineem » 11 Dec 2018, 06:41

buffing squad leader orders would be nice. reducing their cooldown or increasing their duration in particular, since it runs out relatively quickly and takes a very long time to recharge for a relatively low gain.

strengthen marine suit lights so the tiles that are illuminated are brighter than they currently are now (and uh, eventually, fix the bug that occurs when you try to handle multiple sources of lighting please.)

give standard pulse rifle rounds a minor damage buff

give marines a very slight increase on pain tolerance

get rid of the hunger slowdown. being hungry shouldn't make you a cripple, it should just slow down blood regeneration if it doesn't already do that
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MedicInDisquise
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Re: Suggest small tweaks for Marines

Post by MedicInDisquise » 11 Dec 2018, 06:54

-Make it easier to reload revolvers, right now it's very long for little benefit (considering the revolver is not a good weapon). Perhaps make it automatically close when you put a speed loader in.

-Much like the M41A and pistol, make it so you can see if a shell is loaded into a shotgun by examining it. No need to tell us how many shells are in it, just if it's loaded.

-A way to "combine" magazines. When you scavenge for weapons, you'll often find a bunch of half-used M41A magazines. Being able to combine them into one magazine would be small but nice QOL change.
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Re: Suggest small tweaks for Marines

Post by RuAlastor » 11 Dec 2018, 07:10

MedicInDisquise wrote:
11 Dec 2018, 06:54
-Make it easier to reload revolvers, right now it's very long for little benefit (considering the revolver is not a good weapon). Perhaps make it automatically close when you put a speed loader in.

-Much like the M41A and pistol, make it so you can see if a shell is loaded into a shotgun by examining it. No need to tell us how many shells are in it, just if it's loaded.

-A way to "combine" magazines. When you scavenge for weapons, you'll often find a bunch of half-used M41A magazines. Being able to combine them into one magazine would be small but nice QOL change.
you already can "combine" mags. Just unload bullets from one and fill another one. Or you mean implement it as a single action?

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Re: Suggest small tweaks for Marines

Post by MedicInDisquise » 11 Dec 2018, 07:16

RuAlastor wrote:
11 Dec 2018, 07:10
you already can "combine" mags. Just unload bullets from one and fill another one. Or you mean implement it as a single action?
I didn't know that! You learn something new every day. Making it a single action would help a little, though.
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Re: Suggest small tweaks for Marines

Post by Dolth » 11 Dec 2018, 09:46

Can we get incendiary magazines in the vendor for 45 points?

Can we also get back oldschool dual wielding.
Or 41A QF EB setup?

Or can we remove random timers on HEDP/HEFA?

Or even better, can we finally please have R&D?
Or the Nostromo as a new map?

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Re: Suggest small tweaks for Marines

Post by Build_R_ » 11 Dec 2018, 10:17

Please put some labelers in the canteen or somewhere readily accessible so less ungas bust through the security checkpoint.
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Re: Suggest small tweaks for Marines

Post by Boersgard » 11 Dec 2018, 11:13

Kineem wrote:
11 Dec 2018, 06:41
buffing squad leader orders would be nice. reducing their cooldown or increasing their duration in particular, since it runs out relatively quickly and takes a very long time to recharge for a relatively low gain.
Here's what I'd like to see:
- SL/SO/XO/CO have 'command auras' which offer some kind of passive benefit to marines standing near them, the same way xenos get benefits from pheremones
- Officers still also have their issue orders command for additional buffs
- Issue orders give a little better buff than they do right now
- Some way to use orders without juggling around the orders menu in the middle of combat
- A better indication to the officer when his order has worn off (I still have NO clue how long order buffs last)
Archiezt wrote:
11 Dec 2018, 02:41
I, personally, think it would be neat if the tactical map feature on overwatch consoles was on those little map tables next to them instead. Though I get why it isn't done that way presently.
This is a big issue I've had playing SO as well. The regular maps that only display your own squad and not all squad colors are next to useless. I can't relay or coordinate using that map! - Where is Alpha in relation to Bravo? I can hear bravo needs help, but everything besides alpha are green dots. So I have to run over to the real map, check where bravo is, tell alpha to move, run back over to alpha's console... has bravo changed position? They're mixed in with delta and a blob is moving away from that area, is it delta or bravo now?

It's a massive pain. I get that the idea was to have SO's coordinate between each other, but there's often 3 or fewer people in CIC and you can usually expect to juggle at least 2 squads at once as an SO, if not all 4.

