Smartgunner needs a buff?

Generic, on-topic discussion about Colonial Marines.
Post Reply
User avatar
JennerH
Registered user
Posts: 559
Joined: 26 Oct 2017, 13:12
Byond: JennerH
Steam: Chocolate Thunder

Re: Smartgunner needs a buff?

Post by JennerH » 14 Dec 2018, 05:27

I like the auto fire option but I want more information on it. Would it be like, you target a entity and now your gun fires on it continuously while you focus on moving, is it like a sentry gun, ect
Delaney
----------- Song of the Month -------------------
https://youtu.be/wdNAYokSlCc

User avatar
awan
Registered user
Posts: 581
Joined: 11 Mar 2018, 18:11
Location: Houten, Utrecht, NL
Byond: Awan
Steam: Awan
Contact:

Re: Smartgunner needs a buff?

Post by awan » 14 Dec 2018, 05:37

JennerH wrote:
14 Dec 2018, 05:27
I like the auto fire option but I want more information on it. Would it be like, you target a entity and now your gun fires on it continuously while you focus on moving, is it like a sentry gun, ect
It would be like the target function except it keeps firing as long as the alien is in view. So you do have to click/target them.
Image

User avatar
Vampmare
Registered user
Posts: 200
Joined: 07 Jan 2018, 15:45
Byond: Vampmare

Re: Smartgunner needs a buff?

Post by Vampmare » 14 Dec 2018, 05:40

Sounds good to me, it will really bring out the smartgunner as its own role instead of being a mix between a spec and private.

Weight support might make smartgunners a bit too fast, as speed is key in the game, but I really like the reducing delay.
I have a few whitelists and a few characters...

User avatar
JJG
Registered user
Posts: 83
Joined: 25 Jun 2018, 18:18
Byond: JJG

Re: Smartgunner needs a buff?

Post by JJG » 14 Dec 2018, 05:40

awan wrote:
14 Dec 2018, 04:50
Now for the subsystems.
  • Recoil Dampening:
    When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)
  • IFF Targeting:
    When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.
These two seem kind of redundant.
  • Recoil Dampening:
    Assuming current damage and ROF having this turned off ever would make no sense because it would make the gun useless since you do so little damage you need to actually hit everything like at least 10 times.
  • IFF Targeting:
    The whole point of the smartgun is that it has IFF. Without the IFF it would just be a bad gun with no benefit (assuming current damage, wield delay and so on)
- Henry Hard - - Jackson Hard - - Billy 'Bob' Tucker -

User avatar
Boersgard
Registered user
Posts: 83
Joined: 25 Nov 2018, 07:22

Re: Smartgunner needs a buff?

Post by Boersgard » 14 Dec 2018, 05:41

awan wrote:
14 Dec 2018, 04:50
Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
  • 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
  • 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
  • 3. Their armor will be extended to their arms
Now for the subsystems.
  • Recoil Dampening:
    When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)
  • IFF Targeting:
    When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.
  • Infrared Targeting:
    When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.
  • Obstacle Targeting:
    When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)
  • Motion Sensor:
    It would be a mode on the equipment and ofc we all know what it does.
  • Autofire mode (very taxing when firing.)
    This speaks for itself. And it is one that was suggested but I am not fully sold on.
  • Weight Support
    Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
Now the more systems you have active the quicker you drain.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
I like the idea in general, but I'm worried this would end up too complicated and clunky.

User avatar
awan
Registered user
Posts: 581
Joined: 11 Mar 2018, 18:11
Location: Houten, Utrecht, NL
Byond: Awan
Steam: Awan
Contact:

Re: Smartgunner needs a buff?

