Buff m42c damage or add stun/knockdown on t1/t2 targets

tenshar
Registered user
Posts: 59
Joined: 10 Jul 2015, 17:58

Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by tenshar » 09 Mar 2016, 17:04

Summary (a quick, 2-3 sentence summary):Currently the m42c does not do enough damage to even crit a runner at point blank range and the fire damage lasts so short it doesn't have much of an effect. For something with armor piercing to not even crit a light armored runner is odd and for something with such limited ammo/slow fire rate ((7 round magazine with a fire rate of 15 seconds between shot with 7 shots pre loaded and 3 magazines extra for a total of 28 shots)) it makes trying to kill them impossible unless they are already damaged from other marines. I just played a round where I managed to point blank 3 different runners ((due to runners making bad choices to pounce next to me)) , and in none of the cases did the runner go into crit even after the full fire damage effect. Even just adding a 3 second or so knock down would allow the other marines a chance to finish it at least.

Benefits (How this will benefit the server and game as a whole):Bring the m42c more into balance with the smart gun and other specials for viability in combat outside of sniping boilers/crushers due to their low speed and tendency to not move/move in a straight line

Details (Description of how you think this would work, the benefits, etc):Allow snipers to crit runners that stop for too long in the same space, do more effective damage vs t2 as well. Or disable fast moving aliens for a few momentsa to allow other marines to finish off.

Implementation (Optional, if you have an idea how to implement it):Up damage stat on m42c or add on hit knockdown/stun for 3-4 seconds.
Last edited by tenshar on 09 Mar 2016, 18:53, edited 4 times in total.

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Boltersam » 09 Mar 2016, 17:09

So, you want to be able to insta kill runners, essentially. This is all this suggestion is. This was most likely made with salt and a case of "my big toy can't kill things instantly! The things must be OP then, make my toy really powerful!"

Perhaps I exaggerated, but you're getting a -1 from me.

User avatar
forwardslashN
Community Contributor
Community Contributor
Posts: 2495
Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by forwardslashN » 09 Mar 2016, 17:16

+1
Actually, if you hit a runner at full health, you will almost crit it, and the fire effect will then crit it. But I do kind of agree it should be a tad more powerful.
Image
The ambivalent giant white baldie in a jungle near you.

User avatar
MauroVega
Registered user
Posts: 735
Joined: 24 Apr 2015, 16:28
Location: Argentina, BA
Byond: MauroVega
Steam: maurovega176
Contact:

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by MauroVega » 09 Mar 2016, 17:17

1 why are you using a sniper at point blank?
2 Its a sniper not an anti tank rifle
3 want insta crit get an M83
+1 maybe not a damage buff but something else?
Last edited by MauroVega on 09 Mar 2016, 18:47, edited 2 times in total.
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.”
― Sun Tzu, The Art of War

Image What happens when marine RP collides with standard RP

Natalia 'Nutella' Quiroga Image

User avatar
LordeKilly
Registered user
Posts: 806
Joined: 24 Feb 2015, 16:55
Location: mongoria
Byond: lordekilly

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by LordeKilly » 09 Mar 2016, 17:20

-2, i want to instakill ravagers with my knife
Image

User avatar
Seehund
Donor
Donor
Posts: 497
Joined: 11 Aug 2015, 12:28
Location: Unter dem Meer.

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Seehund » 09 Mar 2016, 17:42

MauroVega wrote: 2 Its a sniper not an anti tank rifle
It's actually very much capable, in canon, of putting a three inch hole in an APC's armor. From MILES away.
Also loaded with AP, so there's that.

As to the suggestion, I'd say it's just about right where it is, maybe could use a SMIIIIIDGE more damage to compensate for the horrible bullet speed?
Neutral, leaning towards +SUPPORT.
When the voice from the shadows calls you
When the wind whips past your ears
Will you stand when the weight is upon you
Or will you go to your knees in fear?

tenshar
Registered user
Posts: 59
Joined: 10 Jul 2015, 17:58

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by tenshar » 09 Mar 2016, 18:43

The first two runners were shot when they pounced on marines next to me and attempted to slash their feet off, the third was a runner pouncing me and me getting up grabbing my gun and firing with it right next to me. If all your going to say is "This is all about salt" please remember what apop said about doing so. And I checked for them, they didn't go into crit and there were no weeds near by as this was within the first few minutes of marines hitting the ground. It is possible that perhaps they simply were dragged off by allies but unlikely as again it was early in the round and they were doing hit and run.

And it is an anti tank rifle..its got armor pen enough to pen a crusher which is easily the equivalent to the games version of a tank.

