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 The guns in CC and your thoughts (so we can make 'em better) 
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Joined: Wed Jan 07, 2009 10:26 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Or the ability to take down an enemy in one shot every time, which the mauler provides.


Mon May 09, 2011 9:42 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
That's great if you're only fighting one guy.


Mon May 09, 2011 10:07 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Or able to make sure they don't shoot you all at once. It can probably kill more than one soldier per shot and it does fire fast enough to still clear rooms when used well.


Mon May 09, 2011 11:08 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Gosh Crow, you're making the Mauler sound like a sniper rifle. I think it could be modified regardless, though. Maybe a slightly higher rate of fire. Just slightly, though.


Mon May 09, 2011 8:43 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Well, as it happens....

Rates of fire:

Sniper - 65
Heavy sniper - 42
Mauler - 45

Reload times:

Sniper - 2800
Heavy sniper - 3200
Mauler - 3600

So in fact in terms of fire rate the mauler is essentially as slow as the heavy sniper, and more slow than the sniper, and in terms of reload time the mauler is worse than both.


Think about that. :P

EDIT:

Oh, and just for the sake of a laugh:

Mass:
Sniper - 16
Heavy sniper - 40

Wait for it...

Mauler - 60


Oh dear me. Dear me.


Tue May 10, 2011 7:55 am
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Joined: Sun Jun 13, 2010 5:40 am
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Location: I chose my fate, do not pity me.
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Does anyone else miss the spikes that used to fire out of the mauler?


Tue May 10, 2011 8:23 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Fail Flail wrote:
Does anyone else miss the spikes that used to fire out of the mauler?

You thought they were ninja stars. I remember it now. The look on your face as I crushed your hopes and dreams.


Tue May 10, 2011 10:17 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Crow wrote:
Well, as it happens....

Touché.


Tue May 10, 2011 8:32 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Seriously? The mauler shotgun's mass is 60?

Now that's epic. I think the mauler shotgun should get some changes now.


Tue May 10, 2011 8:41 pm
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Joined: Mon Dec 27, 2010 5:19 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Yeah, I liked the old frags that came out of the Mauler.
It could use an update I guess... And something bigger than little pixel bullets would be a nice thing for hitting tougher enemies with.
I allways pictured the Mauler as a wide-bore "anti-armour" shotgun firing really large shot. Lots of recoil and few particles, but each one can put a good hole in things. Not the birdshot it currently loads in its massive, slow-firing bulk.


Wed May 11, 2011 1:19 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Coalition Assault Rifle

Pros: Cheap, hard to break.
Cons: Severe lack of stopping power, mediocre accuracy.

This weapon suffers greatly against actors with sniper weapons, even at short range. The accuracy and power mean something like a Dummy Sniper Rifle is capable of crippling my actors before they can do sufficient harm in return, where by all rights they should make mince out of the AI before they can manage a second shot. Suggestions would be increasing it's rate of fire and accuracy, to make it a weapon that can always be relied upon, rather than just another high-powered barnyard-gun.


Coalition Missile Launcher

Pros: Powerful, accurate
Cons: Very slow to fire, expensive
This weapon pretty much sucks compared to the Ronin Bazooka. It's more expensive, and whilst more accurate, being able to timely fire another shot really counts in emergency situations, which the Bazooka excels at. Maybe just a minor tweak to the rate of fire, or the splash radius greater and more damaging, to make it a standout BFG compared to the light and fast Bazooka.


Coalition Spike Launcher

Pros: OMG RAPE
Cons: Extremely heavy, very risky
I love this gun. The only suggestion I can make is that the projectile speed could be a smidge faster to give the weapon a slightly more effective range, and less likely to tear the operator a new one. As it stands it's extremely heavy for an overpowered grenade launcher, and the short fuse means indirect bombardment like a traditional grenade launcher isn't possible, and is actually hazardous to the user. A higher projectile velocity would make it more like an interesting hybrid between a direct-fire cannon and a traditional launcher.


Ronin Tommy Gun

Pros: None
Cons: Inaccurate, mediocre power, much better guns for the same price
Not sure what to do with this gun. Possibly increase the rate of fire, and bullet power, so that the occasional hit that lands really counts. Would also make it a real bruiser in close-quarters, at least enough to rival a shotgun.

Ronin M1600

Pros: Powerful, long range, cheap
Cons: Horrid accuracy for a 'scoped' weapon, rate of fire.
Personally I prefer the M16 over it's souped-up brother, as it's blistering rate of fire more than compensates for the accuracy. The M1600 doesn't have the same privilege. Just a minor accuracy boost and this gun will be fantastic and a significant upgrade over the M16.


Sat May 14, 2011 12:36 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
The Gunslinger wrote:
Coalition Missile Launcher

Pros: Powerful, accurate
Cons: Very slow to fire, expensive
This weapon pretty much sucks compared to the Ronin Bazooka. It's more expensive, and whilst more accurate, being able to timely fire another shot really counts in emergency situations, which the Bazooka excels at. Maybe just a minor tweak to the rate of fire, or the splash radius greater and more damaging, to make it a standout BFG compared to the light and fast Bazooka.


Sorry to break it to you, but rocket launchers aren't supposed to be fast and light. If any weapon needs a change among the rocket launcher-class weapons, it's the bazooka.


Sat May 14, 2011 4:42 pm
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
I just lol'd at this.


Mon May 16, 2011 12:48 am
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Location: Auckland, NZ
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Dummy sniper:
Pros: Big bullets, decent damage.
Cons: It doesn't really fit in with the dummy faction at all and it has
♥♥♥♥ accuracy.


Mon May 16, 2011 5:09 am
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Post Re: The guns in CC and your thoughts (so we can make 'em better)
Weapon: Box of crabs (300 crabs in a drop crate)

Pros: Cheap, hits like a tactical nuke, killing anything nearby from the shockwave of landing, even apparently behind walls or deep underground, lots of low damage shrapnel as well.

Cons: Limited range to drop in, friendly fire almost certain, even deep underground won't save you if you're anywhere nearby, may slow down frame rates, mountains of crab parts everywhere.


Mon May 16, 2011 8:25 am
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