Possibly terrible idea: remove m56d "cannot be placed near other machine gun"

unsure if this would be a terrible idea, but yeah, let m56ds be placed next to eachother.

Frankly, its not an insanely strong weapon, its hard countered by boiler, and fairly immobile.

Im unsure how many requ gets at the moment, but itd probably have to be reduced but, yeah. for M2C not being able to place them next to eachother makes sense, but m56d… honestly its meh.

5 Likes

Yeah, it gets to be pretty powerful when you line 3 of em up next to eachother, the IFF stacking potential is actually broken

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not really going to happen with the weapon as it is rn cuz it would allow for crazy IFF stacking-- the m56d isn’t like; insane but it’s actually really strong and a lot of people underestimate it; the real downside to it imo is just how clumsy it is to setup rather than any actual flaw with the weapon performance.

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The problem is the same problem you have with SG doomstacks. Individually they’re not that strong but 2 or more next to eachother can really lay down the pain.

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M56D has uber cracked AP, the damage potential is huge if you stack even 2 of them. Terrible for balance, and whilst IFF stacking was always relative rare before (because marines lack the neurons to even take advantage of the most low-hanging fruit possible), it’s still better that the potential for it is negated.

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yeah but you can just… flank - if all the firepower is focused on one spot that means theres none elsewhere
and its not like you can just run from one spot to another with the m56d, you need to screwdriver it, then move, then deploy, screwdriver and screwdriver again

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I remember there were guys who took two or three m56ds in squads and just set em up at the front and thats kinda bad but the thing is the m56d cant be placed within like 5 tiles of another gun? I really dont like that, it just makes it useless on cadelines as you can only have one per. I always want to play around by bringing m56ds for people to man my cades as a comtech but its never feasable.

2 Likes

Nah, lets not stack IFF. Maybe make another variant of M56D (M56C call it, or something) that has alt IFF and a 4x scope with ability to hit anything if it has direct line of sight (like sniper spec) so it is the thing to help against boilers who don’t have defender support. Basically a space semi-auto .50cal browning.

Otherwise if you put 3 guns next to each other behind cades on a choke, there is no way xenos will ever break trough unless they have a boiler with good line of fire and gas actually reaches operators.

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we need a 3rd hmg that shoots the same bullet but has completely different stats and the ammo is non-interchangeable :smiling_face_with_three_hearts:

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shrimply remove the IFF and revert the stack change. Now if marines want to push the hallway of backstabbery thats their choice

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When they nerfed the M56D, they added two nerfs at once: they removed the incredibly rapid-fire burst mode. They also removed the ability to place M56Ds within a radius of 5 tiles from each other.
In fact, only one of these two nerfs would have been enough.

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The burst was removed since it by itself was OP as all hell. You litterary got HPR like firerate with 50 AP.

You can no longer kill Queen in 3 seconds, now it’s around 6 seconds

And then half a year later, people started using like 3-4 on the front and made pushing them essentially impossible, so they added the restriction.

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Please check the dates carefully.
First, on December 18, 2023, M56D PR prohibits installation.
Then, on December 25, 2023, M56D PR removes burst firing.

Why did this happen? Two different players, in the same week, notice that the M56D is too powerful (and they are right), both create their own different nerfs in parallel and introduce them at the same time.

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Fucked with the timing, thats a mistake on my part. But the nerfs still don’t seem excessive at all.

If you only keep one of them, you get the following scenarios:

  1. Burst firerate is in, but antispam is also in. You get one uber powerfull m56D that melts xenoes trying to assault your position
  2. Burst firerate is removed, but has no antispam. You get upt to 5 M56Ds in a single spot and you get it even worse then with the burst firerate.
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It was perfectly balanced to begin with.

Dozen different ways to deal with it, including simple boiler gas that would put any guns together out of action. The real problem was that players wanted to be able to dive 3 or 4 emplaced machineguns head on and not die for it and they got rewarded with that behaviour by having the guns killing them disbalanced.

Gas it, go around, yoink them off with grabs, screech them, have crushers run them over, they were only hard to deal with for players who couldn’t rub 2 braincells together or use teamwork and thought constantly charging into machineguns was a brilliant strategy that ought to be rewarded.

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So was vamp. People didn’t want to deal with it properly and complained so much that they had to nerf it.

So you can live as long as gas lasts +1 second.

Enclosed cades.

So the queen dies few seconds after screech wears off, while not even reaching anyone cause cades.

Cades and 50AP means crushers are as tanky as carrier with +50 HP.

Quickly rub2 braincells together to came up into a strategy of breaking Big Red chapel chokepoint into Lambda with 3 IFF M56Ds next to eachother behind enclosed cades. Sure, boiler shoots gas, marines shoot into gas, as soon as gas dissapears marines man the guns and shoot at the chokepoint, so your time to strike starts when gas touches the tile of a gun and ends about 1 second after it dissapears. Sure add a Queen that screeches as soon as gas dissapears to extend your timer. How many times did you slash a cade?

Sure, you will respond with: “Flank it”. Entire chokepoint could be completly LOCKED by a marine afterthought gun emplacement forcing flank. What if we put another 3 guns on the most direct path of a flank? Flank again. At this point simply assault FoB.

Vamp on release was not perfectly balanced and I will die on this hill.

3 Likes

Didn’t it originally get removed for being practically unstoppable asking for a xenomorph.

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I do wish the distance that M56D’s can’t be next to each other would be decreased, since right now it’s close to an entire screen’s worth.
The current distance required between HMG’s makes the M56D really finnicky and annoying to use now if anyone else takes one. When I last used it, I was praying for the other M56D equiped marines to die so I could actually use it.
A slight buff would be nice, but not removing the limit altogether.

2 Likes

As the one who added it, I have made that change due to old busted burstfire that had insane unintended DPS, also we were both aware of the other nerfing PR and wanted both( you might notice the burst removal got merged two weeks after the spacing nerf), as at the time the devil of m56d was let out of the box and then the stuff needs to be hit hard to stop it. No it was not perfectly balanced, it was super busted and I say that as the one who was using it, not from reciving end. Same story when people go and do other unintended stuff, it gets prevented hard not softly. If you want to try and reduce the preventing range I am indiferent to it, but also nto worth the hussle for me to change, it is a variable, you can change it with no experience with coding. it can be a bit annoying trying to deploy more then one m56d on front, but it is still less then screen range so you can mostly see the other mg preventing you, m56d right now is in fine stage, strong enough to be used not strong enough to be complained about

1 Like