New Changes Discussion

Generic, on-topic discussion about Colonial Marines.
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Warnipple
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New Changes Discussion

Post by Warnipple » 27 Jun 2016, 23:25

Can we have a thread to discuss the new changes?

From 27 June 2016.

Some highlights that I enjoy:

- Added two new guns that are inaccesible for now.

- Revolvers behave differently. You won't eject the mag when you run out of bullets. You will instead eject all the spent casings and any bullets you have not fired (in the form of a handful) once you manually empty the gun. Once the revolver is empty, you may reload it with a speedloader. You may instead reload it the revolver with a handful of ammo. You can also click a speedloader with an empty hand to make a handful of ammo out of it. You may instead click a speedloader with a handful of ammo to reload it. You can transfer ammo between handfuls of the same type, but you cannot mix them together for the sake of sanity. Unload (or click the revolver with itself) to close the cylinder and fire. You can also spin the cylinder with use unique action if you want to play Russian Roulette.
(You need admin permission to play russian roulette OR an RP reason).

- The replica katana is now a real weapon that is okay for real combat. Beware the samurai.

- Shotguns adjusted. Slugs behave like regular bullets, but do more damage (they had damage fallout before, losing damage as they travelled) with good armor penetration. Buckshot has very short range, but it does massive damage up-close, and quickly loses damage the more it travels.
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crono23
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Re: New Changes Discussion

Post by crono23 » 27 Jun 2016, 23:31

I feel there should be a new rule on how to properly execute Russian Roulette. Not everyone's gonna know you need to ask an admin to do so, especially with it being greytide season.
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apophis775
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Re: New Changes Discussion

Post by apophis775 » 27 Jun 2016, 23:53

I was debating making a "spin" variable to randomize the cylinders

Mech__Warrior
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Re: New Changes Discussion

Post by Mech__Warrior » 28 Jun 2016, 00:56

Warnipple wrote:Can we have a thread to discuss the new changes?

From 27 June 2016.

Some highlights that I enjoy:

- Added two new guns that are inaccesible for now.

- Revolvers behave differently. You won't eject the mag when you run out of bullets. You will instead eject all the spent casings and any bullets you have not fired (in the form of a handful) once you manually empty the gun. Once the revolver is empty, you may reload it with a speedloader. You may instead reload it the revolver with a handful of ammo. You can also click a speedloader with an empty hand to make a handful of ammo out of it. You may instead click a speedloader with a handful of ammo to reload it. You can transfer ammo between handfuls of the same type, but you cannot mix them together for the sake of sanity. Unload (or click the revolver with itself) to close the cylinder and fire. You can also spin the cylinder with use unique action if you want to play Russian Roulette.
(You need admin permission to play russian roulette OR an RP reason).

- The replica katana is now a real weapon that is okay for real combat. Beware the samurai.

- Shotguns adjusted. Slugs behave like regular bullets, but do more damage (they had damage fallout before, losing damage as they travelled) with good armor penetration. Buckshot has very short range, but it does massive damage up-close, and quickly loses damage the more it travels.
When you can walk into your own buckshot after you fire and take a lot of damage, I'm not entirely sure. I know I fired buckshot once and was able to walk into the damage radius, getting shrapnel lodged in my body. It wasn't fun.

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KingKire
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Re: New Changes Discussion

Post by KingKire » 04 Jul 2016, 02:17

how about those new sound assets? im liking them soo much. The sound of a marine being muffled by a hugger, etc.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...


...

But seriously, does uh, anyone know the way out?!


~Furthermore, I consider that Floodlights should no longer be destroyed.~

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