Remove AP M41A ammo

Page Avenue
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Re: Remove AP M41A ammo

Post by Page Avenue » 23 Apr 2016, 21:03

Hollow point and overpressure ammo when?

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Re: Remove AP M41A ammo

Post by Reimer » 24 Apr 2016, 06:42

I'll throw in on the side of Cargo Ordered Only instead of total removal actually. Thinking about it, the stem of the issue could be that everyone can get them.

We've all had a friendly fire incident now and again, some more than others, and the fact that (effectively) all Marines can get bullets that can buddyfuck a fellow Marine with a single shot for upwards of 30 minutes presents us with an easy problem to solve which I think will help greatly with the current Marine situation. (Not a single Marine victory yesterday, and I was on for most of the day, but that's a different can of worms.)

In short, I can see pretty much everyone on the Marine team, from Doctor to Engineer to Command Staff, being happier if Cargo distributed AP with a maximum of two per Marine, possibly only to Non-Standards.

Alternate solutions could be for CMOs to authorize Doctors to create Triage centers in the Chapel more often to deal with the increased number of Marine casualties that need surgery, or for Command to issue PSAs over the comms net at roundstart that inform Marines of the dangers of the new AP rounds.

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Dyne
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Re: Remove AP M41A ammo

Post by Dyne » 24 Apr 2016, 08:33

Edgelord wrote:So is it generally agreeable that we make them ordered from cargo? I think that's a fair compromise.
Cargo is already overloaded with stuff.
If limit them- better grant them for SL's/SPC's to distribute.
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Jeser
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Re: Remove AP M41A ammo

Post by Jeser » 24 Apr 2016, 09:17

Dyne wrote: Cargo is already overloaded with stuff.
If limit them- better grant them for SL's/SPC's to distribute.

This. Don't give APs to cargo - they already have enough shit, that needs to be ordered and not enough points.
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TeknoKot
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Re: Remove AP M41A ammo

Post by TeknoKot » 25 Apr 2016, 07:13

-1 aim for groin and there you have it. You may build up toxins from it, but it can be fixed easily.
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Re: Remove AP M41A ammo

Post by Egorkor » 25 Apr 2016, 07:36

it deals a shitload of damage too, aiming for the dick will barely help. I've seen a pred dropped into deep orange from ~10 or so bullets.

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Re: Remove AP M41A ammo

Post by Tristan63 » 25 Apr 2016, 09:45

+1

Shooting wildly down a corridor of the sulaco and a guy runs infront of me to have his head blown off.
AP sucks

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Re: Remove AP M41A ammo

Post by freemysoul » 25 Apr 2016, 10:02

It's not a problem with AP doing tons of damage, it's the code they work on, They scale up in damage based on your Armour values.

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Re: Remove AP M41A ammo

Post by Jeser » 25 Apr 2016, 10:13

freemysoul wrote:It's not a problem with AP doing tons of damage, it's the code they work on, They scale up in damage based on your Armour values.
Ehm, are you sure?? So, if i take off armor and uniform, it will be less damage?? I doubt that, honestly.
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Re: Remove AP M41A ammo

Post by Reimer » 25 Apr 2016, 14:26

TeknoKot wrote:-1 aim for groin and there you have it. You may build up toxins from it, but it can be fixed easily.
I've been critted with a shot to my hand (and more recently, my foot), all this'll do is blow folks' dicks off.

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Re: Remove AP M41A ammo

Post by freemysoul » 25 Apr 2016, 17:10

Jeser wrote: Ehm, are you sure?? So, if i take off armor and uniform, it will be less damage?? I doubt that, honestly.
It does actually I've tried it before

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Re: Remove AP M41A ammo

Post by OatzAndHoes » 25 Apr 2016, 23:07

+1
Have it a cargo orderitem.

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Re: Remove AP M41A ammo

Post by Jeser » 14 May 2016, 03:01

Bumping. We need to do something with this shit.
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Re: Remove AP M41A ammo

Post by Lucius Jones » 14 May 2016, 12:43

+1 for removal, or RO only issue. No marines just fireing down three people because missclick on full auto.
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Re: Remove AP M41A ammo

Post by Fritigern » 15 May 2016, 16:21

Gotta agree with Stamos on this. I'm glad that AP rounds are in the game, but giving them away to the first round of landing marines just hurts everyone.

But the problem that then rises is with the fact that in most games the RO office completely falls apart after 20 minutes or so, and trying to get supplies to the planet is like pulling teeth. One problem leading into another, etc.

So, neutral until MT and RO get a rework.

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Re: Remove AP M41A ammo

Post by ShortTemperedLeprechaun » 15 May 2016, 17:12

Fritigern wrote:Gotta agree with Stamos on this. I'm glad that AP rounds are in the game, but giving them away to the first round of landing marines just hurts everyone.

But the problem that then rises is with the fact that in most games the RO office completely falls apart after 20 minutes or so, and trying to get supplies to the planet is like pulling teeth. One problem leading into another, etc.

So, neutral until MT and RO get a rework.
More like pulling teeth. From a hippo. Without anesthetic. Or proper tools. Just dental floss.
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Re: Remove AP M41A ammo

Post by PapaJammie » 15 May 2016, 17:20

+1

Perhaps RO issued only, or only accessible to specialists.

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Ms.Degrasse
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Re: Remove AP M41A ammo

Post by Ms.Degrasse » 15 May 2016, 18:21

"Remove >Useful-Thing-That-When-Misused-Kills-My-Charater<"...?

We have TWO groups of Xenos, guys:
- Heavily armoured ones (Queen, Ravager, Crusher and Praetorian)
- All the others.