As for the -2 because you want to kill ravagers with your knife again reference forum rules on feedback/response. I'm not asking for instantly killing anything, I'm saying a gun with 7 round clip with a 15 second fire rate 1 bullet per 15 seconds should be able to do a bit more then just scare off a runner.

And As I mentioned, a damage buff may not be the way to go so I'm open to suggestions. My other idea was to have low tier aliens get knocked down for a short duration perhaps long enough to let other marines finish it off.
Last edited by tenshar on 09 Mar 2016, 18:55, edited 6 times in total.

User avatar
MauroVega
Registered user
Posts: 735
Joined: 24 Apr 2015, 16:28
Location: Argentina, BA
Byond: MauroVega
Steam: maurovega176
Contact:

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by MauroVega » 09 Mar 2016, 18:45

Jackserious wrote: It's actually very much capable, in canon, of putting a three inch hole in an APC's armor. From MILES away.
Also loaded with AP, so there's that.

As to the suggestion, I'd say it's just about right where it is, maybe could use a SMIIIIIDGE more damage to compensate for the horrible bullet speed?
Neutral, leaning towards +SUPPORT.
In that case +1
“Treat your men as you would your own beloved sons. And they will follow you into the deepest valley.”
― Sun Tzu, The Art of War

Image What happens when marine RP collides with standard RP

Natalia 'Nutella' Quiroga Image

User avatar
Infernus
Registered user
Posts: 985
Joined: 16 Oct 2014, 17:02
Location: Croatia

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Infernus » 09 Mar 2016, 18:56

Maybe have it do more effects? No healing on weeds for x seconds?

User avatar
MikeHdez97
Registered user
Posts: 90
Joined: 19 Dec 2014, 17:45
Location: In the bar

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by MikeHdez97 » 09 Mar 2016, 18:59

Infernus wrote:Maybe have it do more effects? No healing on weeds for x seconds?
i suggest 3 seconds stun or the same time when a runner miss a pounce and hit a wall

User avatar
forwardslashN
Community Contributor
Community Contributor
Posts: 2495
Joined: 14 Dec 2015, 23:12
Byond: forwardslashN

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by forwardslashN » 09 Mar 2016, 19:17

My personal thought: Get rid of the fire dot, increase damage to compensate, have it knock an alien/human back a tile or two and stun them for a second or two if it hits. Like when a runner/hunter bonks. People would likely stop complaining about crushers being op then.
Image
The ambivalent giant white baldie in a jungle near you.

User avatar
Tristan63
Donor
Donor
Posts: 485
Joined: 16 Feb 2015, 20:33
Location: Somewhere

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Tristan63 » 10 Mar 2016, 00:45

Technically OP as is.

-1 if it knocked down the guy could approach an enemy and shoot it with another weapon he brought. Unbalance

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Edgelord » 10 Mar 2016, 01:22

I'll never understand why specialists aren't happy with the best guns in the game. It's a total "If you give a mouse a cookie" type thing.

-1 it's a sniper rifle that lights xenos on fire and delivers substantial brute.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

tenshar
Registered user
Posts: 59
Joined: 10 Jul 2015, 17:58

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by tenshar » 10 Mar 2016, 01:58

You can say its one of the best guns there is but till you try it you wont understand actually how weak it is in almost any situation outside of scaring aliens from the very sound/text message to run away.

User avatar
ZDashe
Registered user
Posts: 629
Joined: 02 Dec 2015, 23:28

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by ZDashe » 10 Mar 2016, 05:28

Having a stun/knockdown would be too OP. Imagine you're a Xeno and this happens:
1. Gets shot by sniper
2. Catch fire and gets stunned
3. Wakes up after suffering burning damage
- At this point runner wakes up and falls back down into crit, RIP
4. Gets hit by second sniper round
5. Repeat step 2 until you're dead.

M42C is pretty good as it is. Most of the time it's either the player or the circumstance that doesn't allow it to reach its full potential.
Image

User avatar
Derpislav
Registered user
Posts: 823
Joined: 10 May 2015, 09:14

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Derpislav » 10 Mar 2016, 06:13

Infernus wrote:Maybe have it do more effects? No healing on weeds for x seconds?
Yes.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
Image

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Jeser » 11 Mar 2016, 00:44

When I played as Spec with rifle I really liked it, because it was really good weapon in both assault and defense, but I managed to kill only few aliens by myself because they just walked away before I could shoot them again. Only if there were other marines who shoot at same aliens after I shot them, we managed to kill them. Exception for runners.

