Marine Armor changes

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Kovain1812
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Marine Armor changes

Post by Kovain1812 » 27 Jun 2015, 13:06

Summary (a quick, 2-3 sentence summary): Make the Marine armor be able to hold only Ammo and have 4 slots and have an integrated light

Benefits (How this will benefit the server and game as a whole): Will help to keep marines alive now the M41A doesnt fit in the backpack anymore

Details (Description of how you think this would work, the benefits, etc): would help to make people take the right gear and not fill packs and belts with ammo, flashlight would help keep realism to the aliens marines as they all had shoulder lamps.

Implementation (Optional, if you have an idea how to implement it): Some sort of webbing or holster, that you have to attach to your armor and ability to attach the flashlight to your armour with a screwdriver
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Feweh
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Re: Marine Armor changes

Post by Feweh » 27 Jun 2015, 13:12

+1 For having a built in flashlight.
+1 For perhaps maybe having the flashlight built into the helmet as well.
Would also remove all the needs of having flashlights lying around everywhere.

Edit for derping*
Last edited by Feweh on 27 Jun 2015, 13:19, edited 1 time in total.

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Re: Marine Armor changes

Post by coroneljones » 27 Jun 2015, 13:18

Pink wrote:+1 For having a built in flashlight.
+1 For perhaps maybe having the helmet built into the helmet as well.
Would also remove all the needs of having flashlights lying around everywhere.
Helmet built into the hel!et? You derp

+1 to light...but
-1 for ammo only
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Dragon2323
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Re: Marine Armor changes

Post by Dragon2323 » 27 Jun 2015, 14:09

This suggestion doesn't have my support. The M3 Pattern Personal Armour isn't directly intended to have a light mounted to it. At most, you can attach a TNR Shoulder Lamp, which would quickly fall off. Attaching the flashlight built into the helmet is alternatively a bad idea because it would produce more 'drag', in a sense, lowering any sense of maneuverability in close range at some points.

The interior webbing alternatively doesn't need four slots - there's a reason the Marine Belt is being knocked down to four or five slots in the Alpha, the same Alpha in which the Squad Leader is given a vest which already has the TNR Shoulder Lamp mounted.

-1 to both inputs. Sorry.

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MrGabol100
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Re: Marine Armor changes

Post by MrGabol100 » 27 Jun 2015, 14:59

There's already shoulder lamp, so "+1"

About the ammo, god dang it, the marines held the ammo in their armours, on those straps, if you don't do this, in the alpha, you can always just buy a simple webbing of 3 slots with your cosmetic points in the character screen, instead of doing this, the armour could just have 3 slots and everyone happy.

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Re: Marine Armor changes

Post by Biolock » 28 Jun 2015, 00:03

As a player who plays exclusively medic, I think that having even three slots on the armor that only held ammo would be extremely helpful since as a medic I'm wearing a medical belt to save all the assholes who think they can hold their breath in space. In addition, if we made it so that weapons could not be put into the vests, we should also make it so aliens can't strip the armor, because frankly, it doesn't make sense that they do it anyway from a lore perspective and is exceptionally annoying from a player perspective because it's just another item you've gotta now look around the nest for. I do not support having lights on armor because I feel that would lead to too many balance problems, especially if it were made so that xenos couldn't strip armor.
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UnknownMurder
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Re: Marine Armor changes

Post by UnknownMurder » 28 Jun 2015, 01:08

Opposed. Marines already have lights on their guns. Just carry guns, flashlight, and flare. Use your pockets. I put my pistol in my armor as a holster.

-1
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Re: Marine Armor changes

Post by Lostmixup » 30 Jun 2015, 14:02

I think lights on the armor would solve a lot of issues with lights (flashlights not lighting up as much when not attached to a gun, what?), and give marines a base way of seeing in case they lose their gun. Their armor can be stripped just like their guns too.

+1
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Kovain1812
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Re: Marine Armor changes

Post by Kovain1812 » 03 Jul 2015, 08:31

I didnt know the SL is getting new stuff so maybe the shoulder lamp idea is better for just one member of a squad

I think allowing the engineer or medic belts to hold ammo but not weapons might be better than adding in more armor space
or adding in an ammo clip exclusive slot to some of the storage for the engineers and medics, all of the suggested changes are based only on pre alpha gameplay, so im pretty sure the Dev team knows best what to implement

On a final note, I would like to see the stripping of everything changed so they can only take your armor and back storage and you get to keep your belt, but this would only work if marine belts were changed to not hold weapons and you instead need to get a holster to hold a pistol, engineer belts should be replaced with a tool kit that fits in your pocket same with medics, this would allow for engineers and medics to hold normal belts and not struggle for ammo or flares as much as standard marines, thoughs?
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Re: Marine Armor changes

Post by speedybst » 03 Jul 2015, 20:29

In response to the final note: no, for the simple reason of you're not a standard, its not your job to be a gunner - your job is to heal the wounded or construct the defenses. So you have to prioritize ammo/weapons over how much healing/engineering materials you think you'll need.

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Kovain1812
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Re: Marine Armor changes

Post by Kovain1812 » 04 Jul 2015, 07:08

so aliens are going to continue to be able to completely strip equipment they dont (or shouldnt) understand or recognize?
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Surrealistik
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Re: Marine Armor changes

Post by Surrealistik » 04 Jul 2015, 22:01

+1 to the Light at least; nice quality of life improvement.

Also, can we have vitals tracker set to maximum by default?
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MrGabol100
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Re: Marine Armor changes

Post by MrGabol100 » 05 Jul 2015, 06:35

BTW TNR shoulder lamp should be for everyone...

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Kovain1812
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Re: Marine Armor changes

Post by Kovain1812 » 05 Jul 2015, 10:55

I like the idea of the lamp being only SL, kinda forced the squad to follow properly, but overall i guess my suggestion is void as the benefits are already in the alpha

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Clayton_Kelly
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Re: Marine Armor changes

Post by Clayton_Kelly » 06 Jul 2015, 15:34

+1 for armor light because USCM do have shoulder lamps. If anything, give it to the Specialist, or the SL to make him stand out more. It isn't on every USCM.

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Re: Marine Armor changes

Post by apophis775 » 18 Jul 2015, 13:50

Split this into a "integrated flashlight" thread and a "inventory thread".

I'd consider the flashlight, but the expanded inventory would be denied.

AS FAR AS MEDICS. I am writing up a concept for a new "COMBAT LIFESAVER" bag, which will be a VERY extended medical bag you wear on the belt-slot, that holds a LOT of medical equipment.

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Re: Marine Armor changes

Post by Dragon2323 » 18 Jul 2015, 14:48

thank you, apop
t--thank you

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