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Thread: Marine QOL you wished existed

  1. #11
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    Quote Originally Posted by ObsidianCrow View Post
    bruh you can get like 2 large pistol mag pouches full of M4a3 HP ammo at round start from the vendors. Only like one person will use the M4a3 most rounds so just snatch them up. Dont get me wrong though its hopeless if you late join but its just kind of how the game works. If you join late you cant get the your special loadout you just have to deal
    The vendor merge that was tested and is upcoming doesn't have any HP mags available from vendors outside of req.

  2. #12
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    Quote Originally Posted by c4xmaniac View Post
    The vendor merge that was tested and is upcoming doesn't have any HP mags available from vendors outside of req.
    alright that does suck. I didnt notice that. It has way more VP mags though so I assumed. Usually though you can bum some off the RTO and SG if you're desperate. it does suck that you have to do so much work for a very meh gun in the first place.

  3. #13
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    Making lurker unable to push while cloaked very nice QOL
    Drake Manwell the Trying Marine

  4. #14
    Senior Member Outcast Seer's Avatar
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    The construction list for ammo boxes should be reorganized to display common marine ammo first. Tired of having to scroll down two pages to make rifle ammo boxes.

    A lot of old crates that have no value need to be removed from Req. Worst offenders that come to mind are internals crates and regular marine armor crates.

    Shotgun shell boxes should disappear after being emptied (like MREs). Way too much clutter every round in squad preps that just taxes performance.

    Tweak "recommended" equipment in the various vendors. A lot of the suggested options will just hurt newer players.

    Slightly reduce the duration of deafness from explosions or allow players to still hear the souns of battle. It can be genuinely annoying being subjected to a few minutes of absolute silence just because you were barely within the radius of an HEDP.

    Allow armor to be washed when you step in the shower. Its weird everything but your armor gets cleaned.
    Luca Jagemann, the cynical colonial with the prescription glasses.

    Ancient Synth Williams, on another rescue mission in Brazil.

  5. #15
    Senior Member LilPenpusher's Avatar
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    Quote Originally Posted by Nunk View Post
    - A red light on the crewman APC that comes on when it's reached max capacity. Meaning you don't waste time on the door only to be told it's full.

    - Medbay personnel spawning with a jackknife or bayonet to remove shrapnel

    - Visual damage or shiftclick examine text on cades that have been slashed once or twice to tells you it's been scratched and can be repaired

    - A desk bell in Medbay and Req that lets alt tabbed gamers know that someone has walked in and needs something



    Less QoL and instead straight buffs to engineering:
    All engineer storage options suck -- medical storage options are awesome while engineers do their best to avoid their "recommended" gear

    - Buff the toolbelt rig to hold two rows, including electronics and the light replacer

    - Buff construction pouch from three slots to four. Can hold light replacer

    - Buff tools pouch so that it holds five, so the crowbar can fit

    - A compact gas tank that can fit inside backpacks, holds 100 fuel. If you put it into a regular backpack it would take up same amount of space you lose compared to a welderpack (which holds 260).

    - Buff weldersatchel fuel capacity by 20-40.
    all of this.
    Synthetic Unit 'Amber'.

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  6. #16
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    being able to see the deconstruction steps on a broken APC, so many bald engis just spam every tool on them and it's so sad to see them go afk to open the wiki or just give up

  7. #17
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    remove shivas and fiorna. bad maps. horribly balanced. worse than corsat and prison.

  8. #18
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    Quote Originally Posted by Valo View Post
    second thing is being able to have squad prefs like role prefs.
    that exists

  9. #19
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    Quote Originally Posted by Outcast Seer View Post
    The construction list for ammo boxes should be reorganized to display common marine ammo first. Tired of having to scroll down two pages to make rifle ammo boxes.
    Tweak "recommended" equipment in the various vendors. A lot of the suggested options will just hurt newer players.
    These should be simple changes to make, i'd invite you to make a MR about it if you got time to work on that

    Quote Originally Posted by Outcast Seer View Post
    A lot of old crates that have no value need to be removed from Req. Worst offenders that come to mind are internals crates and regular marine armor crates.
    Arguably ths is a general design problem and with the derelict state of reqs, but not QOL.