Post by awan » 14 Dec 2018, 05:44

JJG wrote:
14 Dec 2018, 05:40
These two seem kind of redundant.
  • Recoil Dampening:
    Assuming current damage and ROF having this turned off ever would make no sense because it would make the gun useless since you do so little damage you need to actually hit everything like at least 10 times.
  • IFF Targeting:
    The whole point of the smartgun is that it has IFF. Without the IFF it would just be a bad gun with no benefit (assuming current damage, wield delay and so on)
1. It might not be current damage and or ROF.
If it has mk2 stats it would still be a (viable) system. And without it it would still be reasonable as well.
2. You can already turn it off. Not having it on just means less power drain. If you are standing on cades at the fob you likely wont FF.
If you take point same deal.
With the improved sights and motion sensor it might make sense to be the point man.
Image

User avatar
JJG
Registered user
Posts: 83
Joined: 25 Jun 2018, 18:18
Byond: JJG

Re: Smartgunner needs a buff?

Post by JJG » 14 Dec 2018, 05:48

awan wrote:
14 Dec 2018, 05:44
stuff
Yeah, it doesn't sound bad. I just wish we could have a smaller plain stat change by tweaking simple values for the gun to make it viable now, instead of having it fun and useful whenever this update is done.
Then again...who knows when the Weapon Rebalance comes and what it will do...
- Henry Hard - - Jackson Hard - - Billy 'Bob' Tucker -

User avatar
DefinitelyAlone0309
Registered user
Posts: 530
Joined: 21 Jan 2018, 10:42
Location: Almayer
Byond: DefinitelyAlone0309

Re: Smartgunner needs a buff?

Post by DefinitelyAlone0309 » 14 Dec 2018, 05:48

After a second viewing, I don't really like Recoil Dampening as a subsystem, because it's too big of a thing to not have. I simply can't see a situation where I can turn it off unless the recoil is easy to deal with

_ IFF can be turned off when it's HvH or mutiny or just defending the FOB

_ Infrared can be turned off if you're fighting in a well-lit area or just enough lights to see the stuff you need to shoot.

_ Obstacle Targeting can be turned off if you're not fighting near barricades, like in the caves, or just while moving to the objective.

_ Motion Sensor can be turned off if you're fighting in a well-lit area

_ Autofire can literally be kept off until you need to spam

_ Weight Support can be turned off if you're just defending the FOB for example, and not need to move around much.

Also, I would like a subsystem for falloff damage (combined with accuracy) subsystem, and "Weak Point Targeting" (more AP but drains like a bitch). Also a "Quick Draw" subsystem to deal with the wield delay
Last edited by DefinitelyAlone0309 on 14 Dec 2018, 05:53, edited 1 time in total.
The one and only Bex Jackson

User avatar
awan
Registered user
Posts: 581
Joined: 11 Mar 2018, 18:11
Location: Houten, Utrecht, NL
Byond: Awan
Steam: Awan
Contact:

Re: Smartgunner needs a buff?

Post by awan » 14 Dec 2018, 05:51

JJG wrote:
14 Dec 2018, 05:48
Yeah, it doesn't sound bad. I just wish we could have a smaller plain stat change by tweaking simple values for the gun to make it viable now, instead of having it fun and useful whenever this update is done.
Then again...who knows when the Weapon Rebalance comes and what it will do...
Sg is already getting /something/ very soon.
Image

User avatar
RuAlastor
Registered user
Posts: 51
Joined: 29 Oct 2018, 05:11
Location: Moscow, Russia
Byond: RuAlastor
Steam: RuAlastor

Re: Smartgunner needs a buff?

Post by RuAlastor » 14 Dec 2018, 06:16

awan wrote:
14 Dec 2018, 04:50
Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
  • 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
  • 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
  • 3. Their armor will be extended to their arms
Now for the subsystems.
  • Recoil Dampening:
    When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)
  • IFF Targeting:
    When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.
  • Infrared Targeting:
    When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.
  • Obstacle Targeting:
    When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)
  • Motion Sensor:
    It would be a mode on the equipment and ofc we all know what it does.
  • Autofire mode (very taxing when firing.)
    This speaks for itself. And it is one that was suggested but I am not fully sold on.
  • Weight Support
    Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
Now the more systems you have active the quicker you drain.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
really cool, what about attachements? will they be the same? what's with the stats like accuracy, damage? will they be they same?

