Smartgunner needs a buff?

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

Post by ThePiachu » 11 Dec 2018, 02:03

Okay SGs, have a small buff for now:
- Smartgun ammo container now stores 500 rounds instead of 250. SG sights don't have the red overlay anymore (but work the same).
- Smartgunners can now buy a BC in their vendor, but it's very expensive.
Other changes might follow in the future, we're not done with you ;).
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Re: Smartgunner needs a buff?

Post by kastion » 11 Dec 2018, 02:25

ThePiachu wrote:
11 Dec 2018, 02:03
Okay SGs, have a small buff for now:



Other changes might follow in the future, we're not done with you ;).
great QOL change

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Re: Smartgunner needs a buff?

Post by Gnorse » 11 Dec 2018, 06:32

Praise god.
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Re: Smartgunner needs a buff?

Post by Avalanchee » 11 Dec 2018, 07:33

Gnorse wrote:
11 Dec 2018, 06:32
Praise god.
God doesn't exist dumb african
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Re: Smartgunner needs a buff?

Post by Boersgard » 11 Dec 2018, 09:08

I don't think the BC in the vendor was a good change for smartgunners. The ammo was a great change though.

1. The BC is not good on the smartgun, so there's no point putting it on there.
2. If you hand it off to other people in your squad, which you honestly should do, you've now gimped yourself. The BC isn't an upgrade for the SG at all, but it is for someone with an M41. Which means you now get dicked over when it comes to M39 attachment options because the BC for someone in your squad is better than an RDS and M39 AP ammo for your SMG that you'll hopefully never use.

3. This actually makes the SG better off using his M39 with the barrel charger instead of his smartgun...

Just all around not a good choice at all as a buff. I would rather have a motion detector than a barrel charger as SG - at least until there are changes that bring up damage or accuracy that make a BC on the smartgun worthwhile.

And with respect to other changes on the smartgun, the biggest problems with it right now:

- It's too innaccurate (this makes the BC/BFA attachments useless in particular)
- It has too much damage falloff and barely tickles things past point blank
- It does not do enough damage, in particular to T2/T3 and any xeno older than Mature. The SG is mostly useless once you hit mid-late game for this reason in particular.

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Re: Smartgunner needs a buff?

Post by Dolth » 11 Dec 2018, 09:32

Erm... As it was said the BC ain't helping much.
Thanks for the ammo buff though.
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Re: Smartgunner needs a buff?

Post by contactdenied » 12 Dec 2018, 01:41

Very good, I like. No more eyesores and more ammo, this makes me happy.
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Re: Smartgunner needs a buff?

Post by kastion » 12 Dec 2018, 02:26

I wish some of you would just play xeno and go stand infront of a smart gunner. Yall saying it tickles don't know what you are talking about. Ya a ancient defender with lowered crest or an elder crusher aint gonna get rekt by a SG but htat don't mean SG tickles and is useless.

Protip give the BC to someone else, who cares about your sidearm and its attachments you are a SG. They added 4 more free BCs to marines and yall find a way to complain.

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Re: Smartgunner needs a buff?

Post by lurkermain » 12 Dec 2018, 03:52

kastion wrote:
12 Dec 2018, 02:26
I wish some of you would just play xeno and go stand infront of a smart gunner. Yall saying it tickles don't know what you are talking about. Ya a ancient defender with lowered crest or an elder crusher aint gonna get rekt by a SG but htat don't mean SG tickles and is useless.

Protip give the BC to someone else, who cares about your sidearm and its attachments you are a SG. They added 4 more free BCs to marines and yall find a way to complain.
Mature armored castes might be able to deal with a SG but yeah for others it's nothing to ignore and suppression works very well in long hallways.
Like, that story about the drone killing the SG... Skilled players are allowed to exist and SG is not a solo performer.

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Re: Smartgunner needs a buff?

Post by DefinitelyAlone0309 » 12 Dec 2018, 04:06

It's just that SG really didn't have anything for it and the only damage it can do without wasting so many shots is on T1s, which is rarely found on the front line anyway. When it comes to 1v1, 2v2, or heck even 3v3, SG is not that great and would be much more useful with a random M41 on the ground with a spare mag loaded in.

