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Rework USCM Specialist For HvH #6916
Conversation
Just remove specs whatsoever maybe? |
Scout has 0 IFF in cloak from other factions, positioning requires more skill than normal play considering the ease of access of AP ammo from UPP sides, a better form of balancing would be changing the weapon issued to the scout or ammo |
Humans have access to motion detectors and everyone can use fire extinguishers to disable cloaks. Humans have it easier fighting cloakers than xenomorphs.
the rifles the UPP have are on par if not better, the type 71 rifles have maximum penetration with AP mags (they have an abundant of them) with only 20 less damage however have higher rate of fire, with 50+ RPM over the M4RA. The carbine version has a whooping 140 RPM increase over the M4RA custom with 32 damage per bullet, firing more than twice as fast. the M4RA custom has only 1 viable ammunition, the incendiary and impact rounds cause less damage and their utility isn't as useful against humans so your main ammunition will be the regular high velocity. a UPP should have the upper hand in a fight, even if ambushed by the scout decloaking, they still have a firing delay. The scout's greatest weapon for ambushes wouldn't be the rifle, it would be throwing knives.
absolutely false. the sniper kits are useless as scopes are disabled in faction clash and should stay disabled. You are effectively using the sniper as a close range weapon with abysmal fire rate. So no, in reality, the removal of the Scout kit from HvH would only leave 3 loadouts, there are 4 specs. Figure out the maths. |
Again, I think the best way is to remove specs whatsoever from hvh. There is no good spec for HvH, because all specs are designed against xenos. This is why everyone picks scout, because the rest are literally useless. Pyro is a joke, GL is meh, SADAR is only good for OT memes, sniper cannot even snipe. Of course everyone gonna pick the cancerous invisible guy with an actual gun, and quite strong one. |
I'm gonna rework elements of this PR. |
I've reworked the PR to remove most spec kits and make it the Specs can only vend 1 kit, a heavy armor set. |
I'll be reverting the armour value changes to the B18 as I address those in a separate PR. |
This pull request has conflicts, please resolve those before we can evaluate the pull request. |
I'll re-examine this after I review the changes to specs. |
About the pull request
During the 'Faction Clash', HvH, game mode. All USCM Specialists will only be able to select a new 'Heavy Armor' kit, which comes with a set of B18 armor. No other Specialist kit can be selected.
Explain why it's good for the game
In total, most of the Specialist kits are suboptimal, or bad, choices in a HvH environment, only the Scout was worthwhile due to its powerful rifle and cloak.
In comparison, OpFor are typically restricted with only one viable kit setup, a Human with heavy armour and a machinegun. This PR sets to better equalize this by granting the USCM a fairly tanky Marine Specialist who can run into the battle and tank a lot of damage with lower risk of permanent damage, akin to the UPP Specialists.
I might be convinced to allow a RPG spec to be picked as OpFor do technically have their own RPG, albeit this RPG has no skill lock so any UPP can use it.
Testing Photographs and Procedure
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balance: During the 'Faction Clash' human versus human game mode, USCM Specialists can now only select a single kit, the 'Heavy Armor Set', which will be unique to this game mode only. The kit comes with a set of B18 armour, including a helmet and gloves.
/:cl: