#smartgun feedback
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#1512321336821813278 message
FYI
i will be making the nerfs today
then its gonna be like that for a while until someome touches it
need to fuck off for.a bit for exams
@glad mesa ngl I really enjoy the changes but like
It really needs a lock on mechanic maybe
SG feels strong in Insur which is fine I guess but like in DS I don't enjoy it that much. Atleast from my fragger perspective M44 revolver + shotgun melts anything.
maybe if they had like a lock on mechanic like that silly ultrakill guttertanks
your focus + damage would increase as smartgun is able to shoot more towards the target.
or smartguns can have special ammunition for them aswell like holo or armor piercing (the old flechette style AP that slowlys strips armors from the target while they are being fired upon consistently letting allies do more damage)
these are my opinions you can ping me back if you want specifics about something
you care bout
yes i agree but idk how id like design one
legit no idea if that exists in our code already or at all on ss14 as a whole
ermm imagine what
https://www.youtube.com/watch?v=-B6GCfooyjo
Where lines and shit pop and lock onto targets and stuff might be so cool and soul for them
legendary weapons vasquez smartgun location
I need to draw this actully
fuck I need a screenshot
so I can draw stuff
a second
google aliens vs predator 2010 smarrtgun
thats what i want except no homing bullets just aim assist
yes
that's peak
I was trying to find that actully neat but I also have another idea-guys thingy I shall make and send now...
funny abt DS btwe
unless you used HAZOPS which i think is affected weird
but people feel like its crazzzzzy on xeno side the new SG
particularly with stacking
SG stacking feels so strong from alien perspective yeap
I just don't really enjoy it much
personally
because like in the end rifleman still has more DPS the way it makes them feel is a problem
same same...
alt IFF should be considered btw
someone coded it in RMC I believe.
Alt IFF might be good for balancing it out
also recoil comp
should just be visual tbh
it should still have scatter
you just don't feel it
its bad
i need to check
its simply bad
but it seems
really bad
which is
insane for a fucking
PVP server
https://github.com/cmss13-devs/cmss13/pull/9099 here is my dream
okay thinking more on how aim assist would work
id need to figure out:
- getting cursor location as the gun shoots? no as you click with agun then ig this code will go in and modify where its going
- calculate nearest valid target, distance from cursor to mob?
- designate valid targets based on IFF code
- figure out making new UI overlays ala medhud ig that goes above people and works for SG eyeset thing
- figure out MODIFYING that ui to designate everyone as possible targets BASED on if SG iff is on or of
- modifying gun shoot angle as amiddle man to not follow cursor
what id ACTUALLY love is lowkey cursor being dragged to targets
but that just sounds like potential issues despite being giga larp and also a lot of work
Oh xenos malded in dead chat
I was spectating or a lesser for the entire round
Smartguns won every combat decisively
we have FEEDBACK THREADS FOR A REASON AAAA
You get smartgunner AB and C on the front and game over, which massively compounded due to the reported still very inadequate fall-off and monsterous fire-rate combined with essentially rifle damage made USCM autorifleman worth like 4 slaws
Frankly I think SGs should only be strong WHEN they're stacking on their team, or with other SGs
Which is why I think it needs a MAJOR damage nerf
i added damage fall back to it
back and it still good? loll fuck
oh chip while youre here id like to ask
- how easy is it to port alt IFF to sg iff specifically
We are going to have another Raijin DS round btw
I mean
Yeah it does
he JUST said he nerfin it bro
no it doesnt
Auto fire just already does the aim assist job, no?
its aim assist not auto aim
its different
auto fire is conceptually fucking stupid and boring
The auto fire
the point of the smartgun is it helps you hit targets
In the sense that I wouldn't see it hard to repurpose some of it's code
it literally isnt
its auto fire thats not aim assist
thats DIFFERENT BROO
It- should lock on?
Hm
I’ll take a look
no no it shoots oN IT OWNS
THATS WHY ITS DOGSHIT
the like
I’ll fix it
m,echanic id need
It should auto target
would need to be a weird middleman
it does
what i mean is
it doesnt work at all for making aim assist
i can chop up the shooting at set target part
but id still need to write my own code for:
1 finding cursor
2 calculating nearest valid target
3 telling that chopped off autofie code to shoot at that
actually no i might be misremembering
but auto fire might be too fucking slow sometimes still
due to how edge of screen works
and how slow bullets are
genuinely auto fire is such a bad mechanic lazily implemented
sorry for the ping @wintry fulcrum but i want to ask
- Would an alt IFF port from RMC specifically for SG be easy to do? I want to look into that atm
- How hard would it be to make an aim assist feature for SG? :
- User clicks near target (maybe shown with overlay)
- code checks if target is valid (iff or not)
- Code then redirects gun to aim at the target, aiming the user's bullet at it
- one footnote is i think this might fail to work with extra fast castes like runner if we use auto aim code for when it shoots and at what
i want SG to be sovl not a weird version of sniper
I would prefer to choose what I lock onto
also to clarify 1 is bcs i want to try doing that on my own
2 is i doubt itll be easy but i might try in the future in the summer break..
all of em possible
not really hard
if you could do this for me my soul is yours bro
but i also understand newmed v2 is way more important lmfao
@cyan orchid can we agree sgo is ass rn 😭
since supression isnt a thing i gotta basically PB my support weapon to do shit meaningfully
im ivory btw
SG was good pre-nerf
It was nerfed directly after xenos made a mistake
And I capatalized on that
Little annoying...
@granite pawn this is what I was talking to you about in DMs
I even liked when SGs were different per faction (i.e WeYu's faster fire rate)
it was suppose to be a buff... but the damage falloff is so bad it takes like 20 shots HvH
and a whole mag HvX
We've unga'd and havent gotten a single SG kill 🥹
What mistake was it
Xenos werent utilizing hard cover, ranged castes, and AoEs
Next day, instant nerf
🥀
Yes but
LIke
Specifics man
Map?
@wintry fulcrum Brotha I beg you... 🥹 Xenos make mald PRs so frequently straight after they lose a round
We need balancetainers
this was made by nzzy and me
Im pretty sure nzzy was the one in charge of smartgun stuff
over a week
And kit apparently
nzzy told me dmg wasnt gonna change
so im like cool
then i notice SGOs are
how do i put this
plant vs zombies base pea shooters
Ok maybe I was wrong then about mald PRs happening straight after rounds
Chip does a lot of balance changes too
and dont have any buffs
Just push a revert PR
i LIKE the firate its cool af
I dont think it needs to be reverted now
i DONT like the damage
Just needs a middle ground
Ya shoulda seen this round
Brother im in this round
Correction, we used the entire bag
Not saying it shouldnt be buffed again
17,500 rounds fired, not 1 kill
i was carrying 9+1 mags.
I was empty 90% of the round
It was fine before that
Like when I played xeno
the SGs werent too damaging neither were they too tickilish
on paper the kill time with 3 SGs shooting one rav should be 18.5/3, (6.31111 seconds) thats ASSUMING the rav is at 4 tiles, and all 3 SGs hit EVERY shot
You shouldve been there for the shivas round
The crate spam round?
3 sgs doomstacking
Yea
Yeah thats the round Im talking about
I realized xenos werent taking cover or having ranged castes
They were pretty awful in xeno pov
Called the SGs to stick with me
🤷♂️ Dont think it deserved the nerf because of how good we strategized
I dont think sg doomstacking should be encouraged
That's not strategy that's just cheese
bro, there is jusst 4 of that gun in whole platoon
3*
@cyan orchid
3 SGs
let them cheese it
Yeah and it was buffed to shit
Did you even look at the raw values
Yet xenos always find ways to take them out
actually it was intended for SGs to work together....