When I was playing as alien (sentinel/spitter) and marines were attacking hive I had duel with sniper Spec, he shot me 5 times and didn't kill me, because I kept just walking away to cover and putting out fire there. I was spamming him with acid and he finally had to retreat because of intoxication I dealt to him with spits.

Rifles do need some rework, but I can't say for sure what exactly they need.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
RadiantFlash
Registered user
Posts: 198
Joined: 23 Dec 2014, 18:29

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by RadiantFlash » 11 Mar 2016, 19:09

Am I the only person that thinks the request for a buff for the sniper, is sort of crazy?

No weapon should /EVER/ one hit kill someone. The rocket launcher already does it, to runners, and look how much salt is generated from that?
Adding another one hit kill weapon insane, and removes a lot of fun for one side. Further more, Snipers should use their weapon as a support rifle. You will get garunteed kills if you hit targets already hurt.
If you add a suppressor to the thing, it becomes a silent killer, and can easily catch aliens off guard, due to the lack of red "I'm hurt" messages.

As is, the burn lasts a while, and if the alien wants to put it out, they expose them selves for a few seconds, making it almost a garunteed stun if a bit delayed from the impact.

User avatar
Azmodan412
Registered user
Posts: 1318
Joined: 01 Oct 2015, 23:17
Location: The Void

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Azmodan412 » 11 Mar 2016, 20:31

RadiantFlash wrote:Am I the only person that thinks the request for a buff for the sniper, is sort of crazy?

No weapon should /EVER/ one hit kill someone. The rocket launcher already does it, to runners, and look how much salt is generated from that?
Adding another one hit kill weapon insane, and removes a lot of fun for one side. Further more, Snipers should use their weapon as a support rifle. You will get garunteed kills if you hit targets already hurt.
If you add a suppressor to the thing, it becomes a silent killer, and can easily catch aliens off guard, due to the lack of red "I'm hurt" messages.

As is, the burn lasts a while, and if the alien wants to put it out, they expose them selves for a few seconds, making it almost a garunteed stun if a bit delayed from the impact.
And sentinels, and spitters, and hunters, and Praetorians.
Image

Tyler 'Thrift' Borealis: Slaughterer of stupid xenos, insane motherfucker, and who played tower defense with Predators with an axe.
Predator Duels Won: 1
Predator Duels Lost: 2

BRING IT ON CASANY! I DO NOT CAST DOWN A CHALLENGE!
43 Xenos and counting.

Hunter Games: I am Moon Moon! Destroyer of worlds! Ahuhuhuhuhuhuhuhu!
Moon Moon Victories: x1

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Boltersam » 11 Mar 2016, 20:43

RadiantFlash wrote:Am I the only person that thinks the request for a buff for the sniper, is sort of crazy?

No weapon should /EVER/ one hit kill someone. The rocket launcher already does it, to runners, and look how much salt is generated from that?
Adding another one hit kill weapon insane, and removes a lot of fun for one side. Further more, Snipers should use their weapon as a support rifle. You will get garunteed kills if you hit targets already hurt.
If you add a suppressor to the thing, it becomes a silent killer, and can easily catch aliens off guard, due to the lack of red "I'm hurt" messages.

As is, the burn lasts a while, and if the alien wants to put it out, they expose them selves for a few seconds, making it almost a garunteed stun if a bit delayed from the impact.
Several posts above say no, you're not the only one. We're talking about something that almost one hit kills runners as is, other aliens can't put out the fire so if you go into crit, which takes a few seconds, you're doomed.

GGgobbleCC
Registered user
Posts: 80
Joined: 10 Jan 2016, 18:14

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by GGgobbleCC » 11 Mar 2016, 23:52

-1

Guns don't need even more buffs

User avatar
zskninoh
Registered user
Posts: 161
Joined: 22 Oct 2015, 20:26
Location: Florida

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by zskninoh » 12 Mar 2016, 02:36

I'm leaning towards the side of a minor buff. Lore wise, this thing should absolutely shit on xeno's. Honestly, it's a fickle weapon. Most of the time when I try to use it generally one of two things happens. #1 Marines walk in my line of fire and get hit/or block a shot I was going to take. #2 I miss due to the projectile speed. I mean, even when I do hit something it really has no effect.

You also have to take into consideration its inverted accuracy, slow fire-rate and lack of ammo. It /should/ be able to one shot runners in my opinion, due to the fact that they are fast as fuck, and you have a gun that shoots as fast as a snail crawls on a salty, hot summer day. Not to mention the inverted accuracy.