And tangential to this, I'd like these things as well:
- A way to mark enemies on the map in the open automatically through some kind of recon device/equipment/thing to help offset the mobility advantage xenos have. Might be best on much slower updates than for friendlies, or with a cooldown.
- A way to manually mark 'front lines', 'dont go here', 'nest', and other things on the map - something everyone else can see when they open the tacmap up
- Tacmaps for SL's and officers in the field
- Waypoint markers/beacons to designate things - have them show up on player HUD's as a colored ping, e.g. like motion detector pings on the edges of your view
Last edited by Boersgard on 11 Dec 2018, 11:35, edited 1 time in total.

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Re: Suggest small tweaks for Marines

Post by Simo94 » 11 Dec 2018, 11:14

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Re: Suggest small tweaks for Marines

Post by edgardo » 11 Dec 2018, 12:02

Smooth movement, like the civilation server one where you can move diagonal and stuff
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Re: Suggest small tweaks for Marines

Post by Boersgard » 11 Dec 2018, 12:19

Diagonal movement is not a good idea.

You move ~1.41x faster diagonally on a square grid.

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Re: Suggest small tweaks for Marines

Post by Maxim Inc » 11 Dec 2018, 16:57

The minimap to stay closed when you X out of it and not have to run across the CIC for it to time out.
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Re: Suggest small tweaks for Marines

Post by Boersgard » 11 Dec 2018, 18:21

Maxim Inc wrote:
11 Dec 2018, 16:57
The minimap to stay closed when you X out of it and not have to run across the CIC for it to time out.
Not a perfect fix, but if you hit the toggle map button on the console it'll close it.

I also sometimes have an issue where moving the map causes it to refresh and interrupt every other action by taking window priority. To fix that, I have to toggle it on/off again.
Also when I toggle it on/off it seems to drift itself slowly down and towards the bottom right of my screen. It never opens in exactly the same spot it was when I closed it.

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Re: Suggest small tweaks for Marines

Post by Kineem » 11 Dec 2018, 18:32

Boersgard wrote:
11 Dec 2018, 11:13
Here's what I'd like to see:
- SL/SO/XO/CO have 'command auras' which offer some kind of passive benefit to marines standing near them, the same way xenos get benefits from pheremones
- Officers still also have their issue orders command for additional buffs
- Issue orders give a little better buff than they do right now
- Some way to use orders without juggling around the orders menu in the middle of combat
- A better indication to the officer when his order has worn off (I still have NO clue how long order buffs last)
I don't want marines to get command auras because I don't want leadership and pheromones to function the exact same. I like the difference between passive pheros and active orders, I just wish that they were more useful for the people who are expected to see the most combat (squad leads), and if orders don't get buffs like that then I'd like to see specs and squad leads both get their leadership skill boosted by one level. The other suggestions would be real nice though.

Not sure about SO/XO/CO, but SL orders currently last 8~ seconds and take about 24~ seconds to recharge.
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Re: Suggest small tweaks for Marines

Post by Boersgard » 11 Dec 2018, 18:52

Kineem wrote:
11 Dec 2018, 18:32
Not sure about SO/XO/CO, but SL orders currently last 8~ seconds and take about 24~ seconds to recharge.
Oh. They're genuinely terrible/useless then.

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Re: Suggest small tweaks for Marines

Post by Kineem » 11 Dec 2018, 19:15

Boersgard wrote:
11 Dec 2018, 18:52
Oh. They're genuinely terrible/useless then.
yeah. they're pretty shit. i guess the idea behind it is that they're supposed to be used in pushes, hence the long recharge, but it's far too short to actually be of any use in a push since a fully fledged push will last far more than eight seconds and the buff granted from the SL isn't that noteworthy anyway.
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Re: Suggest small tweaks for Marines

Post by contactdenied » 11 Dec 2018, 20:22

Kineem wrote:
11 Dec 2018, 19:15
yeah. they're pretty shit. i guess the idea behind it is that they're supposed to be used in pushes, hence the long recharge, but it's far too short to actually be of any use in a push since a fully fledged push will last far more than eight seconds and the buff granted from the SL isn't that noteworthy anyway.
I'm with ya, the scarce times that I go SL and get into a push scenario I always pop one of these off to give my marines a little nudge, but I end up having to spam specific orders in order for them to have any actual effect on the push. A duration increase would be nice.

In my opinion I think the buffs are pretty nice, at least the hold order since it reduces pain a whole level (I think.), giving you and your marines a second wind of sorts. For 8 seconds. Then you fall back down and proceed to get cut to bits.
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Re: Suggest small tweaks for Marines

Post by FGRSentinel » 11 Dec 2018, 20:47

As a PO, I'd very much like a way to (temporarily) lock out remote launch control of my dropship by anyone but another PO in the hangar. We recently had a CO/XO on Prison that, when comms went down, decided to remotely recall the Alamo rather than check the overwatch consoles to see if anyone was alive and doomed myself and every single Marine on the station for no particular reason. If this was in the game, it'd have saved about a dozen Marines.
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