Oh there was no falloff?
for ammo carrying and targetting
Yes
if we care about doomstacking all that much just remove IFF and un-obotomize it
like
We're getting alt IFF
I got your middle ground @twilit whale , just make it as large as how far you can see
Eventually
Any further and it falls off so you dont snipe with it
just remove IFF at that point bro
THATS THE DAMAGE VALUE?
yes
In my original feedback https://discord.com/channels/1412210184121614447/1512321336821813278 I maintained that the falloff was pretty ass
nzzy
💀
i remember shooting a parasite 20-30 times in 5-6 tile range
That's all i had a problem with
also rn HAZOPS GAU fires slower then every SGO
Just make the falloff as far as you can see
nazzy didnt update GAU or deathsquad SG
that makes 0 sense...
and i just hot fixed deahtsqaud SGO to do 40 damage a shot at 15 RPM
I dont disagree that sgo is pretty shit rn
I was spitter and they tickled me
But it shouldnt be like before
literally just sprite clicking with rifleman is 10 times more engaging than tickling toes of even t1 xenos
@granite sleet @glad mesa @twilit whale Just make the falloff as far as you can see, which is like what, 10 tiles?
11.5
-
type: GunToggleableAmmo
settings:- damage:
types:
Piercing: 30
armorPiercing: 0
name: rmc-toggleable-ammo-highly-precise
icon:
sprite: _RMC14/Actions/marine_smart_gun_actions.rsi
state: ammo_swap_normal - damage:
types:
Piercing: 20
armorPiercing: 40
name: rmc-toggleable-ammo-armor-shredding
icon:
sprite: _RMC14/Actions/marine_smart_gun_actions.rsi
state: ammo_swap_ap
- damage:
-
type: RMCSelectiveFire
baseFireModes:- FullAuto
recoilWielded: 3
scatterWielded: 10
baseFireRate: 10
burstScatterMult: 4
modifiers:
FullAuto:
maxScatterModifier: 4
useBurstScatterMult: true
unwieldedScatterMultiplier: 2
shotsToMaxScatter: 80 - type: RMCWeaponAccuracy
accuracyMultiplier: 1.05
- FullAuto
@cyan orchid THIS IS CURRENT STATS
just bring the first SG pr back if we get alt IFF
the reason chip reigned it in is Sgs realized they could stack together and pull bullshit
i reigned the base damage in because if i didnt it would be psychotic at close range
these numbers are not impoirtant
youre leaving out the damage modifier and the falloff
at this point bnring back old SG but delete the IFF for now ro some shit
the actual solution is just alt IFF
but im too busy to port that rn
also there WAS falloff
i just reduced it
original PR values
it is infact NOT just infinite range
idfk why people are spreading misinfo
you can READ YAML
falloff was nuked this bad to compensate for damage being only 60% of before
i extended the "0 DAMAGE" range to 14 tilesd
nod nod
gg
it does 0 damage because not only did falloff get back to default
he also pulled back the range it starts kicking in to 4.5
someone needs to port alt IFF PR from RMC for the SG
then we can bring back my original smartgun rework
everygun has this and it kicks in at 12 tiles
the M4RA has this
but m4ra actually functions
it does
and actually test these things
the M4RA has it at like
15? around that range
basira is the only gun ive touched to have longer 9999 falloff range
READ THE NUMBERS BEFORE YOU SAY SHIT
its not even dream maker its YAML
no, i want my smart gun back
you murdered my boyyy
looking at the damage values of the SG now makes me question who and why is someone approving these changes 🥀
i did not do that bro
chip did that bcs xenos malded insane due to SG stacking abusing it
wallahi 1 boiler bro
1 prae
can end it
gg if we are gonna change everything when xenos mald about it
1 boiler or 1 prae
name it "colonial xenos universe"
YOU DUG THE WHOLE
bro
JUST REVERT IT
im busy
this is crazy dude
i dont think you understand how easy YAML PRs actually are 😭
the hardest part is setting up localhost
i am sorry but you lobotomize the gun because xenos mald and then tell us to "well if you dont like it fix it yourself chud"
i know how easy they are, i just dont know the variable names
this has been every nerf/buff in the past months btw
hell no man you broke it...