Honestly, if I can go 1v2 vs a rifle and an SG as a drone, I can get away with hugger tapping the M41 every time, because the SG simply doesn't have enough damage (without BC) or fire rate (with and without BC) to force me away. If the M41 doesn't manage to put damage on me, the SG then will be a free tackle into pain crit/death.
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Re: Smartgunner needs a buff?

Post by CABAL » 12 Dec 2018, 04:32

kastion wrote:
12 Dec 2018, 02:26
I wish some of you would just play xeno and go stand infront of a smart gunner. Yall saying it tickles don't know what you are talking about. Ya a ancient defender with lowered crest or an elder crusher aint gonna get rekt by a SG but htat don't mean SG tickles and is useless.

Protip give the BC to someone else, who cares about your sidearm and its attachments you are a SG. They added 4 more free BCs to marines and yall find a way to complain.
When xeno stands directly in front of SG? Next time try this trick, but stay at the edge of his screen. If he decides to shoot (without going closer) , you will be able to stand there for about 5 seconds, or more. Now add moving xenos to the equation (not in the straight line, time to end brainless xeno gameplay mindset). Even mature defender's speed is enough for burst weapons to miss more than a half shoots.

BC is shit on any weapon besides Shotguns designed to PB. Benomains will always find a way to excuse valid complains. Body dragging was and is a strong example. Look at all xenomains that posted in thread about it. Look and learn.
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Re: Smartgunner needs a buff?

Post by DefinitelyAlone0309 » 12 Dec 2018, 04:43

CABAL wrote:
12 Dec 2018, 04:32
When xeno stands directly in front of SG? Next time try this trick, but stay at the edge of his screen. If he decides to shoot (without going closer) , you will be able to stand there for about 5 seconds, or more. Now add moving xenos to the equation (not in the straight line, time to end brainless xeno gameplay mindset). Even mature defender's speed is enough for burst weapons to miss more than a half shoots.

BC is shit on any weapon besides Shotguns designed to PB. Benomains will always find a way to excuse valid complains. Body dragging was and is a strong example. Look at all xenomains that posted in thread about it. Look and learn.
I'm just gonna chime in a bit. Have you tried BC/RDS/VGrip or AGrip M41 ever? Because 2 BC AP bursts crit every T1+T2+young T3 without Warding, and it only takes like 4/5 bursts to crit a queen with Warding. BC M41 is way more versatile and way better for chasing than M37
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Re: Smartgunner needs a buff?

Post by CABAL » 12 Dec 2018, 04:51

DefinitelyAlone0309 wrote:
12 Dec 2018, 04:43
I'm just gonna chime in a bit. Have you tried BC/RDS/VGrip or AGrip M41 ever? Because 2 BC AP bursts crit every T1+T2+young T3 without Warding, and it only takes like 4/5 bursts to crit a queen with Warding. BC M41 is way more versatile and way better for chasing than M37
I'm not using Pulse Rifle anymore. Only slug shotgun, or flamer. If it indeed can do that, then why no xeno cries about this combo? I've never saw any little bit of complain about this and from my experience with BC on SG I assumed it's for those CoD players who like to only do raw damage. I'm not that kind of a grunt. Support and area denial.
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Re: Smartgunner needs a buff?

Post by Avalanchee » 12 Dec 2018, 04:55

CABAL wrote:
12 Dec 2018, 04:51
I'm not using Pulse Rifle anymore. Only slug shotgun, or flamer.
I'm not that kind of a grunt. Support and area denial.
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Re: Smartgunner needs a buff?

Post by kastion » 12 Dec 2018, 05:09

CABAL wrote:
12 Dec 2018, 04:51
I'm not using Pulse Rifle anymore. Only slug shotgun, or flamer. If it indeed can do that, then why no xeno cries about this combo? I've never saw any little bit of complain about this and from my experience with BC on SG I assumed it's for those CoD players who like to only do raw damage. I'm not that kind of a grunt. Support and area denial.
BC m41 is a thing, Avalanche and many others use it every time. Xenos don't cry about everything just the things we cant do anything about like RPG instakilling us. m41a even if it hits hard doesn't do shit if the guy using it cant aim so theres still some counter play there. Shotgun takes no skill whatsoever that why I use it even though im a scrub marine and I still get multiple kills a game.

