Researchable LMG Spread

loMe
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Alski Syndrome
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4 September 2015 - 18:46 CEST
#1
Complaint:
-It's hard to track Aliens accurately for lower-skilled players.
-This idea is to address high alien win-rates among lower divisions.

Solution and Ideas
Idea #1 - Two purchasable LMG's with different spreads
-You would spawn with your standard LMG, but be able to purchase another one that would have an increased spread for free.
-Meant as a buff for lower skilled Marines to compensate for their ability to track targets.
-High skilled players would still be able to play with the current LMG by default.

Idea #2 - Commander activated LMG spread.
-The commander chooses which type of LMG's the Marines will spawn with from an option on the Command Chair.
-Same two LMG spreads from Idea #1.


My personal thoughts is that this is a silly solution and can be a little necessarily complicated. Dragon also mentioned that it could be a little problematic with something about using the same models for two guns and issues with skins for guns - I'm not entirely sure.
Wob
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B L I N K
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4 September 2015 - 23:06 CEST
#2
I don't think this idea helps as much as it does damage.

Lower spread only helps distinguish the best marines from good marines as the worse marines miss more with low spread.

That doesn't mean that the marine with the low spread will be better than a marine with a high spread.

That's why I only suggested an across the board spread increase as an idea (although I never supported it) because making it optional doesn't really make sense unless the increased spread was huuuuuge
WhySoSerious
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5 September 2015 - 00:14 CEST
#3
Maybe just try this
http://vignette4.wikia.nocookie.net/avp/images/b/b0/M56_Smart_Gun_diagram.jpg/revision/latest?cb=20140804001508
zRn
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5 September 2015 - 00:19 CEST
#4
RolliePollie
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Pell-Mell
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5 September 2015 - 16:11 CEST
#5
+1

this is a silly idea...

Was there any decision made regarding super skulks mid-game (once 2 hives are up)? Like having reduced hp increase from biomass etc..
Kash
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5 September 2015 - 17:12 CEST
#6
RolliePollie says
+1
this is a silly idea...
Was there any decision made regarding super skulks mid-game (once 2 hives are up)? Like having reduced hp increase from biomass etc..


https://docs.google.com/document/d/1nvgEKx63aPUafBcTo82XDefU7sgiQpi9Eb8Fa1hZZ2k/edit?usp=sharing

There are a few proposed changes in the yellow and red sections of this document that were proposed with the idea of nerfing mid-game skulks... some have some real potential but haven't been discussed enough... some would need far more thought and a lot of effort put in tweaking them.
"Out with the gorge, into the ready room" F4 - iSay
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