i dont github contrib
its not that hard
privacy reasons
im telling other ppl to fix it because it is genuinely just YAML
i cant have SS14 in between machine learning forks
can we not thunder lobotomize guns instead
if the one that lobotomized it wont bother un-lobotomizing it later
i can DM you the code if you push it, thats what i usually do w my mates
or them yeah
im not the one who nerfed it
so like not my fault bro
fellas, remember,
Marines are so much easier to kill & counter than xenos
I'm busy with weyland man
chip is mostly busy doing real coding
If a xeno is broken, marines lose 100% of the rounds
If a marine is broken, xenos might lose 10% more
but he has time to nerf shit
this needs to be pinned in the contrib channels
let it be known my word is not law on the smartgun
i just took it upon myself to make changes
you gotta see how annoying this is here bro, he does something "not real coding" he has time for it, but then when asked to revert it he does not have time because he is doing real coding
how did he had time to listen to marine malds and nerf it then in the first palce
I didnt say no falloff as in there actually was none it was just negligible
Btw
yeah i wish someone else actually made the pr instead of chip
But i guess you have to be specific
yeah people actually just believe shit
but no it did not have zero falloff
it had low falloff to compensate for the fact it was a pea shooter'd
i intended to 100% buff it's range to work as a suppressive tool
result: it works
george was talming about how we are trying to raise marine to xeno win rate to something like 30% to 70% from 10% to 90% 2 weeks ago
problem: it works ESPECIALLY WELL with IFF stack
marines get the slightest buff, it immediately gets reverted and lobotomized 2 days later
which i think is boring
i dont understand
Yea that's what i dont like
again
- Port alt IFF to SGO from an RMC14 PR
- disable IFF on all SGs as a temporary measure, bring back my old values completely
these are your options
if you want true SG aura back
Is there a pr open on rmc for alt iff?
i believe it existed at some point
let me check
Ive ported a pr once i can do it again but i need to finish what im doing
About the PR
Smart Scope blocks fire on friendlies, instead of allowing you to just shoot over them.
Why / Balance
parity - idk if its wanted on the smart scope, but can probably be used in the f...
you would need to figure out moving this from smartscope to SG
but i think that wouldnt be insane
Could just do it for both no
Unless
We dont want scope alt iff yet
No promises i think
Xenos never attempt to adapt
dont do that yet...
we dont even offer the smartscope ithink
Holup...
whoa whoa
Phrasing
I meant xeno minority
cool it with the anti xeno remarks
getting smartgun to nerfed when you already win 90% of rounds is crazy work, actually listening to them and thunder nerfing it is crazy work, and then telling players to fix what was broken by a maint is also crazy work
Also marines are never the minority
dude im literally busy ok 😭
if you want it to be fixed you gotta do it yourself
Anti carp
Alien gameplay happens in feedback forums
Because IC is already too easy
all am saying is that maybe not repeat the same thing in the future?
i dont have the time rn to sit down and figure out a compromise Sg value or do alt iff port
if i fix this myself how do i know chip not gonna nerf another thing next day cuz a grand total of 10 xenos malded about it
We agreed to make the falloff thr 11.5 tiles
then i'll have to fix that too cuz chip does not have time
just ping him abt it if he does that
"you gotta fix it yourself man sorry" is not a great argument for something you did yourself
what, for the gun doing 0 damage?
