sidearm is impractical to carry

idk if this is sarcastic or not but I agree

sidearm is a necessary requirement in some my loadouts, I think its probably the same for all you, personally I think it is impractical with some loadouts but makes all the difference for others

First one I imagine is my bipodded hpr loadout, pistol can get me out a spot that I trapped myself in or save John PVT from getting capped by a warrior

You carry the big iron or you don’t.

Pistols are very, very strong, I just don’t like needing to resupply every picosecond for them. I’d rather the pistol pouch got buffed to include 1-2 extra mags, or something at least.

nah pistols just need a few large mags just have them be quite few in number.

yup I just did the math and the fucking M4A3 has a DPS of 410 PB shit is wild. what’s more each Mag has 492 points worth of damage in them. any shit with out armor PB is going to have a bad time. is even worst for HP 540 DPS with 648 damage in a mag.

But then you’ll be sacrificing quite a bit of sandwich space- Unless you were carrying your pistol in your backpack or elsewhere.

In any case, pistols have always been DPS kings, but the accuracy & ammo availability is always the main restriction that holds them back.

3 Likes

I am going to toss my 2 cent in. Frankly the issue with sidearms is even if you set up your kit to only use pistols. you just don’t got the room for the ammo lets work with Mod88 to start as it has the largest mag size.

mod88 gots mags that can hold 18 rounds well a M41A gots a mag size of 40 meaning that a Large Pistol Magazine Pouch what can hold 6 mags in will only hold 108 rounds, well a Large Magazine Pouch can hold 160 rounds. if you are useing a M4RA with a mag size of 25 it will 100 rounds.

The ammo loading rig can hold 5 mags so 200 rounds for M41A, M4RA for 125 rounds.

General Pistol Holster Rig can hold (this maybe wrong the wiki doesn’t say the room it has) 6 mags as well so again 108 rounds. you can put one in your belt and suit slot so if you use both up it will come out to 216 rounds.

small Webbing Vest can hold 5 mags so 90 rounds, a large webbing can hold 3 mags so 120 rounds for M41A and 75 rounds of M4RA.

500 rounds for back slots.

add 3 mags for armor mod88 54, M41A 120, M4RA 75

SUM: MOD88 1076 rounds. Plus 36 round for 2 mags in guns.
SUM: M41A 1260 rounds. Plus 40 for mag in gun.
SUM: M4RA 975 Rounds. Plus 25 for Mag in gun.
lets do the M4A3
SUM: M4A3 884 rounds Plus 24 for 2 mags in guns.

This shit is wild when you think about it because you got to account for the damage potential.
Mod88:32,280
M41A:55,440
M4RA:50,700
M4A3: 36,244

THAN if you count in the pain of reloading, Falloff, spread and what not shit gets worst.

You can not carry a equivalent amount of damage potential for side arms.

2 Likes

M4A3 and SU-6 having an RPM of 600 is an oversight. They weren’t intended to fill the niche of: best gun in the game if you download an autoclicker

The average person clicks ~300-450 RPM when factoring in aiming and stuff

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if your cps is 5-7 youre a noob; also using autoclickers is bannable.

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Wake me when you add automatic firing to pistols to make use of the insane RPM.

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i am confident most people can achieve a CPS of 10 for 2 seconds, which is all you need pretty much

Notice the “when factoring in aiming”, if you’re 1 tile away and are just spamming clicks, yeah you’re gonna be hitting it, it still doesn’t mean it’s intended.

It sounds bad and looks dumb, it was coded that way because whoever set it up didn’t think people would be hitting 600rpm and just set it to byond max RPM (without meme code).

The only reason is hasn’t been changed is cause no one has bothered to change it yet.

For automatic firing pistol, the m39u from dark descent was a heavily modified m39 that was basically an auto pistol. Didn’t look at all like the actual m39 anymore but it had the 48 round mags, it was locked behind the character having to be almost max level though

A reminder that stuff that is unbound to real timers like 600rpm or spam click for healing is why we have an inherent click delay on all actions that makes CM feel so unresponsive, there just hasn’t been a community project to fix these issues

Edit:

I also haven’t bothered to look into CM autoclicker detection (I assume we have some? Right?) but fighting autoclickers in game design is fighting the symptom instead of the disease, autoclickers are a symptom of bad game design that rewards players for spamming click, an extremely low value skill. In my opinion, outcomes of fights should be judged by:

  1. the context in which players engage the fight (location, ambush, teammates)
  2. the players loadouts and castes
  3. the players personal skills (strategic choices, aim, movement)

I don’t think being able to spam a mouse at 600rpm (or having an autoclicker that is undetectable) should be what we reward, as it relies heavily on player hardware or external tools.

Players also shouldn’t WANT to have autoclickers, spam clicking in CM can be extremely annoying, especially when it’s an every encounter thing.

I think it’s a fault of us moving towards dir assist for xenos instead of just having attacking being on a cycle for a single click and hold. Dir assist means you no longer need to value accuracy, just your spam click speed, which leads to the “CM melee gameplay” where it’s just two people walking back and forth spam clicking their heart outs which looks plain dumb. Players are usually too focused on clicking to get creative with their movements

3 Likes

Players are usually too focused on clicking to get creative with their movements

Sounds like a skill issue to me tbh.

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hello i would like a large big mac meal with coke please

2 Likes

i am here to talk to you about your planes extended warranty

Nice try W-Y, it’s actually a dropship.

hi sir would you like some fries with that they are only 6 dollars for a large

I wonder if it would be a good idea if pistols transitioned to be as viable as primaries. It’d be interesting to see, I guess- Though I’m going to be very sad when I literally die to M2C levels of DPS

Eh really don’t think they should be made as viable primaries really, that will be a bit goofy. but still for a side arms intended roll, its wild the disparity in damage potential. it kind of makes having a side arm at all kind of point less, many of time you are just better off using a mag harn, that or juggling 2 primaries.

after all really the point of a side arm is if you lose your primary, or to smooth your load out if you are using a slow firing primary.

1 Like