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Thread: APCs Feedback, Commentary, and Spitballing

  1. #21
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    Quote Originally Posted by wubawubadickcheney View Post
    Could make APC A "deployable" where you anchor it and drop a ramp letting marines see and walk into the back to remove supplies or whatever. Would make deploying marines, moving supplies and getting wounded in/out faster.
    Even better, don't make it need to deploy to open the ramp. If you jump out of it you inherit it's momentum, taking massive damage and stun as you bleed that momentum. If it backs over you with the rear ramp open there's a 50/50 chance of either ending up inside of it or just getting run over.

  2. #22
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    Thinking about it more, and how in the films it ran operations on the ground, maybe represent the command aspect of the command apc with a subtler buff. E.g. 10% more requisition points generated when the APC is on planet, or perhaps a fraction more intel? Maybe Intel could be brought to it instead of only back to the ship? That would give it a nice function as an IO carrier.

  3. #23
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    Quote Originally Posted by Ausrine View Post
    Thinking about it more, and how in the films it ran operations on the ground, maybe represent the command aspect of the command apc with a subtler buff. E.g. 10% more requisition points generated when the APC is on planet, or perhaps a fraction more intel? Maybe Intel could be brought to it instead of only back to the ship? That would give it a nice function as an IO carrier.
    Yeah the APC feels very underwhelming, probably because the devs didn't want it to be quite as strong as the tank was on release. Unfortunately, it seems like they went too far with it and it's just all-around too weak to be of much use with the specialized modules. Some good buffs would be what you suggested, as well as these:

    Medical APC:
    Just give it an autodoc, and maybe a marinemed or westonmed that marines can access. That would already make it perfect

    Command APC:
    Let it do laser designating as fast as a LT/Scout does (I think they do it the fastest, not sure if the CO is any faster) and give it a mortar or the tank's grenade launcher, that way it can actually defend itself against runners and lurkers.

  4. #24
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    My suggestion is a full on logistics APC. It has ammo built in, a fixed drop point for crates, etc etc.

    Additionally the interior feels insanely cramped and uncomfortable for the APC and I'd like it a tiny bit larger

    Another APC variant not discussed is a straight up mortar APC, with the driver being able to get coordinates and the gunner being able to fire a coordinates based mounted mortar on it

    Perhaps even an APC variant that removes weapons, adds a huge thicc armour instead and gives it the tank ramming wall-smashing capacity and name it a breacher APC for deep charging

    in terms of *balance* I think the APC should always be around below 100 and the tank above 100 because at highpop the APC is just too small to matter and picking it is essentially soft griefing

    also a way to visually tell the variants, even if it was just a coloured strip or a big fuckoff medical + on the side

  5. #25
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    Quote Originally Posted by Just L View Post
    give it a mortar or the tank's grenade launcher, that way it can actually defend itself against runners and lurkers.
    During that one test that Cakey hosted, the APC did have a GL as a placeholder for the flare launcher, and that worked pretty well.
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  6. #26
    Senior Member Dreven's Avatar
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    If CM insists on having these crazy wacky vehicles can the CO's atleast pick which one we get?

    As a support vehicle itd be nice if the APC could buff marines around it, like the orders system. Or maybe a "mobile fob" type thing that could plant the APC in the ground and foldout barricades in a square around it.

    Or better yet get rid of the tank and APC completely because their a balance nightmare, both for themselves and how xenos need to be balanced to destroy them (raising the power creep further) and also because MT constructed combat loaders would be 10x cooler and more useful anyway

    The sprites for them are very nice though props to whoever did that
    Last edited by Dreven; 02-20-2020 at 06:36 AM.

  7. #27
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    Quote Originally Posted by Dreven View Post
    If CM insists on having these crazy wacky vehicles can the CO's atleast pick which one we get?

    As a support vehicle itd be nice if the APC could buff marines around it, like the orders system. Or maybe a "mobile fob" type thing that could plant the APC in the ground and foldout barricades in a square around it.

    Or better yet get rid of the tank and APC completely because their a balance nightmare, both for themselves and how xenos need to be balanced to destroy them (raising the power creep further) and also because MT constructed combat loaders would be 10x cooler and more useful anyway

    The sprites for them are very nice though props to whoever did that
    yes please, just have badass combat exosuits, with upgrades through defcon, maybe tied in with supply or research somehow

    like, for a good example of this, see natural selection 2's exosuits

  8. #28
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    Quote Originally Posted by kooarbiter View Post
    yes please, just have badass combat exosuits, with upgrades through defcon, maybe tied in with supply or research somehow

    like, for a good example of this, see natural selection 2's exosuits
    Aliens already have Combat Loaders in Comics. Just make some of them look more like C&C Wolverine.

  9. #29
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    Quote Originally Posted by Dreven View Post
    If CM insists on having these crazy wacky vehicles can the CO's atleast pick which one we get?
    Considering how we have CO's that log in to execute marines and immediantly cryo afterward, maybe giving more power to one person by taking it away from the two that will actually have to operate it isn't the best idea in all cases. There's a reason the TC's get to decide what tank equipment they take. There are CO's that honestly don't understand that the only reasonable support module is the artilery module, even on Prison Station. Some wouldn't understand whether or not an apc or tank is more suitable for the map at hand. I still think a 2 minute timer should be used to give command a moment to converse with the VC's to tell them if they have a plan in mind, or to leave them to their own devices. But ultimately it should be a matter decideable by the non whitelist command roles.

  10. #30
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    Quote Originally Posted by CABAL View Post
    Aliens already have Combat Loaders in Comics. Just make some of them look more like C&C Wolverine.
    They also had Alice in AVP2. Which you should play if you haven't yet.

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