Solution for second fire mode on pistol.

alsteralster Join Date: 2003-08-06 Member: 19124Members
<div class="IPBDescription">Final solution I'm sure you'll agree.</div>I was playing and someone actually said "Why the hell does the pistol have a second fire mode!".

Solution:
The second fire mode shoots a nanite marked bullet that tracks any alien or structure it hits for 10 secs like the obs.
It does the same damage as a bullet, but it shoots slow like it does now, because the nanites need to be attached.

Ya I know, obs and com scan does the same thing, but this is mobile with the squad and the com already has too many things to do - ammo, health, shield, etc.

New tactics Yay!
Marine scout - scout ahead or with a squad to track targets someone didn't see.
Track a pesky gorge, fade, or onos.
Track a lerk in a vent or on the ceiling.
Track a lerk and make it easier to shoot down even through the spores.
Dark? no problem seeing and shooting tracked aliens.
Coordinate fire on structures or aliens.
Greater marine surviveability, know how many and where they are by tracking them.

Ya I know, you still have the regular fast shooting backup of the pistol handy.

Not overpowered and besides the 10 secs and damage it doesn't penalize the alien player much.

Comments

  • SideOfBeefSideOfBeef Join Date: 2012-03-04 Member: 148064Members
    I feel like this wouldn't be used if the tracking was less than 30 seconds or maybe a minute. If it did last a long time, it would offer an interesting counterbalance to the current Onos harassment problem by letting marines know exactly when and where it's coming from.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    If something like this was implemented it would need to be a tech preferably branching off of the observatory that should require advanced armories. The duration needs to be longer to be effective; aliens are more often the ones who get the jump on marines. I'd suggest 17-30 seconds.

    However I don't really see this as something that adds to the game very much. Aliens don't really receive that much penalty from being tracked and generally wouldn't be tracked because of the lengthy time required to switch to the pistol then turn on what would be the tracking bullets mode. I think, if the hitboxes get to where they need to be, then the second firing mode will offer an alternative to the DPS of the primary pistol fire to a burst capability (if marines are coordinated).

    While this idea is in no means bad, it just doesn't add anything to the game itself in terms of balance or tactical depth.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited April 2012
    some tweak to the 2nd fire mode would be appreciated, but tracking might be too similar to the parasite.
    i can see three purposes for the 2nd fire mode so far: 1. conserve ammo 2. penetrate onos' hide armor 3. if you are a slow clicker and cannot click as fast as 10 times per second

    some numbers for reference (b205):
    firedelay (can be a bit higher in practise since you have to click individually for each pistol shot) | rate-of-fire | damage-per-second
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Pistol              :    0.1 |      10 |      250
    PistolWeapon1       :    0.1 |      10 |      280
    PistolWeapon2       :    0.1 |      10 |      300
    PistolWeapon3       :    0.1 |      10 |      330
    PistolAlt           :    0.2 |       5 |      200
    PistolAltWeapon1    :    0.2 |       5 |      220
    PistolAltWeapon2    :    0.2 |       5 |      240
    PistolAltWeapon3    :    0.2 |       5 |      260<!--c2--></div><!--ec2-->

    damage | damage-type (it takes 4 light-damage to destroy one point of armor)
    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Pistol                        :  25 |          Light
    PistolWeapon1                 :  28 |          Light
    PistolWeapon2                 :  30 |          Light
    PistolWeapon3                 :  33 |          Light
    PistolAlt                     :  40 |          Light
    PistolAltWeapon1              :  44 |          Light
    PistolAltWeapon2              :  48 |          Light
    PistolAltWeapon3              :  52 |          Light<!--c2--></div><!--ec2-->

    onos' hide armor reduces damage from any bullet by 5 points.
  • alsteralster Join Date: 2003-08-06 Member: 19124Members
    edited April 2012
    Ok it tracks a target and does the same penertration damage it does now. One less complaint.

    Imagine a "hunter" squad with a guy using only the tracking pistol to mark any aliens or structures for the rest of the squad. A gorge trying to escape can be tracked down easily. Skulks can be spotted with no where to hide. Alien rts can be spotted and concentrated fire on quickly. If there are many aliens marked then the squad can know instantly to retreat.