If not a damage buff, a projectile speed buff should be enough to satisfy most players.
Tᴏ ᴘʀᴏᴛᴇᴄᴛ ᴛʜᴇ ᴄʜᴀᴛ ғʀᴏᴍ ᴅᴇᴠᴀsᴛᴀᴛɪᴏɴ. ᴛᴏ ᴜɴɪᴛᴇ ᴀʟʟ sᴘᴀᴍᴍᴇʀs ᴡɪᴛʜɪɴ ᴏᴜʀ ɴᴀᴛɪᴏɴ. ᴛᴏ ᴅᴇɴᴏᴜɴᴄᴇ ᴛʜᴇ ᴇᴠɪʟ ᴏғ Tʀᴜᴍᴘ Hillary Clinton ᴀɴᴅ ᴍᴏᴅs. ᴛᴏ ᴇxᴛᴇɴᴅ ᴏᴜʀ sᴘᴀᴍ ᴛᴏ ᴛʜᴇ sᴛᴀʀs ᴀʙᴏᴠᴇ. ᴄᴏᴘʏ! ᴘᴀsᴛᴇ! ᴄʜᴀᴛ sᴘᴀᴍ ʙʟᴀsᴛ ᴏғғ ᴀᴛ ᴛʜᴇ sᴘᴇᴇᴅ ᴏғ ʟɪɢʜᴛ! sᴜʀʀᴇɴᴅᴇʀ ᴍᴏᴅs ᴏʀ ᴘʀᴇᴘᴀʀᴇ ᴛᴏ ғɪɢʜᴛ.
Image
Image
Image

User avatar
Jeser
Registered user
Posts: 1119
Joined: 04 Mar 2015, 00:47
Location: Donetsk, Ukraine

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Jeser » 12 Mar 2016, 03:02

zskninoh wrote:If not a damage buff, a projectile speed buff should be enough to satisfy most players.
Devs tell multiple times that we can't change bullet speed, sadly.
Jeser "Fox" Aushwitz.
Jeser believes only in one thing - common sense.

Image
Image
Apop's permission: Click

User avatar
zskninoh
Registered user
Posts: 161
Joined: 22 Oct 2015, 20:26
Location: Florida

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by zskninoh » 12 Mar 2016, 03:07

Jeser wrote: Devs tell multiple times that we can't change bullet speed, sadly.
Ohh my bad. I didn't see that.
Tᴏ ᴘʀᴏᴛᴇᴄᴛ ᴛʜᴇ ᴄʜᴀᴛ ғʀᴏᴍ ᴅᴇᴠᴀsᴛᴀᴛɪᴏɴ. ᴛᴏ ᴜɴɪᴛᴇ ᴀʟʟ sᴘᴀᴍᴍᴇʀs ᴡɪᴛʜɪɴ ᴏᴜʀ ɴᴀᴛɪᴏɴ. ᴛᴏ ᴅᴇɴᴏᴜɴᴄᴇ ᴛʜᴇ ᴇᴠɪʟ ᴏғ Tʀᴜᴍᴘ Hillary Clinton ᴀɴᴅ ᴍᴏᴅs. ᴛᴏ ᴇxᴛᴇɴᴅ ᴏᴜʀ sᴘᴀᴍ ᴛᴏ ᴛʜᴇ sᴛᴀʀs ᴀʙᴏᴠᴇ. ᴄᴏᴘʏ! ᴘᴀsᴛᴇ! ᴄʜᴀᴛ sᴘᴀᴍ ʙʟᴀsᴛ ᴏғғ ᴀᴛ ᴛʜᴇ sᴘᴇᴇᴅ ᴏғ ʟɪɢʜᴛ! sᴜʀʀᴇɴᴅᴇʀ ᴍᴏᴅs ᴏʀ ᴘʀᴇᴘᴀʀᴇ ᴛᴏ ғɪɢʜᴛ.
Image
Image
Image

User avatar
Inspiregona
Registered user
Posts: 15
Joined: 27 Feb 2016, 23:54
Location: Spess

Re: Buff m42c damage or add stun/knockdown on t1/t2 targets

Post by Inspiregona » 14 Mar 2016, 00:02

What I don't get is why nobody is asking for the grenade launcher to be buffed or anything. That thing's a turd unless you get lucky with a researcher. -1 for the rifle, it's fine how it is. As said above, no weapon should one shot anything, especially when it can be shot out of view of the enemy. At least the SADAR has to be in the user's range to get a kill... in most cases.
Ckey: OPacity

Characters: More than I need.

Locked