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Thread: New specialist Ideas

  1. #21
    Member RuAlastor's Avatar
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    Quote Originally Posted by CABAL View Post
    Hazmat spec concept is indeed gimmicky when taking a bit "RP" military approach. Why would Almayer battalion need to have "Hazmat" spec? Only Dam have hazardous materials as it's natural part of the planet. Any other is free from radiation, toxins, or biological hazards.
    Even if they would have, what one marine could change?
    On the other hand we all know that flamers were used by marines in the movie, becouse they knew they will be fighting bugs.
    Although I would like to see a better counter to sticky spam and my Tiberium Trooper quotes are ready to be shouted and put into a label of such chem gear.
    Not only Dam actually. All maps has unknown research facilities so it would be useful to send "Hazmat" there to check it first. Big red even has a VIROLOGY facility. Isn't that biological hazard?
    One marine can check if the air is ok for main forces or USCM should send special forces.
    Although, I agree with Vispainius that the concept is based around meta

  2. #22
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    Quote Originally Posted by CABAL View Post
    Hazmat spec concept is indeed gimmicky when taking a bit "RP" military approach. Why would Almayer battalion need to have "Hazmat" spec? Only Dam have hazardous materials as it's natural part of the planet. Any other is free from radiation, toxins, or biological hazards.
    Even if they would have, what one marine could change?
    On the other hand we all know that flamers were used by marines in the movie, becouse they knew they will be fighting bugs.
    Although I would like to see a better counter to sticky spam and my Tiberium Trooper quotes are ready to be shouted and put into a label of such chem gear.
    Almayer would be expecting to deal with insurgents and riots with the CLF presence, so they might have a hazmat spec for tear gas. Beyond that, you're right. It would be kind of meta.

  3. #23
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    Another spec being made to attack chem enemies isn't really worth it. First off the gear is a major thing that is needing to be created. Second, there isn't a lot of chem Xenos as there are sens/spits/boils/per/queen.

    And having them use the same weapon as the other specs would have, M4R, M42 or the grenade launcher isn't really anything new.

    What would really needed to happen is that the chem spec gets bullets that x2 damage to acid Xenos, but -x2 damage to non acid xenos runs/hunters/rav/crush/burr/drone

  4. #24
    Senior Member SirMandrake's Avatar
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    Minigunner using ole faithful.
    Goosen Dagen-casual marine

  5. #25
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    drone specialist

  6. #26
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    Shield.

    But something really and really better than Riot Shield that actually capable on blocking acid spits, pounce and tackles.

  7. #27
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    exosuit specialist
    or failing that
    moped specialist

  8. #28
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    I've actually been kicking around an idea for a new spec which kind of fills a similar role to the Hazmat spec.

    Riot Control Specialist
    Equipment:
    B21 Riot Control Armour
    A full suit of armour with gloves, boots, a helmet and chest piece. Also comes with a high visibility gasmask, meant to be worn at all times(reduces visibility by only 1 tile). Designed to protect against both riot control chemicals, blunt force trauma from clubs and rocks, small caliber gunfire, and onrushing crowds. When the full suit is worn, provides immunity to neurotoxic spit and resistance to the effects of boiler gas and acid spray(neurotoxic gas will have no effect, acid gas will still do minor damage but sitting in a cloud will not paincrit you, acid spray will deal burn damage to the feet but not stun). Also provides immunity to tackles and pounces from T1s and T2s, and the helmet and mask can take a good number of hugger hits. Won't stop you from being bowled over by a Ravager or a Crusher, and provides only the most basic protection against slashing, explosions and AP gunfire. Is also the slowest suit of armour.

    RS21-M Riot Shotgun
    Based on the real life KS-23, the RS19 is a large bore shotgun designed to suppress prison riots. Originally used by private prison guards and Colonial Marshals for that purpose, a limited number of them have been ordered by the USCM for use against CLF uprisings. The USCM variant has been modified to accept more powerful and lethal ammunition than the Marshal version, but cannot be fired without the aid of the B21 Armour's built-in shock absorbers. Additionally, because of its enormous 23mm bore size, the shells are too large to stack and won't fit inside webbings or pouches. Comes with a special ammunition belt which can hold 8 shells. Holds 3 shells with 1 in the tube, and pumping it is a timed action which takes about a second.

    Ammunition
    23mm Buckshot
    Designed to tear through crowds at short range. Shreds enemies at close range. Pointblanking tends to gib things. Loses its potency quickly over range and has a wider spread than a standard shotgun. Shot falls off to uselessness after about 3-4 tiles.

    23mm Slug
    Designed to stop oncoming civilian vehicles by punching through the engine block. Has great armour penetration and damage. Will stun T2s and ruin human opponents at screen edge. Can stun T3s and the Queen for a second at close range.

    23mm Shrapnel
    Designed to take out clumps of prisoners or rebels at medium range. Releases a burst of 4x4 shrapnel on impact. Will target the ground like rockets at the designated tile if it doesn't run into anything. Devastating against unarmoured opponents, but does penetrate armour very well.

    Less-Lethal Stinger
    A carry over from its Colonial Marshal variant. Not part of the standard kit, but a small box is found in the MP armoury and it can be ordered from Req. Produces a massive, screen-clearing cloud of rubber pellets. Will knock any human caught in it to the ground, and tends to break bones if they're unarmoured. Does no damage to xenos, but can have a similar stunning effect on small ones.

    The idea for this spec is that they could act as an anchor for marine pushes and a deterrent for oncoming xenos, as they're very difficult to stun or shift from their position and carry an extremely potent weapon. However, their vulnerability to slashes and the fact that their weapon is cumbersome to reload and pump, as well as their slow armour, makes them less able to Rambo off on their own. They anchor the push, without BEING the push. They're an alternative to the SADAR, who currently tries to fill that role.

  9. #29
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    You know what would be interesting?

    A Mortar Specialist

    Imagine, if you will, a marine trained and armed with a smaller, more portable, yet just as deadly light mortar that he can deploy rapidly (or even just prop on his shoulder and fire), complete with a special targeting system that allows him to fire it in a fashion similar to a boiler (in that instead of having to fiddle with targeting coordinates, you simply zoom out and click the tile you want to hit, then hope for the best). He would use smaller rounds unlike the heavier mortar, so while he wouldn't deal as much damage as a mortar, the ease of access and rapid mobility makes up for it.

    Of course, this would make him more "specialized" in open ground combat, so he would excel on maps like LV, Surface Ice and most of Red, but would be weaker in situations where he can't fire his mortar freely. This would create a unique role that gives players more situational options in how they tackle a map instead of a generic role that often doesn't take as much thought.

  10. #30
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    Quote Originally Posted by Renomaki View Post
    You know what would be interesting?

    A Mortar Specialist

    Imagine, if you will, a marine trained and armed with a smaller, more portable, yet just as deadly light mortar that he can deploy rapidly (or even just prop on his shoulder and fire), complete with a special targeting system that allows him to fire it in a fashion similar to a boiler (in that instead of having to fiddle with targeting coordinates, you simply zoom out and click the tile you want to hit, then hope for the best). He would use smaller rounds unlike the heavier mortar, so while he wouldn't deal as much damage as a mortar, the ease of access and rapid mobility makes up for it.

    Of course, this would make him more "specialized" in open ground combat, so he would excel on maps like LV, Surface Ice and most of Red, but would be weaker in situations where he can't fire his mortar freely. This would create a unique role that gives players more situational options in how they tackle a map instead of a generic role that often doesn't take as much thought.
    Offscreen damage that could kill a wounded beno?
    *Xenomains spinning and shouting* REEEEEEEE!

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