Thing of importance?
Unless you jump into the hive earlier in the game, you are only going to face the heavily armoured xenos later in the round.

"HurrDurr tactics, AP = OP so use it everytime!"
-> People filling entire marine belts and backpacks with AP ammo at the round start, and firing them all on the other marines when trying to hit the less-armoured xenos.
...Including hard-to-aim-at ones, like Runner, Hunter and Carrier, who are better dealt with a launched grenade and a salve of normal gunfire instead of AP ammo. (PURE GENIUS!!!!!!! -> Only not...)

Not only it causes a lot of friendly fire, but it's also a WASTE of those AP projectiles.

And the remedy is removing the resouce? It's serious?
... So if the SADAR were standard issue, you would be suggesting to remove it too by the same logic, huh?

BIG -1 on this one.

You must learn, and teach the other, the following things:

1 - Understand that "AP rounds" are for you to get three magazines on maximum and spare them for the using at the right time. (It isn't for you to plant on every runner you face around.)

2 - Learn to aim. Don't shoot unless you have a clear line of sight. (Unless you are shooting to a wall or other inert obstacle for scaring your foe.) Once you master it, the friendly fire is reduced by a 49% factor at least.

3 - For another additional 49% reduction?
Learn to move yourself when there is a group with you going after the same target.
This is of great importance...
You aren't in requisitions office anymore, so don't go as a straight queue.
Move away from the line of fire of people who is behind you and towards haing a clear line of sight.
Use the diagonal movement!
This is excellent, not only for you to don't get friendly fire, but also for them to having a chance for aiming and as so to help you defeating the enemy.

It isn't that hard to do those things. Just a matter of training and practice.
Do you feel you are particularly bad at this?
Use the shooting range like you would in real life!

Simulate a group combat situation by placing small targets at a distance, and big targets close to you.
Move around non-stop, in circles or zig-zag and shoot the smaller ones without hitting the others. ;)

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Re: Remove AP M41A ammo

Post by Jeser » 16 May 2016, 01:49

Ms.Degrasse wrote:bunch of text
Cap, you forgot to fly away. Seriously, why are you explaining this? Everyone here knows about that. Now explain this to chucklefucks and rookies who don't even have account on forum. You will fail. Because people don't want understand at all when you try to guide them in CM mechanics.

If server population consisted only of people from forum, we'd have so low level of FF that we wouldn't even whining about. But we have a bunch of side players, who just join to shoot, not think. That's where 85% of FF come from.

We need APs removed from general access.
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Re: Remove AP M41A ammo

Post by Whistle » 16 May 2016, 07:50

Jeser wrote: Cap, you forgot to fly away. Seriously, why are you explaining this? Everyone here knows about that. Now explain this to chucklefucks and rookies who don't even have account on forum. You will fail. Because people don't want understand at all when you try to guide them in CM mechanics.

If server population consisted only of people from forum, we'd have so low level of FF that we wouldn't even whining about. But we have a bunch of side players, who just join to shoot, not think. That's where 85% of FF come from.

We need APs removed from general access.
Nail on the head. +1

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Re: Remove AP M41A ammo

Post by Solacian72 » 16 May 2016, 09:52

Yeah, AP round suck. For some reason, one of my arms always gets shot, and right after that, a ravaged decides to charge excusively me and then my arm gets cut off and my ribs become broken. I'm not joking, that's happened literally every round for me recently. It's always the non-robotic arm, too.

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Re: Remove AP M41A ammo

Post by zskninoh » 16 May 2016, 11:07

Dyne wrote:-1 on limiting AP bullets, +1 on upping marine armor against them a bit.
I agree. AP rounds REALLY make the difference when you get swarmed by a force of 10+ t3s.
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Re: Remove AP M41A ammo

Post by Ms.Degrasse » 16 May 2016, 17:43

Jeser wrote:...Because people don't want understand at all when you try to guide them in CM mechanics..
..But we have a bunch of side players, who just join to shoot, not think. That's where 85% of FF come from....
Write a good guide... Post to them in OOC... Some of them will read and become much better.

P.S.: It's not just the AP they use wrong... They burn you with flamethrower, toss grenades at you,stick a marine knife on you when trying to clean weeds, destroy Sulaco with the supermatter, fail at surgery and murder you instead of healing, ... (mani ...'s).

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Ms.Degrasse
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Re: Remove AP M41A ammo

Post by Ms.Degrasse » 16 May 2016, 17:53

zskninoh wrote: I agree. AP rounds REALLY make the difference when you get swarmed by a force of 10+ t3s.
/\_ This is what I am talking about... Removing them, or even making access much harder, will basically ditch the best BUFF against the xenomorphs the marines ever received...

We must make a campaign for people to use them only when necessary.
And handle out good information about how to fight on this game without causing friendly fire.

Removing this buff is a reckless thing considering it's effects!

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Re: Remove AP M41A ammo

Post by Abbysynth » 16 May 2016, 18:00

It's not up to us to police people using the tools we provide. Friendly fire is an issue that you should deal with and punish in game, not dealt with in code to make it more like Dr. Seuss's Point & Click To Kill Xenos. If someone shoots you in the head, get them court martialed. Remember their names and ostrasize them like you do to people with bad names or reputations. AP rounds don't cause friendly fire, you do, and is an integral part of any modern combat scenario. It's not going anywhere and neither are AP mags, it's up to players to learn to use them (and guns) correctly.

Use walk move intent.
Stay behind the baldies or guys with guns held in both hands.
Immediately yell FRIENDLY FIRE if you get shot.
Use one of two tactics: Skirmish or line. Bunching up will get you killed.
Stay away from people with a tendency to overshoot or shoot wildly at fast moving targets.
Stay behind barricades.
Don't use help intent.

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