there's 2 stages of falloff for SG
well like 3
pre-falloff where there is zero damage changes
first falloff where it's like -4 on default per tile, -1.5 on mine
2nd falloff is 12 default 14 on mine
where it does 0 damage beyond that range
also in general forcing a obnoxious falloff on smartgun is counter-productive both effectivity wise and gameplay fun wise
if i remember correctly these dont work like 7+12 but rather 7th tile then 12th tile
so SG range was 12 tiles max on default
14 tiles max on mine
after that zero damage
by making him useless on range you are encouraging smartgunner to play like rifleman pointman and steal the positioning of riflemen that does not have IFF guns to shoot
so they constantly have to fight with one of the three dudes in the whole platoon to have any sightline to xeno targets at all which does not makes any sense at all
yeah i fucking hated it too
idk what you want me ot say man
i was trying my best to fix it
got busy
chip saw i was busy saw people were abusing IFF to make laser beams
so he just did some rough tweaks then went back to doing his usual shit
@glad mesa its a good opportunity to ask maintainers to start paying attention to what they merge
so thats where we're at
or like, idk dont merge something if they are not willing to fix it later
if it turns out cheeks
or have copy of it is old version of something at the very least so we can revert it to how it was before
instead of finding an entirely new solution to it
i will say
i think someone accidentally fucked with the smartgun somehow
chip only edited one value
but i see other values are different
the max range is 12
cant we just return to that?
on chip's PR
which is weird because it was 14 on mine
so something happened inbetween our PRs
but i dont think it was intentional seeing as no changelog was made
make ammos more rare too if there is a complaint with sgo not running out of ammo
for what its worth i do believe somewone fucked up smartgun values to be both my values and default
like
somethings weird abt chip's PR
its only 1 line change to falloff range but other values are different
so
fuck if i know
again im literally gone for like ~2 weeks
if nobodys fixeds it when im back ill fuck with it again
also on this
my original intention was ONLY changing the USCM sg
BUT
all the other fucking SGs parented theirs off the USCM one
so yeah now all of them are fuckin shooting fast
like look
i get your concerns but like man
i tried my best bro
i will give it another shot when im free
im sorry we had to fucking change it around bcs we're unorganized
i feel demotivated to work on this if people are just gonna say i shouldnt have ever done this and we should go back to vanilla bcs i just said "sorry bro im in a bind and you either fix it yourself or ask chip to do it and hope hes got the time still to do that"
ive been explaining how the YAML for this works and how these tweaks you want are easily PRable
besides alt IFF
Nzzy just tell me the values you would do for no IFF sg if you have time
i am sorry if it came off negative but it is lowkey a common courtesy to finish what you start, for whoever made the smartgun the way it is now
I'll probably fuck with it i dontgot time for alt iff yet
i would just reign back the 9999 falloff to 12 tiles
we go back to SG falloff starts at 7 and does 1.5
This is also a playtest so a lot of things can end up fucky 
i dont know how you guys look at it but to me starting something and saying you dont have time to fix it so i have to fix it if i dont like is kind of rude too
if that feels too good still
yeah..
we're not 24/7
so things are just fucking disorganzied and a lot of PRs happen
i was not saying it as an insult more of an explanation of the fastest possible way to get it done if you dont want to wait for me to do it again
i speak like this man sorry
nah its fine but i was mostly talking to chip anyways
but if 12 max range tiles and 7 tile falloff with 1.5 still feels too good
make it 2
or 2.25
either way im of the belief
my odl SG rework with no IFF would be fine
the actual issue is if the no IFF component would fucking work...
GAU has it off but it somehow still has it on
either GAU fucked it up or the disable component is broken
can't you just make its code like a normal gun
i mean am ngl make recoil value zero, and personally MD is not that needed
give it to its goggles?
nobody uses "shoot single target every once in a while" anyways it is jusst a noob trap to drain battery power
and i would say no AP on/off switch is also acceptable
i mean according to you it doesnt work
and i would bet figuring out why it does not work would take longer than doing what i said
nah theres probably some hacksaw fix we could do
like just deleting the mechanic itself..