    These tactics are currently not possible for a mobile squad. Asymmetry with alien parasite should not be a forcefull wall against something that encourages teamwork and most importantly increases marine surviveability.
  • Champlo0Champlo0 Join Date: 2012-04-17 Member: 150617Members
    <!--quoteo(post=1929129:date=Apr 23 2012, 09:39 PM:name=alster)--><div class='quotetop'>QUOTE (alster @ Apr 23 2012, 09:39 PM) <a href="index.php?act=findpost&pid=1929129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ok it tracks a target and does the same penertration damage it does now. One less complaint.

    Imagine a "hunter" squad with a guy using only the tracking pistol to mark any aliens or structures for the rest of the squad. A gorge trying to escape can be tracked down easily. Skulks can be spotted with no where to hide. Alien rts can be spotted and concentrated fire on quickly. If there are many aliens marked then the squad can know instantly to retreat.

    These tactics are currently not possible for a mobile squad. Asymmetry with alien parasite should not be a forcefull wall against something that encourages teamwork and most importantly increases marine surviveability.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem is that most skulks are just going to try to die instead of actually run away. Rare do you actually track anything; either you kill it, or it kills you. The only things that are really chased are gorges and onos, and you wouldn't really benefit from tracking them. Furthermore, because every engagement rarely ends without death of one side, very few people would prefer to actually use a weapon that deal subpar damage. If this was a game where engagements didn't 90% of the time result in deaths then it would be a decent addition, however it is not.
  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    dont try to take the cool 2nd firemode away! its emensly usefull against alien struktures, it has double damage per bullet and if you shoot alien structures thats a big plus because we all know how fast u run out of ammo. a cyst for example is gone or nearly gone with 1! pistol clip.
  • ÒŗăNģёÒŗăNģё Join Date: 2012-02-09 Member: 144437Members, Constellation, Squad Five Blue
    Or it could be an explosive round that embeds itself into the flesh of the alien and explodes seconds later doing 500dmg and splash damage in radius of it.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1929322:date=Apr 24 2012, 12:38 PM:name=ÒŗăNģё)--><div class='quotetop'>QUOTE (ÒŗăNģё @ Apr 24 2012, 12:38 PM) <a href="index.php?act=findpost&pid=1929322"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Or it could be an explosive round that embeds itself into the flesh of the alien and explodes seconds later doing 500dmg and splash damage in radius of it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Or it could be a nuke that instantly wins games for Marines when fired.
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    My assessment of the pistol.
    Role: Option when primary weapon is empty.

    <u>Good at</u>:
    1.Finishing off a skulk up close. (when primary is empty)
    2.Attempting to deal more damage or finish off a fleeing alien (when primary is empty)

    <u>Bad at</u>:
    1.Having a secondary function.
    -Fires too slow to kill a still target before it can flee.
    -Fires too slow at aliens that are too fast
    2.Bad at being a primary weapon option

    Recommendations:
    -Remove secondary firing option.
    -Slow down pistol fire rate slightly and increase damage slightly
    -30 damage maybe a .15 fire rate or so
  • IronsoulIronsoul Join Date: 2011-03-12 Member: 86048Members
    10 seconds is a good amount of time.
  • WorthyRivalWorthyRival Black Armor Division Join Date: 2006-11-07 Member: 58470Members, Constellation, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    I'd like something like a stun gun/tazer (very short range) that effected secondry abilities for a short time. It's reaserched by Com and Purchaseable at armory.

    Stops Skulks wall walking for 15 seconds
    Stops Lerks Bile Bomb or Gas for 15 secs
    Stops Gorge Heal Spray for 15 secs
    Stops Fades Blink but not shadow step for 15 secs
    Stops Onos Stomp for 15 secs
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Worthy Rival, that is already in the game, it is called the Flamethrower. By stealing energy it renders all the abilities useless. Why do we need another weapon to do the same job as the FT?
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