Make Marine Clip 70 Bullets
rmbrown09
Join Date: 2012-10-17 Member: 162592Members
<div class="IPBDescription">Hnnggg</div>It seems that in many marine v skulk scenarios, it ends up being not that the marine dies from poor shooting completely, but rather has to reload. Numerous times personally and from afar I have witnessed a lucky skulk who lived to see another day simply because I needed a few extra bullets. I think giving marines a clip of 70 would help make marine skulk fight more even without swaying marines too heavily. 20 extra bullets wouldn't really change much else in regards to other life forms seeing as onos could give a ###### about bullets, fades blink in and out before it matters and you could get them all off, gorges die quickly anyways. Lurks it could also help combat. Lurks are quite hard to hit as we know and basically nothing stops one from flying through a marine base of 10 people. You're lucky to hit a lurk a couple times in a clip of 50, then it's reload time. 70 bullets would make lurks think a little more about randomly flying through any part of the map.
As far as base pushes go, yes, marines would have an easier time killing things like eggs and whips. But I don't think the difference would be a game breaker. Idk, this is just a simple idea. I'm avoiding homework so I theory cast about NS2 balance instead.
As far as base pushes go, yes, marines would have an easier time killing things like eggs and whips. But I don't think the difference would be a game breaker. Idk, this is just a simple idea. I'm avoiding homework so I theory cast about NS2 balance instead.
Comments
;'(
Actually, I wish weapon and armor upgrades carried audiovisual changes, such as a meatier sound or an enhanced appearance. Heck, maybe even change the way you load the clip to make the gun faster on the reload as well. Armor would carry visual changes as well á la Dead Space 2.
Buuut, shallow pockets as the devs have repeated :P
Grenade Launcher does highest DPS.
In fact even if I wasn't being pedantic I'm relatively sure the rifle still does more DPS than the pistol.
No offense I can't aim much either, but the solution to your problem is to l2aim. You can kill a skulk in half a second if your aim is true.
Only vs flesh, really. Armor cuts the pistol's damage down to nothin'.
this is definitely true, but isn't that just a sign of the Skulk outplaying the marine and baiting him into missing more shots? either way it's irrelevant - your aim can always get more efficient, don't fool yourself into thinking otherwise.
Buuut, shallow pockets as the devs have repeated :P<!--QuoteEnd--></div><!--QuoteEEnd-->
The LMG already changes sound with weapon upgrades, not sure about the other weapons.
In fact even if I wasn't being pedantic I'm relatively sure the rifle still does more DPS than the pistol.<!--QuoteEnd--></div><!--QuoteEEnd-->
nope, pistol fire rate is still 0.1 seconds and does almost twice the damage of a rifle per shot, and this depends either on how fast you click which is easier to do with buttons bound to keyboard, or a script. I'm not against scripting personally, having your damage output depend on a fricking QTE every time you shoot is just a bad gameplay mechanic.
If you run out of ammo and get killed by a skulk it is your fault. There are three things you might have done wrong:
1.) You didn't make your shots count. ROF is actually really high with the LMG, still, you got 50 bullets. It takes how many bullets to kill an carapaxed Skulk? Around eight or ten, I believe. So, roughly, only every 5th shot has to hit. The trick is not to start shooting wildly as soon as you see the Skulk, because if I'm that Skulk I will try to bait you into start shooting and then make evasive maneuvers (behind crates, up the ceiling, dodging). Most marines make the mistake to keep firing once they started, no matter how off their aim is. Learn to control your trigger, burst only when you get a sure hit, conserve your ammo.
2.) You ramboed. When you are going in alone, expect to get eaten by a Skulk, because if the Skulk knows what he is doing, he will waylay you and usually get the first bite. When you are in a group, try to coordinate firing and reloading with your buddies, so you never have to reload at the same time.
3.) You forgot that you have a trusty sidearm, your pistol. As was mentioned before, the pistol is a very potent weapon, it's dead accurate, got a high ROF and does serious damage. While being in a fight, usually switch to pistol than to reload your LMG. If you run out of pistol ammo too switch back to LMG and use the rifle butt or try to reload.
This guy died 2 times (literally 2) having something about 30 kills.
What I'm trying to say is: No, I think with a 70 round lmg clip he would have killed that damn main hive on his own (or would be virtually unkillable as he can kill 6 skulks per clip +1 with pistol)
Pistol is light damage vs LMG's normal damage, so it really depends what the player is shooting.
For vanilla skulks, the pistol kills a skulk in 5 bullets, or in ~0.4s assuming a refire of 0.1s (ignoring that not really humanly possible to consistently do or aim while shooting). An lmg kills a skulk in 9-10 bullets with a fire rate of about 0.055s, so ~0.44s - 0.5s assuming every bullet hits. The LMG is also much easier to use and has a higher magazine size.
On topic, it is not necessary to increase magazine size to 70 bullets. I'd rather just see animations smoothed out and other performance based issues addressed so that marines can consistently kill skulks in 9-20 bullets instead of 20-50.
Id like the last used weapon key back. Best feature ever.
Pretty much this.
We don't know if this is true or not due to the lack of balance teams or statistics. We don't even know what is the design goal concerning skulk vs marine.
Something one could do is increase the clip size, increase the skulk health and lower all speed on the alien side. It would make aiming easier while keeping the skulk vs marine balance unchanged, some arguments for it can be found in the hit-reg thread, as even decent marines can't tell if they miss or not without looking at recording frame by frame. The obvious downside is that it would lower the skill ceiling.
HEY HOW ABOUT YOU TRY TO ASK YOURSELF WHAT YOU'RE DOING WRONG INSTEAD OF ASSUMING IT'S THE GAME'S FAULT
what i read when i saw your post was basically "i can't aim so i'd like to be able to spread bullets everywhere forever to get kills"
HEY HOW ABOUT YOU TRY TO ASK YOURSELF WHAT YOU'RE DOING WRONG INSTEAD OF ASSUMING IT'S THE GAME'S FAULT
what i read when i saw your post was basically "i can't aim so i'd like to be able to spread bullets everywhere forever to get kills"<!--QuoteEnd--></div><!--QuoteEEnd-->
no play only one , play teamplay together , NS2 teamplay game , not oneshot and fragshot game like a COD4/CODBO/BF3 .
FTFY
I don't get why people need this. You don't have every weapon bound to its own key? I've like rifle Q, pistol mousescroll, axe 1.
-Align<!--colorc--></span><!--/colorc-->
I don't think you know what you're talking about then, the only circumstance where this would be true is in the case of camouflage, and that has its drawbacks just as well.
I mean with godly aim marines, the kind of marines that look at you and you die, much like chuck norris would. :) The kind of marine where people would yell "hacker !!!", but its just a skill thing. The kind of marine you can't possibly ambush effectively. Ranged > melee, as long as you don't miss. :)