i think either EG's IFF changes broke it somehow
or our codebase just decided to be evil like it always does
anyhow ireally gtg now
I genuinely dont think there needs to be any middle ground
The change came after the result of one-three rounds
The strategy never became the "meta", and xenos never attempted to adapt to it yet
I'd say to completely undo any SG changes
They were fine before any touches
I think certain SGs should be able to have no damage fall off while others not
That is a change I could agree to
Assuming we go back to the old SG
All SGs should have a minimum of 11.5 tiles
There is no adapting to a laser that does full damage to you from a screen away
But idk pointless arg
Ill see what i can do
SG Counters:
- AOE stuns
- Ranged attacks
- Fast moving xenos(A single frenzy prae wiped the SG unga 4 times in a row last round)
Xenos have so much capabalities and counters
And I have to say,
So what?
Theres only THREE smartgunners
With all those counters? You can bet your ass if the xenos wanted to target SGs they'll take them out within 10 minutes
what aoe stuns?
also, ranged attacks aren't a counter, that's kinda the problem with removing falloff
Area of Effect
I know what AOE means
hedgehog ravager is just a straight up smartgunner counter, you can break formation and cohesion with opressor prae, a well placed boiler door snipe fucks up smartgunners, and overall nobody can really play smartgunner well anyways, even before nerf you usually ended up with guys that played it like pointman and got captured 10 minutes in, the menace smartgunner that never dies is gonna be as rare as a good xeno player, maybe even rarer
Same with Bulwark
if anything the current problem is newmed2, ranged attacks wont do anything to smartgunner now but the reason is not smartgunner having or not having damage faloff or anything about the gun itself, it is jusst newmed2, everytime you spit at me i can take a step back, click on myself with ointment and be like new 10 seconds later,
it wasnt like this at newmed1 slowly you stacked eschar or your limb health went down
newmedv2 made me heavily heavily dependant on a corpsman
because your playstyle is agressive to compensate for crazy faloff so you get hit by xenos constantly
no amount of spitters or base praes will make you need a corpsman
as long as you dont lose a limb or die now you can just go back, spam click yourself with ointment/gauze, chug a tricordrazine pill and be fine 30-45 seconds later
Regardless of newmed or classicmed marines have to be aggressive to kill xenos that have cover. Thats why most of the time marines lose in the same chokehold on maps
i believe in testing their patience and waiting for a mistake to punish over-extension or a slip-up against a sadar but it is just different views so
Send it back to pre buff land
Like
Before this braindead shit happened
or excuse me
pre-whatever the fuck this feedback thread did to it
the smartguns were cool and interesting with their different firerates
have some be stronger than others ig
but like
THE issue was the falloff, was it not?
@glad mesa
My suggestion is beside that, whatever this did, destroy it

this thread
you're gonna tell me with a straight face it's basically an M13 or whatever the fuck the autopistol on CM is called now
This thing reads like literally every cook possible was in the kitchen and they fucked it up horrendously
I didn't have an issue with the smartguns besides them just straight not having fall-off (if I remember right) before whatever the changes that started this thread did to it
I new shit was gonna be bad when the opening line to the thread was "You know, I think I made one of the factions turbo strong 😜"

Like fr tho, the smartguns should not have infinity range but don't incentivize me to get up in the warrior's face and get nuked for adequate damage eitehr
i dont know why people believe it has zero falloff
no the issue was IFF stacking plain and simple
again it never had "zero falloff"
i increased the range at which SG bullets do zero damage by 2 tiles
i reduced the per tile damage reduction from 4 to 1.5
but keep in mind i multiplied its original damage by 0.6
it was intended as a falloff buff so it could work as a suppressive tool and it did that but people took it to the extreme with IFF stacking
compounding with high ROF which due to lag compensation is powerful
i did not account for IFF stacking exacerbating a somewhat overtuned gun into hilariously broken
Yeah this is probably very much why it wasn't built to do that originally
please do not inform yourself of the raw numbers based on deadchat mald
