Smartgunner needs a buff?

Generic, on-topic discussion about Colonial Marines.
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NethIafins
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Re: Smartgunner needs a buff?

Post by NethIafins » 01 Dec 2018, 19:34

Yeah, smartgun needs a buff.

Please wait till I finish more important stuff

Or someone else takes this
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Re: Smartgunner needs a buff?

Post by KingKire » 01 Dec 2018, 19:38

what do people think the buff needed is?

- more ammo?
- higher AP?
- higher accuracy?
- speedier bullets?
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Re: Smartgunner needs a buff?

Post by Dolth » 01 Dec 2018, 21:18

KingKire wrote:
01 Dec 2018, 19:38
what do people think the buff needed is?

- more ammo?
- higher AP?
- higher accuracy?
- speedier bullets?
accuracy/spread and ammo that's all.
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Re: Smartgunner needs a buff?

Post by Boersgard » 02 Dec 2018, 00:39

Dolth wrote:
01 Dec 2018, 21:18
accuracy/spread and ammo that's all.
I'd argue for a motion detector too, but it's mostly a non-issue since most SL's hand you one if you ask. It'd just be nicer to either buy one in prep, or be able to get one from Req instead.

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Re: Smartgunner needs a buff?

Post by JJG » 02 Dec 2018, 07:02

Dolth wrote:
01 Dec 2018, 21:18
accuracy/spread and ammo that's all.
I still think the AP of the smartgun bullets should be improved. I am almost 100% certain that an SG can not kill an elder queen even with a 100 bullets because of the armor.
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Re: Smartgunner needs a buff?

Post by Boersgard » 02 Dec 2018, 07:42

KingKire wrote:
01 Dec 2018, 19:38
what do people think the buff needed is?

- more ammo?
- higher AP?
- higher accuracy?
- speedier bullets?
Sane design choices in regards to attachments as well. Meaning, the BC and BFA attachments shouldn't be direct downgrades, but rather specific specializations. I think in particular the SG needs more attachments to help fill out a players' ability to customize it how they want it to behave.

I would suggest expanding the pool of attachments availabe to the following:

Muzzle Attachments
+ Suppressor
+ Extended Barrel
+ Recoil Compensator

Rail Attachments
+ Flashlight
+ Quickfire Adapter

Underbarrel Attachments
+ Bipod (This might actually make sense 'built into' the LMG instead of being an attachment, allowing you to set up a static firing position to lay down fire like a classic MG, but may be pointless to have without extending LoS range to make the accuracy actually worth something.

Stock Attachments
None

M56 Powerpack
I'm not sure about the powerpack - the marines in the movies never had a powerpack they loaded ammo from, the smartguns instead had drum magazines attached to the left side of the gun. I don't see why the M56 shouldn't reload like any other weapon - you put the drum magazines in your backpack, when you run out, you pull out the magazine and reload. According to http://avp.wikia.com/wiki/M56_Smartgun the magazine holds 500 rounds, and the smartun itself can't fire single-shot, only burstfire or autofire on a locked target.

Additionally the ammo itself is described as being high explosive armor piercing 10x28mm - same as the M42A, (as opposed to the m41a's 10x24mm). With the HE or AP traits being selectable before firing, based off a fuse timer.

HUD
The eyepiece incorporates a camera in the movie, so I'm not sure why you're forced to wear a helmet for SO's to see what you're doing.

Gameplay constraints and considerations should naturally take precedence over the weapon being 100% accurate to the lore.

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Re: Smartgunner needs a buff?

Post by DefinitelyAlone0309 » 02 Dec 2018, 08:18

I just want more ammo, more accuracy, less delays, and that GOD DAMN RED FILTER WITH THE GOGGLES GONE
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Re: Smartgunner needs a buff?

Post by TheMaskedMan2 » 02 Dec 2018, 09:49

I like the idea of Smartgunners having a choice between multiple types of powerpacks for a little bit of a customization option.

1. Normal Ammo - 500 Rounds
2. AP Ammo - 250 Rounds
3. Explosive Ammo (Not stunning, just AoE damage) - 250 Rounds
4. Hollowpoint Ammo (Less AP, more damage) - 250 Rounds

etc etc etc, specific values to change bla bla.
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Re: Smartgunner needs a buff?

Post by Dorkkeli » 02 Dec 2018, 10:03

TheMaskedMan2 wrote:
02 Dec 2018, 09:49
I like the idea of Smartgunners having a choice between multiple types of powerpacks for a little bit of a customization option.

1. Normal Ammo - 500 Rounds
2. AP Ammo - 250 Rounds
3. Explosive Ammo (Not stunning, just AoE damage) - 250 Rounds
4. Hollowpoint Ammo (Less AP, more damage) - 250 Rounds

etc etc etc, specific values to change bla bla.
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Re: Smartgunner needs a buff?

Post by NethIafins » 02 Dec 2018, 13:01

JJG wrote:
02 Dec 2018, 07:02
I still think the AP of the smartgun bullets should be improved. I am almost 100% certain that an SG can not kill an elder queen even with a 100 bullets because of the armor.
Armor works not in the way you think it works
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Re: Smartgunner needs a buff?

Post by KennyTGuy » 02 Dec 2018, 13:24

NethIafins wrote:
02 Dec 2018, 13:01
Armor works not in the way you think it works
Are we allowed to know how it works?

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Re: Smartgunner needs a buff?

Post by CABAL » 02 Dec 2018, 13:46

KennyTGuy wrote:
02 Dec 2018, 13:24
Are we allowed to know how it works?
I guess:

RNG chance to deflect bullet (Higher/lower depending on bullet). No damage done to xeno/marine
Less dmg overall from "bullet" sources at every time.

