Weapons and Ammo in Aliens: Colonial Marines

>> Tuesday, 26 June 2012

Weapons and Ammo in Aliens: Colonial Marines
I was thoughts of pulse rifle ammo capacity 990 comprehensive rounds in a mag 99/95. I was thinking smart weapons ammo ability 600 and 150 rounds of a thump. Need help approximation flamethrower. Any idea I think ammo gearbox needs to be careful with this. Just post your idea and the thought of arms and ammunition in Aliens: Colonial Marines.

#2
14-11-2011
Jung
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Join Date: Aug 2011
Posts: 1,197
Re: Weapons and Ammo in Aliens: Colonial Marines
Ultimately, it will be up to game balance. 9-10 Wizards of the PR is a bit more than 95 or 99 rounds each. Maybe if you keep 50 rounds per magazine. In the paper RPG, specialists in Combat / Infantry grunts took four magicians 1 in their public relations wizards from 5 to 95 rounds, another doctor or specialist as Com. only got 2 more 1, public relations, because of having to carry other equipment technology profession. I do not know if this game is going to be that deep. For the smart weapon, ammunition comes in a band tied in a drum and Marines overseas colonial indicates no standard length. My best estimate was 300, but 150 works for me too if the smart gun is as accurate as in the colonial marines from abroad. Unlike pretrayed how in other games. The flamethrower, I think, carrying two spare fuel cans. So would three tanks filled at startup. Sure what the colonial marines from abroad, said the replacement cartridge counts though.

#3
14-11-2011
VazV
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Join Date: Aug 2011
Posts: 1,238
Re: Weapons and Ammo in Aliens: Colonial Marines
Probably because I saw 4 grenades Ripley load of four in the PR does not include the harness was 8 I think in the harness anyway just a thought. I think I prefer 10 wizards maximum capacity BP had thus spent a little more. Gearboxes please add perhaps during the round modification / customization capacity changes.

#4
14-11-2011
Orochimaru
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Join Date: Mar 2011
Posts: 1,474
Re: Weapons and Ammo in Aliens: Colonial Marines
Even at 50 rounds a mag (seen in a vacuum) at 10 mag taken, that is 500 rounds. At 95 laps, the 10 journals, which is 950 rounds. You are asking the PR to be ribbed, with that amount of ammunition available. The only way you could achieve the balance of the game. If you can kill a foreigner, say 5 rounds or round 4 PR has exploded (which were at the scene of operations in the film), a large number of foreigners who have to be thrown at you for maintain interest. Are you sure you're not going to go with each blast or round, but you can lose a lot and even kill many of the foreigners with that amount.

#5
14-11-2011
Mollyi7
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Join Date: Jul 2011
Posts: 1,241
Re: Weapons and Ammo in Aliens: Colonial Marines
I just saw aliens and after the accident Ferro ship and supplies meet the remains of the APC, Hicks says, "Well, this is absolutely all we could salvage from the remains of APC. We have four rifles pulse, with about 50 rounds each ... they are not as good ...". That could be in the 50's came from too. if we squeeze any indication of the number of characters in the film and grenades, and translates it into the game.

#6
14-11-2011
AlisaDsa
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Join Date: Jul 2011
Posts: 1,295
Re: Weapons and Ammo in Aliens: Colonial Marines
For this specifically I would say four round burst to kill foreigners from the torso and two headshots. WY mercy I'm not sure that probably human or android that do not know. The damage inflicted upon us is a great question. While smart weapons, but still want at least six journals with 95-99 exclusion of that already in the PR. The thing is that you want to find ammo as much as you can right? That way you will be able to hold their positions longer. If the charge of 3 + 1 for the GL is the right film, then that's fine with me. I do not want to take half of a complete review of the PR to kill an alien (Guerrero, drone or Scout) though. Plus, of course, Queen or foreign, as perhaps an emperor. The crusher depends on the angle you shot from (the head is imperative that small arms).

#7
14-11-2011
LotusN
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Join Date: Jul 2011
Posts: 1,464
Re: Weapons and Ammo in Aliens: Colonial Marines
Do not think any party has done anything like that. The angle of impact is an important factor as to whether or not a round penetrates. That's mainly why we argued against there any rebound in the film when we talked about this before because I did not expect GBX to implement something as complex, and I still do not think I would, but I think damage could be avoided with location and a bit of a random dice roll shielded locations.

#8
14-11-2011
mbangali
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Join Date: Jul 2011
Posts: 1,488
Re: Weapons and Ammo in Aliens: Colonial Marines
In most games when reloading, the magazine is removed and discarded and a new one is loaded instead. But you should not do is take into account what you do with that old magazine, which more often than not, it still has plenty of laps left in it. What they do is a little magic trick in which the remaining rounds is subtracted from the old magazine and then added back into total round pool. And every time you insert a new magazine that is filled to capacity. But realistically, in a battle that do not have enough time to download individual rounds from a magazine and then up to half empty magazines with them. Realistically, any half empty magazines should be ordered back into the pool player's magazine with the number of rounds to be remembered for the magazine. It is expected that also allow for a more balanced pulse rifle that is accurate for the film, keeping the round magazines from 95 to 99, instead of the 50 magazines that we see in the demo.

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