User avatar
CABAL
Registered user
Posts: 556
Joined: 02 Apr 2018, 06:11
Byond: Zciwomad

Re: Smartgunner needs a buff?

Post by CABAL » 14 Dec 2018, 06:25

Smartgunner needs shoulder guards and better gloves, becouse he can't shoot with only one arm/hand.
Smell of the BBQ in caves... Brought to you by Cabal Shephard!
I REDEEMED MYSELF! IN THE NAME OF KANE!

IIII IIII IIII IIII II

User avatar
Dolth
Registered user
Posts: 1470
Joined: 30 Apr 2015, 14:48
Location: Brig probably
Byond: Pette

Re: Smartgunner needs a buff?

Post by Dolth » 14 Dec 2018, 06:39

Any subsystem to increase ROF or damage?

Also keep in mind the recoil is based on a ratio you calculate with weight/catridge power. The heavier the gun is, the less recoil you have. BUT, the bigger the catridge is, the more recoil you get, and big guns often have big catridges soooooo.
But in our case (as much as LMG case), you get almost no recoil if you somehow manage to shoot by yourself.
New signature 03/10/2018
► Show Spoiler

User avatar
Steelpoint
Donor
Donor
Posts: 1432
Joined: 29 Jul 2015, 06:04
Byond: Steelpoint

Re: Smartgunner needs a buff?

Post by Steelpoint » 14 Dec 2018, 06:45

So long as there are HUD icons you can click to turn on and off subsystems, then I think it's be a interesting approach.
This is war, survival is your responsibility.

Alan Bentway: Marine
Kwei Ikthya-de: Predator

User avatar
JennerH
Registered user
Posts: 559
Joined: 26 Oct 2017, 13:12
Byond: JennerH
Steam: Chocolate Thunder

Re: Smartgunner needs a buff?

Post by JennerH » 14 Dec 2018, 11:44

awan wrote:
14 Dec 2018, 05:37
It would be like the target function except it keeps firing as long as the alien is in view. So you do have to click/target them.
That's actually pretty awesome. Helps make the smart gun smart I think
Delaney
----------- Song of the Month -------------------
https://youtu.be/wdNAYokSlCc

User avatar
awan
Registered user
Posts: 581
Joined: 11 Mar 2018, 18:11
Location: Houten, Utrecht, NL
Byond: Awan
Steam: Awan
Contact:

Re: Smartgunner needs a buff?

Post by awan » 14 Dec 2018, 14:03

Steelpoint wrote:
14 Dec 2018, 06:45
So long as there are HUD icons you can click to turn on and off subsystems, then I think it's be a interesting approach.
No it would be nanoui.

Think of what happens when you use an apc. And interface like that is what you would get for the suit.
In the interface you turn off and on subsystems just like you can for apcs.

I would add in verbs but not buttons in the top right.
Image

User avatar
Solarmare
Registered user
Posts: 571
Joined: 31 Aug 2017, 19:15
Location: Brazillian Queen Salt Mines
Byond: Solarmare

Re: Smartgunner needs a buff?

Post by Solarmare » 14 Dec 2018, 14:34

There shouldn't really be systems that make the gun worse if you don't have them on, otherwise they just become mandatory costs for simple reason of quality.
Main exemption is IFF which is the defining feature of the gun, recoil dampened or whatever wouldn't be great unless you want to add more energy cost to the gun which you can manage by increasing base cost of firing or something.
Charge in general needs it's own consideration as any smartgunner could take high power cells, so being able to replace the battery wouldn't be ideal to leave in without some restrictions to it. Maybe engineering skill if at all to give engis something else they can do.
Attachments could be made inherent features of the gun as two modes to switch between throughout the game rather than a thing you do at the start of the game and forget.
Can you heeeeaaaaar am I floating in my tin can. A last glimpse of the world.
Planet Earth is blue, and there's nothing left to do.