And bullets probably have:
RNG chance to completly penetrate armor depending on it's value.

Three dice rolls, four with "miss chance" when the bullet connects with target.
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Re: Smartgunner needs a buff?

Post by Mister Jeether » 02 Dec 2018, 13:50

Yeah, in my opinion, i think our smartie needs more AP power and a little bit more of accuracy. Fire speed is pretty much fine, unless you use a BC.
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Re: Smartgunner needs a buff?

Post by JJG » 02 Dec 2018, 14:37

NethIafins wrote:
02 Dec 2018, 13:01
Armor works not in the way you think it works
"The smartgun bullet is deflected by Elder Queens (69)'s thick hide"
"The smartgun bullet is deflected by Elder Queens (69)'s thick hide"
"The smartgun bullet is deflected by Elder Queens (69)'s thick hide"
"The smartgun bullet hits the Elder Queen in the chest"

Congratulations, you have just done 1 damage.
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Re: Smartgunner needs a buff?

Post by sw4gbag » 02 Dec 2018, 16:14

smartgun accuracy is already jackshit, this is even worse with a BC, it still works enough that you can shoot what you can see mostly, but the whole purpose of a smart gun suppressing an area even without a BC, is thrown out the window when it doesnt hit shit, hell the HPR is better for suppressing areas as it hits better

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Re: Smartgunner needs a buff?

Post by NethIafins » 02 Dec 2018, 16:37

CABAL wrote:
02 Dec 2018, 13:46
I guess:

RNG chance to deflect bullet (Higher/lower depending on bullet). No damage done to xeno/marine
Less dmg overall from "bullet" sources at every time.

And bullets probably have:
RNG chance to completly penetrate armor depending on it's value.

Three dice rolls, four with "miss chance" when the bullet connects with target.
wrong.


Yeah, SG will definitely get a buff. Dunno when
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Re: Smartgunner needs a buff?

Post by KittyHawkpilot019 » 02 Dec 2018, 16:55

didnt bother to read if this was posted but i think its one of the essentials.
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Re: Smartgunner needs a buff?

Post by JJG » 02 Dec 2018, 19:06

I think the easiest way to see how bad the SG currently is, is the fact that despite having SG set to medium I keep fucking rolling SG.
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Re: Smartgunner needs a buff?

Post by JJG » 10 Dec 2018, 03:53

Any word on this?
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Re: Smartgunner needs a buff?

Post by kastion » 10 Dec 2018, 04:10

JJG wrote:
02 Dec 2018, 19:06
I think the easiest way to see how bad the SG currently is, is the fact that despite having SG set to medium I keep fucking rolling SG.
the reason you roll SG on medium is because everyone has spec on high. If you don't have spec on high you never get spec and there are very few people who will take SG over spec.

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Re: Smartgunner needs a buff?

Post by Boersgard » 10 Dec 2018, 04:44

kastion wrote:
10 Dec 2018, 04:10
the reason you roll SG on medium is because everyone has spec on high. If you don't have spec on high you never get spec and there are very few people who will take SG over spec.
I'll take SG over spec simply because I like the idea of it that much.

Besides, SG is one of the hardest marine classes to do well with so it's been a good learning tool

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Re: Smartgunner needs a buff?

Post by Avalanchee » 10 Dec 2018, 04:59

Boersgard wrote:
10 Dec 2018, 04:44
Besides, SG is one of the hardest marine classes to do well with so it's been a good learning tool
SG is literally the easiest marine role what are you talking about
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Re: Smartgunner needs a buff?

Post by kastion » 10 Dec 2018, 05:03

Avalanchee wrote:
10 Dec 2018, 04:59
SG is literally the easiest marine role what are you talking about
I think he means to 1v1 xenos, which I would agree. However a SG should never 1v1 cause that's not its job.

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Re: Smartgunner needs a buff?

Post by Avalanchee » 10 Dec 2018, 05:48

kastion wrote:
10 Dec 2018, 05:03
I think he means to 1v1 xenos, which I would agree. However a SG should never 1v1 cause that's not its job.
If you're 1v1ing as a SG you're basically dead unless you bring a shotgun.
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Re: Smartgunner needs a buff?

Post by Monoo » 11 Dec 2018, 00:09

As a longtime SG player:

-Drastically improve the damage falloff and accuracy. Smartguns are supposed to be one of the most precise pieces of weaponry in the marine arsenal, an auto-targeting LMG with a built-in lock-on system. It shouldn't have the effective range of a blunderbuss.

-Slightly improve the wield time/walkspeed. Slow wield time is a good nerf for the weapon and all, but it's just a bit too slow, to the point where you can't reasonably defend yourself if your squad is ambushed. Also, the walkspeed penalty is just painful and unbearable, it feels like you're waddling when you move with this thing ready to shoot which just isn't fun or realistic at all. If you're supporting your fellow grunts you should be able to keep up with them.

-Ammo concerns. I burn through the initial powerpack in around 10/20 minutes of sustained fighting; much less than that if I'm in a pitched battle w/ multiple squads and T3s/the Queen. The powerpacks are seen as these huge, heavy monstrosities that you have to drag around and you can't store anywhere but on your chest slot, but in the movie they're nothing but flat, rectangular batteries around the size of your hand. I suggest buffing them to 100/400 as others have, and changing the powerpack to a bandolier of powerpacks, holding 3 each. Either that or allow them to be stored in general pouches and armor slots. Also, lower the point cost of powerpacks in the vendor so we don't blow all our points ordering a second one. The current methods of stocking ammo as a "light machine gunner" is a disgrace.

-More armor penetration. A weapon system that occupies most of our equipment slots for the entirety of the game should not become obsolete halfway through a round of said game.
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