    Quote Originally Posted by Outcast Seer View Post
    Shotgun shell boxes should disappear after being emptied (like MREs). Way too much clutter every round in squad preps that just taxes performance.
    Pains me a bit but this might be for best(?), unsure... Right now they should be cleaned automatically by the item cleanup subsystem after a while. The system in question is lacking a lot of items that could be, and pretty inefficient. This is definitely something that should be improved...

    Quote Originally Posted by Outcast Seer View Post
    Slightly reduce the duration of deafness from explosions or allow players to still hear the souns of battle. It can be genuinely annoying being subjected to a few minutes of absolute silence just because you were barely within the radius of an HEDP.
    Ain't really QoL

    Quote Originally Posted by Outcast Seer View Post
    Allow armor to be washed when you step in the shower. Its weird everything but your armor gets cleaned.
    Sounds like a bug, please file it on GitLab if it's not, it's likely the overlay handling is messed up, we have a lot of items that don't properly behave with them

    Quote Originally Posted by ObsidianCrow View Post
    remove shivas and fiorna. bad maps. horribly balanced. worse than corsat and prison.
    No comment. Majority of players seem to be asking for more maps after half of old ones were removed due to such comments.

    Quote Originally Posted by Nunk View Post
    - A red light on the crewman APC that comes on when it's reached max capacity. Meaning you don't waste time on the door only to be told it's full.
    - Visual damage or shiftclick examine text on cades that have been slashed once or twice to tells you it's been scratched and can be repaired
    Makes sense to me, though unsure how easy it'd be to do the APC light updates


    Quote Originally Posted by Nunk View Post
    - Medbay personnel spawning with a jackknife or bayonet to remove shrapnel
    - A desk bell in Medbay and Req that lets alt tabbed gamers know that someone has walked in and needs something
    Arguably not QOL, though i'd say both make sense

    Quote Originally Posted by Nunk View Post
    - Buff the toolbelt rig to hold two rows, including electronics and the light replacer
    - Buff construction pouch from three slots to four. Can hold light replacer
    - Buff tools pouch so that it holds five, so the crowbar can fit
    - A compact gas tank that can fit inside backpacks, holds 100 fuel. If you put it into a regular backpack it would take up same amount of space you lose compared to a welderpack (which holds 260).
    - Buff weldersatchel fuel capacity by 20-40.
    Definitely not QoL yeah, though i agree in particular about the light replacer. We should already have fuel tank as items too, in fact Reqs gets one roundstart.


    Quote Originally Posted by Valo View Post
    Full Auto and Non shit guncode like how Eris or tgmc has it. my sanity has been drained from the amount of times ive needed to just spray and pray or have a short burst of automatic fire but end up just having to spam click on burst mode.
    This ain't QoL but an overall balance and game direction choice. We already have Full Auto, but it was made available only on SGs, some deathsquad or whatever weapons, and stationary HMGs, by design.

    Quote Originally Posted by Valo View Post
    second thing is being able to have squad prefs like role prefs.
    Maybe... At least them being changeable on latejoin screen

    Quote Originally Posted by c4xmaniac View Post
    Add a search bar to ASRS so you don’t need to go through the categories just type what you want and have it pop up.
    This would be nice but would require just redoing the UI entierly - which we should really do at some point, but right now basically all of the game UIs still need to be redone even almost a year after tgui introduction - we just don't have enough people working on that... The ASRS one in particular is critical because it has security concerns... ... For the rest, i'm not sure what else to say other than that you're not entitled to HP mags

    Quote Originally Posted by BeardedWall View Post
    Undoing whatever someone did to the floor tiles that makes it so prying them up does nothing and mopping does nothing.
    This is a bug. I Should have at least partly fixed it recently, though been told there are still issues

    Quote Originally Posted by ZAB1019 View Post
    <snip>
    Only the roof one arguably is QoL (you know my stance on it), and it's been done already. The LZ Detector sucks from a concept view point + is currently buggued due to a recurring issue with camera backend so yeah it should probably be disabled at least temporarily...

    Quote Originally Posted by lmwevil View Post
    being able to see the deconstruction steps on a broken APC, so many bald engis just spam every tool on them and it's so sad to see them go afk to open the wiki or just give up
    APCs in general need a complete port from a more recent codebase, we're still running on like half-decade old bay code there, it's awful... Similarly windoor assemblies and some other things are missing the steps in examine

  10. #20
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    Squad exclusion on character creation.

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