New Weapon for the Spec

Generic, on-topic discussion about Colonial Marines.
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Biolock
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New Weapon for the Spec

Post by Biolock » 26 Sep 2016, 16:34

I was about to write a suggestion, until I realized I'd no idea how I thought it should work. I'm recommending we bring a medium machine gun into play for usage by the specialist, should they so choose. This weapon, I imagine, would function similar to the emplacement guns that we use to have pre-alpha. Anyone have any ideas on how it would be well incorporated?
I'm stressing way too hard about what to put here, so I'm just gonna leave it blank.... or....

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Re: New Weapon for the Spec

Post by Joe4444 » 26 Sep 2016, 16:36

perhaps make it like the sentry gun,in the fact the spec has to assemble it? the spec would have the means and knowledge to make it of course.Other than that...just make it the pre alpha gun emplacements?

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Re: New Weapon for the Spec

Post by darklizard45 » 26 Sep 2016, 16:50

What about... A WAR FIRE SUIT!!
It makes you inmune to fire allowing you to walk trough flames and has a reduced bullet resistance

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Re: New Weapon for the Spec

Post by Eenkogneeto » 26 Sep 2016, 16:59

First of all, It has to set your MEDIC shout to the heavy line 100% of the time when you pick it.
Secondly, Make it a 200 or so round drum mag, 5 round burst medium damage (Between SMG and Rifle) lower accuracy or something, It has to be worth a coin and not going smartgun instead
I dont like the idea of spending your spec coin on a gun thats mounted somewhere easily overrun or bombarded with acid, Unless its REALLY strong in that area.
Also seconding the idea of a actual dedicated firebug loadout with a special firesuit and a belt of incin nades and maybe a backpack that works like a smartgun pack for flamers.
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Re: New Weapon for the Spec

Post by Fritigern » 26 Sep 2016, 18:06

Time to introduce two new roles. Designated marksmen and light machinegunners. Convert the extra locker space in the prep rooms to a room the DM and MG'er share, who are just regular PFC marines but with a special equipment loadout. DM's get the marksmen rifle (Which, by the way, is absolutely useless right now so maybe if we force it on someone it'll actually have a purpose), MG guys get a 'Squad Weapon' variant of the M4, called the M4A1-SW.

The M4A1-SW gets a larger mag capacity, can only fire in burst mode, and comes with a built-in bipod. Firing the weapon un-deployed causes massive inaccuracy (lots of bullet spread is what I mean by inaccuracy in this case), and fires with much great precision when the pibod is deployed (pipods would then be reworked to immobilize you when you activate the special feature of the rifle near a table).

Boom, we give marines a buff and give squads some actual tactics to employ with fixed positions and a more even spread of their firepower so you aren't so handcuffed by your specialist's weapon loadout and if they're retarded or not.

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Re: New Weapon for the Spec

Post by NoahKirchner » 26 Sep 2016, 18:09

Suroruro wrote:First of all, It has to set your MEDIC shout to the heavy line 100% of the time when you pick it.
Secondly, Make it a 200 or so round drum mag, 5 round burst medium damage (Between SMG and Rifle) lower accuracy or something, It has to be worth a coin and not going smartgun instead
I dont like the idea of spending your spec coin on a gun thats mounted somewhere easily overrun or bombarded with acid, Unless its REALLY strong in that area.
Also seconding the idea of a actual dedicated firebug loadout with a special firesuit and a belt of incin nades and maybe a backpack that works like a smartgun pack for flamers.
Pleeeaaaase the flamersuit, ravs and queens are already counters and firesuits are against the uniform rule SO PLEASE DEAR GOD THE FLAMERSUIT I'LL SUCK SO MUCH DEV DICK
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Re: New Weapon for the Spec

Post by Renomaki » 21 Oct 2016, 16:03

Sometimes I wish we had a mortar for the spec, so we could bring our own artillery to battle instead of relying on orbital bombardments. Just imagine having little mortar teams form up, with someone adjusting the angle of the mortar, another being a loader, and another being a spotter, shouting out the distance and direction to aim at before every shot... Would make teamwork all the more fun and explosive, I say.
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Re: New Weapon for the Spec

Post by Boltersam » 21 Oct 2016, 17:21

I'm voting flamesuit. For the simple reason that it's an accepted suggestion, already has counters, and it's the easiest to make. Replace the flamer with a flamesuit, with inbuilt wrist flamers and a large fuel capacity, which is refuelled with fuel tanks.

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Re: New Weapon for the Spec

Post by Liran343 » 21 Oct 2016, 17:55

Basically a storm trooper gun... to be honest I think it should be used as a reward from the USCM to marines who accept (or get assign to) a special mission/operation that will most likely get them killed.. but if they survive they get cool new toys to play with.

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Re: New Weapon for the Spec

Post by Desolane900 » 21 Oct 2016, 19:32

This is all well and cool but when are we going to have a marine job as a light fighting unit or heavy breaching unit. A self sufficient scout and a shotgun focused armored class would be the best thing since Jesus was a corporal.
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Re: New Weapon for the Spec

Post by LordLoko » 21 Oct 2016, 21:47

Firesuit and separing sniper into it's own role would be cool

+1 to both
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Re: New Weapon for the Spec

Post by Nick123q23 » 22 Oct 2016, 18:11

Boltersam wrote:I'm voting flamesuit. For the simple reason that it's an accepted suggestion, already has counters, and it's the easiest to make. Replace the flamer with a flamesuit, with inbuilt wrist flamers and a large fuel capacity, which is refuelled with fuel tanks.
So you want firebats?
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Re: New Weapon for the Spec

Post by tempchar » 22 Oct 2016, 19:04

Nick123q23 wrote:
So you want firebats?
Need a light?

