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View Poll Results: Attachments - Good or Bad System?

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  • [Yes, I believe it works Well]

    23 63.89%
  • [No, I believe it works Poorly]

    13 36.11%
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Thread: Discussion - Attachments are Bad? Could QoL Updates Work Better?

  1. #1
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    Discussion - Attachments are Bad? Could QoL Updates Work Better?

    Right, so I've been processing how much Colonial Marines has changed from when there were very few attachments in the past to the over bloated amount we have now. I believe this leads to an over-emphasis of min/max gaming, where the focus should be on MediumRP instead of the TDM nightmare it has become (we shouldn't be focusing on getting that 2% damage boost or fire rate buff).

    Furthermore, to make matters worse a lot of the attachments are gimmicky and don't really make weapons much better. Instead they add extra QoL features that feel like they could have instead been standard issue (bayonet, mag harness, flashlight).

    Secondly, since there are a few powerful restricted attachments like Barrel Charger or some of the more powerful scopes that screw with the overall balance of the weapons the marines get. Thus, the stock stopping power of weapons are lowered to properly balance for the small circulation of powerful attachments that only a few people get to use.

    In the past as well, the sniper spec was really the only one with a scope which made HvH more balanced since only one person was sniping people offscreen (an example of too many attachments messing with game balance). A possible solution to this would be to replace the current attachment system with weapons already coming with certain attachments that make sense/balanced for that weapon (sniper rifle comes with a scope; pulse rifle comes with flashlight, retractable bayonet, mag harness built in; etc ). These attachments could show up in the player panel to toggle them on or off, if adding small buttons for all them instead is too difficult.

    The point is the development team could properly balance the marine weapons and add the QoL improvements for everyone on weapon vend, without having players go through the attachment ordeal every round. Lastly, this changes the focus away from TDM because players could actually RP roundstart marine side instead of worrying about getting the best attachments.

    Let me know if this sounds like a good or bad idea, why or why it isn't, and any improvements or changes to what I said.

  2. #2
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    Let people set their starting loadout in the character sheet. (I guess this is complicated to do well for every role so maybe just for PFCs which account for at least 50% of req lines)
    Now you've cut down the filler time where people repeat the same thing every round like zombies and you have more time for medium RP and dabbing on MPs.

  3. #3
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    Quote Originally Posted by Trench007 View Post
    Secondly, since there are a few powerful restricted attachments like Barrel Charger or some of the more powerful scopes that screw with the overall balance of the weapons the marines get. Thus, the stock stopping power of weapons are lowered to properly balance for the small circulation of powerful attachments that only a few people get to use.
    bruh.

  4. #4
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    Quote Originally Posted by lurkermain View Post
    Let people set their starting loadout in the character sheet. (I guess this is complicated to do well for every role so maybe just for PFCs which account for at least 50% of req lines)
    Now you've cut down the filler time where people repeat the same thing every round like zombies and you have more time for medium RP and dabbing on MPs.
    This is a good idea. I would like being able to preset my equipment, and it would make first time CTs not commit sudoku when assigned to the lines of doom.
    However... what offset would we have to prevent the metarush?

  5. #5
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    I feel like I'm asking for a lot when I go to req. My typical order is "A mag harness, m41 stock, angled grip, magazine pouch, and a webbing." But part of that is that I'm asking for things that would be standard issue for any sane military. Magazine pouches are standard issue, and most weapons wouldn't be issued without a stock. In the movies the M41A's had collapsible stocks built in. A sling, angled grip, and a webbing aren't asking too much, and honestly the sling and webbing are fairly standard issue too.

    My biggest issue with attachments though is the amount of nonsense attachments. There's lots of repeat attachments, a few things that can't be attached to a firearm but are attachments anyway (bfa/qfa), and a few nonsense attachments.
    I mean what, and I cannot stress this enough, the actual fuck is a "barrel charger" supposed to be?

    I have thought on how I think attachments should be... I'll post a link later with more on that.

  6. #6
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    theoretically best loadout is two 37s, one with a gyro-recoil-vgrip for one handing with slug shells and a default or at least with a light 37 with buck. Duel wield for max laziness and slug first then run up and buck them to finish off. If out of slug or facing stronger foes then load both with buck and go to town PBing everything.

    Biggest problem is nerfs to acid damage makes PBing god like and been a thorny issue for aliens for a while.

    Other attachments and guns are memes, hell armor is a meme. Go fast or die. If you can run surv speed not much is going to live. Same in hvh, just go armorless and charge out with slug shottie or 39, 41 is too slow and slug at least can stun at least, load other with fletchee for long range shottie in hvh

  7. #7
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    Attachies used to be a way to let a few players have fun while the rest was getting mauled by 70% winrate xenos.

    Now they're plentiful but weaker and basically necessary on most guns.

    People like pimping their guns and there's enough for everyone so I don't really see what the issue is.

  8. #8
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    It allows you to tailor your gun to your gameplay style. Any shortcomings from something like the required scarcity of BC is a shortcoming of balance, not the attachment system itself. Ideally, most attachments should be regularly available to all marines, and only attachments that necessarily drastically change marine effectiveness should be limited (The B8 Smart Scope is the only one that is too transformative as to be made widely available as far as I'm concerned). If BC needs to be limited to prevent abuse, that means it's power is not scaled properly. More narrowly define its role and make it widely available. For instance, if you want it to be exclusive to short-mid range damage output, then emphasize the accuracy penalty for longer ranges and exclude it from shotguns (Where accuracy is nearly irrelevant and the BC would represent a must-have).

    Balancing when the toolkit is too broad is impossible. Define what roles each attchment should push the weapon towards, then balance based on that. It's already better in this regards than 2018 CM, as we have a better defined difference between Suppressor and Recoil Comp, as well as Red Dot and Reflex Sights.

  9. #9
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    Attachments bring some new play styles to the table, dual wielding pistols requires attachments, one handing primaries is also in the same bunch, m39 comes to mind

  10. #10
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    I think they work fine. Maybe you could argue some guns shouldn't have certain attachments or what ever, but without them, PFC gameplay would be unbearable. Some attachments, like scopes, allow PFCs to not be at the mercy of certain castes of xenos. Without scopes, boilers would never have to worry about harassing cades once a few specialists died.

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