As far as SG its to support not to kill shit so who cares if it can 1v1. Its there to weaken xenos so the BC m41a or whatever can finish them off. Not every single marine needs to beable to 1v1. You have 50 pfcs to 1v1, you have 4 specs to take out t3s, you have 4 squad leaders who can take flamers to kill crushers, on and on and on. people have different roles and marines are made to work as a team not be a swiss army knife. SG is a support role.

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Re: Smartgunner needs a buff?

Post by DefinitelyAlone0309 » 12 Dec 2018, 05:14

CABAL wrote:
12 Dec 2018, 04:51
I'm not using Pulse Rifle anymore. Only slug shotgun, or flamer. If it indeed can do that, then why no xeno cries about this combo? I've never saw any little bit of complain about this and from my experience with BC on SG I assumed it's for those CoD players who like to only do raw damage. I'm not that kind of a grunt. Support and area denial.
Because it's not as obvious as BC Buckshot? Because by the time they found out it's BC M41 they're already dead from 2 bursts? Because you aren't usually on Discord and you don't see the conversation about BC M41 or decked out M41 in general?

Also, those damage is from pre-mutator. But mutations don't add that much into the damage calc (thanks to how short games currently are) and you can supplement with 1 or 2 extra bursts to guarantee the crit.

T3s usually cap at Mature, and 1 of the 2 mutations they spend on will be Speed. Rav will probably take Slash damage, Prae will take phero, Boiler will take Wider Gas, Crusher may take health or armor but it's only a 1 extra burst difference anyway.
T2s and T1s are the only xeno that can afford to grab both health+armor mutations, and T1s will still fall down to crit to 2 BC AP bursts without Warding anyway (because it was already a waste of damage before to crit them and Runners even with Warding can only take like 1 BC AP burst before they fall)
So the real difference here is with T2s, and again, it's not that much of a difference. One (for most T2s) or 2 (for Warriors) extra bursts are all it takes to put them down to crit.

AND ALL OF THIS IS JUST YOU. I'M NOT EVEN COUNTING THE EXTRA DUDE ON THE SIDE WITH ANOTHER BC M41 SHOOTING SHIT WITH YOU.
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Re: Smartgunner needs a buff?

Post by kastion » 12 Dec 2018, 05:17

DefinitelyAlone0309 wrote:
12 Dec 2018, 05:14
...
AND ALL OF THIS IS JUST YOU. I'M NOT EVEN COUNTING THE EXTRA DUDE ON THE SIDE WITH ANOTHER BC M41 SHOOTING SHIT WITH YOU.
The rest of your post is spot on, but this right here. THIS RIGHT HERE. Marines always gauge shit in 1v1 but its usually 4v1. Marines win with concentrated fire. If every gun could 1v1 easily xenos would get rekt completely in any big fight.

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Re: Smartgunner needs a buff?

Post by CABAL » 12 Dec 2018, 05:25

I'm still not gonna use BC, you can't make me. I'm immune to Unga virus, Dunga cancer cells won't attach to my brain cells. Salt won't kill this slug shotgun.

If there are complains about kitted out Pulse Rifle with BC, then why deadchat is silent about it? I'm very common dchat main and I never saw anything like:
Ancient Lurker (666) salts: "Fucking BC Pulse rifle... I died to three bursts!"
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Re: Smartgunner needs a buff?

Post by DefinitelyAlone0309 » 12 Dec 2018, 05:29

Because people don't think that deep into damage calc and just think it's the AP doing all the work? Because it's not as obvious as BC Cuck PB OHKOs? Because they just assume they were shit and would have died in every other situation?

There are a lot of reasons for something to go unnoticed my man. Heck, even the TC nerds didn't even know about Ballistic Armor until like 2 months in with tank.
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Re: Smartgunner needs a buff?

Post by CABAL » 12 Dec 2018, 05:40

Then stealth tactics can be used against xenos after all. You have to hide something OOC from them. Clever... Clever...
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Re: Smartgunner needs a buff?

Post by Boersgard » 12 Dec 2018, 17:22

kastion wrote:
12 Dec 2018, 05:09
As far as SG its to support not to kill shit
If you're not killing, you're not supporting. Already as a mature warrior I can just run over to an M41 AP rifle marine for a fling/lunge, dance with him for 5-10 seconds wondering why I can't seem to land my stun, and then run away at <10% health for a rest out of his line of sight and finally realize I was in agility mode the whole time.

That is the kind of baldy shit that should've got me killed, but I'm a xeno so it's fair and balanced gameplay.