Forum Rule #2: Do NOT post in an appeal if you are not contributing as a witness, if you are keep it simple and easy to read.

User avatar
CaptainYankee
Registered user
Posts: 174
Joined: 26 Nov 2017, 01:58
Byond: CaptainYankee

Re: Smartgunner needs a buff?

Post by CaptainYankee » 14 Dec 2018, 17:24

Yes, needs a buff, do all of these things +1
Reinhard Shriver
Image
Image

hellboundbait
Registered user
Posts: 3
Joined: 28 Jul 2017, 05:26
Location: New Zealand
Byond: Hellboundbait

Re: Smartgunner needs a buff?

Post by hellboundbait » 14 Dec 2018, 17:29

I like this idea
awan wrote:
14 Dec 2018, 04:50
Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
  • 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
  • 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
  • 3. Their armor will be extended to their arms
Now for the subsystems.
  • Recoil Dampening:
    When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)
  • IFF Targeting:
    When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.
  • Infrared Targeting:
    When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.
  • Obstacle Targeting:
    When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)
  • Motion Sensor:
    It would be a mode on the equipment and ofc we all know what it does.
  • Autofire mode (very taxing when firing.)
    This speaks for itself. And it is one that was suggested but I am not fully sold on.
  • Weight Support
    Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
Now the more systems you have active the quicker you drain.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.

User avatar
Sancronis
Registered user
Posts: 75
Joined: 30 Jun 2016, 14:14

Re: Smartgunner needs a buff?

Post by Sancronis » 14 Dec 2018, 17:32

awan wrote:
14 Dec 2018, 04:50
Ok, I have time left over and I think I can do this medium-sized project.
Now here is what I want to do/change.
  • 1. While it would keep the powerpack, it would also have standard ammunition. The powerpack would control subsystems of the smartgun: Recoil, IFF, Infrared Targeting, etc.
  • 2. The gunner would spawn with the standard smartgun gear, three drum mags of 500 rounds each, and a special gunner's holster that holds 2 smartgun drums, an M4A3, and an M4A3 magazine.
  • 3. Their armor will be extended to their arms
Now for the subsystems.
  • Recoil Dampening:
    When active, the smartgun has no recoil When inactive, the smartgun has a high recoil with screen shake. (Its a 40 pound gun.)
  • IFF Targeting:
    When active, the smartgun bypasses friendlies. When inactive, the smartgun has no IFF and everyone can be targeted.
  • Infrared Targeting:
    When active, the headset gives the player full screen infrared and not recolored mesons. When inactive, the gunner will have to rely on their shoulder light.
  • Obstacle Targeting:
    When active, you will not hit cades or other things you can shoot over/past. (Toppled tables, window frames etc)
  • Motion Sensor:
    It would be a mode on the equipment and ofc we all know what it does.
  • Autofire mode (very taxing when firing.)
    This speaks for itself. And it is one that was suggested but I am not fully sold on.
  • Weight Support
    Without it you get the normal slowdown a SG gets. With it active you do not get a slowdown from armor and less wielding the weapon.
Now the more systems you have active the quicker you drain.
The idea is that you pick your systems to follow your style. Systems not being actively used do not drain power.
Example: You will lose power from losing weight support on. You won't lose power from iff if you are not firing.
Mostly like these ideas, although would suggest a slight addition to IFF.
If it's active and power runs out, it should refuse to shoot until you deactivate IFF. Otherwise, it'll very quickly turn into accidental SG FF when running out of power.

Otherwise, quite like the ideas suggested and as an SG main, am hyped to hear of an upcoming update to the game's best role.
Last edited by Sancronis on 14 Dec 2018, 17:42, edited 1 time in total.
Image - Art by Imperaxum

User avatar
JennerH
Registered user
Posts: 559
Joined: 26 Oct 2017, 13:12
Byond: JennerH
Steam: Chocolate Thunder

Re: Smartgunner needs a buff?