Also I have been wanting flame suits for sooooo long. It would make sense for requisitions to order some advanced fire gear prior to this mission, as LZ-624 is a dense jungle that could use some hellfire.

However, I think that flame damage would have to be reworked in order for a flame suit to be viable. The flamethrowers we have now are awful at killing aliens.

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Re: New Weapon for the Spec

Post by Surrealistik » 22 Oct 2016, 21:04

A hit scan, perfectly accurate cutting edge-prototype laser rifle (lasrifle) with variable power settings (high power = higher damage and pen and _much_ higher ammo consumption, plus vastly reduced fire rate vs baseline; exchange DPS for higher pen and spike damage; more useful vs higher tier aliens | lower power = low damage and pen and _much_ lower ammo consumption plus vastly increased fire rate; more useful vs lower tier aliens). Based off canon laser/energy weapons: http://weyland.wikia.com/wiki/Laser_Rifle_IPC | http://avp.wikia.com/wiki/Laser_pistol_(Nostromo) | http://avp.wikia.com/wiki/XM99A_Phased_ ... ulse_Rifle

Default damage and fire rate at standard power settings would be comparable to a standard pulse rifle with standard munitions, albeit with the advantage of perfect accuracy/hitscan.
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Re: New Weapon for the Spec

Post by Monoo » 23 Oct 2016, 00:07

I think the real question here is how far we can go with complexity regarding marine roles. There are tons of fantastic ideas here, but what to ask for boils down to accessibility for new players, ease of implementation by the devs, and affects on the game balance/meta.

DM/MG gunner roles sound nice. It would give the grunts a few more unique roles and probably do some to change up the largely standard-dominated late game. But I've no idea if we can accommodate all the extra space and gear in the prep rooms, or what effects said roles will have on squad balance or size. At briefing in the beginning of a round, squads usually have a max of 4-5 standards. Taking two of those standards away might make the squad too complex and clunky - thoughts?

The firesuit is a really badass idea, but I share the worries that others have already covered, that the flamethrower is not powerful enough to function as a specialist primary. Either remove it from the vendor (as a non-token item) and give it a heavy rework, which I can't see happening, or add a different flame related primary to the fire suit crate. I feel like the devs could go nuts on this - implement a dragon's breath style incendiary shotgun, an experimental plasma rifle of some type, anything.

We could also divide the specialist role entirely into three categories:

DM/Marksmanship Specialist, with the choice of using the sniper or a marksman m4

Pyro/Demolition Specialist, gets the GL, SADAR (maybe), firesuit, nades, flamer

Heavy Weapons Specialist, gets the smartgun, LMG, emplacement gun, SADAR (maybe), C4

Not sure which role will be able to support the SADAR better with regards to squad diversity and balance.
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Re: New Weapon for the Spec

Post by Boltersam » 23 Oct 2016, 04:01

Nick123q23 wrote: So you want firebats?
Besides them being my favourite Terrain unit?

Yes. Yes I do.

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Re: New Weapon for the Spec

Post by YungCuz » 23 Oct 2016, 04:21

Boltersam wrote: Besides them being my favourite Terrain unit?

Yes. Yes I do.
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Re: New Weapon for the Spec

Post by Boltersam » 23 Oct 2016, 04:25

YungCuz wrote: Oh snap son another starcraft dood.
Firebats are awesome.
So are maruaders.
I love the Hellions and Vikings, simply because both can switch their role very quickly.

Anyways, back on topic, I think the firebat suit would work fine with current flamers, but we could have buffed fire in the form of napalm for them instead, to keep it a viable option compared to the other roles.

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Re: New Weapon for the Spec

Post by YungCuz » 23 Oct 2016, 05:52

So a better flamer thing sounds better so its more viable than a regular flamethrower. I like that.
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Re: New Weapon for the Spec

Post by Monoo » 23 Oct 2016, 17:07

Ooh, I like the idea of a napalm weapon. Lots of potential funsies there. How would it work, though?

Flamethrowers are usually pretty hard to balance in any medium, as you can tell from our own (see also: Team Fortress). It's more of a situational defensive weapon than anything, but I can't think of a way to alter it that would not fundamentally change its mechanics, thus making it not a flame thrower at all.

And if we're adding so many flame-related weapons, I stand by the idea of splitting the spec role up into 3 individual classes.
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Re: New Weapon for the Spec

Post by Boltersam » 23 Oct 2016, 17:39

:(
Monoo wrote:Ooh, I like the idea of a napalm weapon. Lots of potential funsies there. How would it work, though?
If I were to base it off of real life napalm, the flames would last longer, and entering a napalm tile sets you on fire, unlike current fire. Increased damage is debatable, and perhaps different fire settings, like a focused blast, or a more widespread breath of flame, for attacking and area denial respectively.

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Re: New Weapon for the Spec

Post by Surrealistik » 23 Oct 2016, 18:33

Definitely prefer an energy based weapon as opposed to an expansion/embellishment of a weapon we already have.
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Re: New Weapon for the Spec

Post by Imperator_Titan » 15 Jan 2017, 11:57

http://avp.wikia.com/wiki/P9_Sonic_Harp ... tile_Rifle

I would definitely love it if it was in CM.

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Re: New Weapon for the Spec

Post by Sad_Corn » 15 Jan 2017, 13:51

I just want a rework to sniper
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