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Re: Smartgunner needs a buff?

Post by Boersgard » 12 Dec 2018, 17:30

CABAL wrote:
12 Dec 2018, 05:40
Then stealth tactics can be used against xenos after all. You have to hide something OOC from them. Clever... Clever...
That's why some people use the masterkey. I know when I play xeno, I keep my distance from someone I see with a shotgun, because I know it's dangerous and can kill me. But anyone with an M41 out is easy game. I had a situation a day ago where two marines behind cades were covering a narrow corridor - I'd run out, fling or punch one, and run back to cover. Over and over. They couldn't do shit to me. Attacking over barbed wire didn't hurt, the two of them shooting 'hurt', but it was never enough to bring me past 50% hp despite knowing where I was coming and being ready for it. Their grenades took too long to go off too - at one point they landed an HEDP right next to me while I was resting on the ground, I literally had enough time to get up and run out of the explosion radius before it blew.

It wasn't until a guy with a flamer and another guy with a shotgun came up to the cade that I stopped toying with them like this.

The M41 is garbage against xenos, so is the smartgun. Flamers are pretty good, shotguns are really good, and the RPG will wreck you.

Xenomains talking like M41's are something to worry about are just trying to defend casual risk-free gameplay. You're almost never getting hit by more than 2 M41's at a time simply because of tight spaces and friendly fire risks, but the actual damage output is balanced out like you're meant to get hit by 5+ M41's at once. Frankly if you're getting shot by 5+ M41 marines you SHOULD be dead, not running off and healing or surviving long enough for other xenos to bodyblock killshots.

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Re: Smartgunner needs a buff?

Post by kastion » 12 Dec 2018, 21:52

Boersgard wrote:
12 Dec 2018, 17:30
That's why some people use the masterkey. I know when I play xeno, I keep my distance from someone I see with a shotgun, because I know it's dangerous and can kill me. But anyone with an M41 out is easy game. I had a situation a day ago where two marines behind cades were covering a narrow corridor - I'd run out, fling or punch one, and run back to cover. Over and over. They couldn't do shit to me. Attacking over barbed wire didn't hurt, the two of them shooting 'hurt', but it was never enough to bring me past 50% hp despite knowing where I was coming and being ready for it. Their grenades took too long to go off too - at one point they landed an HEDP right next to me while I was resting on the ground, I literally had enough time to get up and run out of the explosion radius before it blew.

It wasn't until a guy with a flamer and another guy with a shotgun came up to the cade that I stopped toying with them like this.

The M41 is garbage against xenos, so is the smartgun. Flamers are pretty good, shotguns are really good, and the RPG will wreck you.

Xenomains talking like M41's are something to worry about are just trying to defend casual risk-free gameplay. You're almost never getting hit by more than 2 M41's at a time simply because of tight spaces and friendly fire risks, but the actual damage output is balanced out like you're meant to get hit by 5+ M41's at once. Frankly if you're getting shot by 5+ M41 marines you SHOULD be dead, not running off and healing or surviving long enough for other xenos to bodyblock killshots.
Turn off your hud and go fight people without looking at your health and see how long you last. The only reason they never take you past 50% is because you are making a conscious decision to run when you start dying. You are just making shit up and saying we are liars trying to get free wins. You and the marine mains are the ones crying non stop since mutator came in because you cant even try to adapt to the game. The only people who say m41a are garbage are people who arent good at the game. Think about that for a minute.

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Re: Smartgunner needs a buff?

Post by KittyHawkpilot019 » 12 Dec 2018, 21:57

Smartgun just got 500 ammo, now we need to remove the wield delay and it'll be fine.
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Re: Smartgunner needs a buff?

Post by RuAlastor » 13 Dec 2018, 01:10

kastion wrote:
12 Dec 2018, 05:17
The rest of your post is spot on, but this right here. THIS RIGHT HERE. Marines always gauge shit in 1v1 but its usually 4v1. Marines win with concentrated fire. If every gun could 1v1 easily xenos would get rekt completely in any big fight.
The problem is rn it is usually 2v1 at best after first engagement. If marines didn’t push and made queen deovi - they already LOST because soon most of larvas will pop. (Even if queen deovi’d benos still have chances). With beno survivability and power their numbers MUST be lowered. Or weapons should be dangerous in case of 2v1/1v1

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