Post by JennerH » 14 Dec 2018, 17:36

Solarmare wrote:
14 Dec 2018, 14:34
There shouldn't really be systems that make the gun worse if you don't have them on, otherwise they just become mandatory costs for simple reason of quality.
Main exemption is IFF which is the defining feature of the gun, recoil dampened or whatever wouldn't be great unless you want to add more energy cost to the gun which you can manage by increasing base cost of firing or something.
Charge in general needs it's own consideration as any smartgunner could take high power cells, so being able to replace the battery wouldn't be ideal to leave in without some restrictions to it. Maybe engineering skill if at all to give engis something else they can do.
Attachments could be made inherent features of the gun as two modes to switch between throughout the game rather than a thing you do at the start of the game and forget.
I think what he's going for is the limiting factor of the smart gun being its charge rather than its ammo, and having iff and recoil gives it a decent drain while allowing it to last for a while, and adding the other things limiting the time it can actually fight as a form of balance?
Delaney
----------- Song of the Month -------------------
https://youtu.be/wdNAYokSlCc

User avatar
Arbs
Registered user
Posts: 349
Joined: 06 Nov 2017, 03:14
Byond: Arbs

Re: Smartgunner needs a buff?

Post by Arbs » 16 Dec 2018, 21:51

Im really looking forward to that Awan as it will certainly spice things up for the smartgun.

Though despite the latest change of increasing ammo to 500 ammo per pack, my concerns remain with the smartgun stats, bullets being deflected by queens and T3s, the wield delay and how impractical that makes it is to use the smartgun.
Image
___________________
Commander Alan Jones

User avatar
JJG
Registered user
Posts: 83
Joined: 25 Jun 2018, 18:18
Byond: JJG

Re: Smartgunner needs a buff?

Post by JJG » 17 Dec 2018, 03:22

Arbs wrote:
16 Dec 2018, 21:51
I'm really looking forward to that Awan as it will certainly spice things up for the smartgun.

Though despite the latest change of increasing ammo to 500 ammo per pack, my concerns remain with the smartgun stats, bullets being deflected by queens and T3s, the wield delay and how impractical that makes it is to use the smartgun.
Well since the mutator update the smartgun has become the ultimate trash tier, at this point, it can't even kill runners. At least it has more ammo now, even though the gun is unusable because of its poor damage and AP.
- Henry Hard - - Jackson Hard - - Billy 'Bob' Tucker -

User avatar
Lumdor
Registered user
Posts: 561
Joined: 03 Jan 2017, 00:15
Byond: Lumdor

Re: Smartgunner needs a buff?

Post by Lumdor » 17 Dec 2018, 11:48

Like the idea Awan.

Though we'll have to see what's actually practical and not.
Commander Councilman. Along with Takethehot56, Bancrose, Dr.Lance, and Frans_Feiffer. PM me or any of them for inquiries about Commander.

Commander Bob Shoe | Yautja Kar-Teer

Image

User avatar
kastion
Registered user
Posts: 485
Joined: 02 Sep 2016, 16:56
Byond: MasterShakeEz

Re: Smartgunner needs a buff?

Post by kastion » 17 Dec 2018, 12:27

I like the idea, but if you just add verbs instead of buttons i would never play SG again. That many verbs to set up and remember for 1 role is way too many. You listed 7 sub systems. Then you got other verbs for crap like picking up guns and stuff that every marine uses. 7 buttons is almost as many as the queen has. If I had to use verbs for the queen I would never play queen ever.

User avatar
Butlerblock
Registered user
Posts: 211
Joined: 02 Jul 2017, 21:45
Byond: Butlerblock

Re: Smartgunner needs a buff?

Post by Butlerblock » 17 Dec 2018, 16:14

weight support sounds really op, auto targetting seems like it could be balanced given a few tweaks, everything else just seems like whatever.
Image

Post Reply