otherwise im fine with mald feedback
but saying it literally does zero falloff is crazy
I say given on what you just said, everything you did to the SG can be safely reverted without much issue
i tested its raw DPS and compared an M41A
it was shockingly similar at edge of screen
the reason it feels crazy is accuracy
since people run m41a full auto
objectively these changes are not needed
subjectively the CM SG lacks aura and does not feel like a machine gun
its a weird IFF cuck tool
Per tile damage reduction being set down to 1.5 had effectively made it a sniper and I stand by that
Like the xenos did not have fun
it was a sniper because people stacked 3 SGs
i wanted to add alt iff
is the answer
but got busier than i thought
i dislike SG stacking myself its fucking stupid
its called not having current IFF
aka alt IFF
which is also frontline mode btw
thats how frontline mode works
like
im not opposed to feedback
you do not have to come in here and mald me bcs i agree it was broken
but like it absolutely had okay falloff the fact people figured out stacking it tripled its DPS
which made it psychotic at range
we would have a similar issue if we could IFF ops with M4RA
Is this still going
I got 0 sleep so nothing from me today in terms of making changes
someone repeated no falloff verbatim 🥹
Absolutely
i swear guys stop trusting deadchat mald
they are not reliable at pointing out the solution but they can point out when something sucks
before the real SG mald day kicked in
we had the SGs on DS and nobody complained
because none of the SGs stacked
Yes
i was begging people for feedback and got none
so like...ok i guess even xeno players dont mind
We realized we were genuinely shit when we stacked
And they currently can stack at any time they wish
yeah i dont agree with stacking existing
I'm not personally a fan of alt IFF and I think other solutions can be made
Yea i literally only had a problem with the doomstacking
nah alt IFF works
But here we are
i have other logistical complaints about SG i need to load onto the role in the future
It works, but it would make it annoying for me personally, and for a good amount of others I imagine
sorry chud all will be faced with FF
you get genuine SG aura but you actually have to position
What's your opinion on this btw @granite pawn
Personally I don't think alt IFF would necessarily change the issue of them being absolutely insane when they stack besides having to step to the side, which is what I think you mean by them having aura, them doomstacking still isn't any more fun for the xenos once they do
I'm saying all of this because even way before, SGOs were already individually the best kill you can get in terms of value
I feel like I'm losing my mind 
wrongg synths
and medics
as a former sg main i gotta say iff is a big deal
alt iff means i actually need to care about whos near me and frontline sometimes to get my dps out there
which means: vulnerable to MELEE or having to position constantly --> less focus on max dps downrange
this will help a lot more than you think because any injuries you cause induce SG downtime
alt iff increases the likelyhood of injuries (esp on highpop!) a lot more
this effectively means a reduction in sg uptime
Yeah it does mean a big reduction in SGO uptime and it'd knock SG down a bunch of pegs, personally tho as for this I think it would be safe to put the falloff to like 3 per tile
Or 2 per tile, suppression is important but like I'd instead think having actual mounted weapons (where the fuck is the M56D) be good at longer ranges would be cooler
sorta
i would like to flesh out faction identity more eventually
UA and WEYU should imo be the most heavily reliant on SGs
LACN lugs around their kramers
UPP has some SGs but...yeah chud pack that machine gun
RMC needs a bren gun
i need to make a harrington rifle gunsprite down the line as SG predecessor
UPP machine gun IMO is the most cag of them all, actually the coolest feeling for suppressing fire
ive seen UPP MGs stack up
the aura is insane
for now i want to get base smartgun feeling good
then i start personalizing balance
yeah, reason I say this tho is you could have situation where the guy runs down a bug who's low health and eeks out a kill that would feel like BS, cause like how rapidly does the thing fire, now?
something something prediction
SGs are insanely fast yeah
im okay with that for USCM SG and WEYU
but i dislike that for the others sorta
i wont lie though as a 250ms player i do not care anymore
so idk i cant imagine the annoyance in this scenario
it just happens to me constantly regardless
Mfw I die round the corner to bro's bullets