As we get further into March, IGN continues their coverage of Cold Iron Studio’s upcoming Aliens: Fireteam as part of their First coverage. Following on from the revealing of 6 of the game’s upcoming Alien types, Cold Iron’s Chris Matz – Fireteam’s Lead Systems and Combat Designer – walks IGN through two of the Colonial Marines classes available in the game: the Gunner and Technician!
The Gunner is more of the all-around Colonial Marines with some focus around firepower with one of his own perks increasing the rate of fire for the rest of the Fireteam, while the Technicianis focused around area control utilizing sentry turrets and charge coils.
We get a good look at the loadout screen and how the classes can be customised. There’s also plenty of new gameplay footage, including what we’re suspecting maybe Engineer ruins and some action inside an Alien hive!
Keep a close eye on Alien vs. Predator Galaxy for the latest news on Aliens: Fireteam! You can follow us on Facebook, Twitter, Instagram and YouTube to get the latest on your social media walls. You can also join in with fellow Alien and Predator fans on our forums!
At this point we will just have to wait and see how ate up they are.
From my understanding there is no gas action of the PR, its like a mini rail gun.
- If it indeed doesn't affect gameplay, then the port is just a random visual addition and the lower barrel is without much doubt the grenade launcher. It just wasn't fired in the demos or might not be 100% functional yet so it was purposefully omitted.
- If it does affect gameplay, then they might have done what I feared since the first time I saw it and turned the M41A back into an M4A1 (AR15 platform).
I gave the gameplay videos a second watch yesterday evening and it looks more likely to me that the muzzle flash from primary fire is coming from the lower barrel rather than the top, but it's hard to tell. The look of the ejection port and the existence of the muzzle device on the lower barrel unfortunately support the AR15 theory. That leaves the top barrel as a gas tube? There's no casings being ejected though, and the bolt isn't moving.
I seriously hope they didn't do that. It's beyond boring. And makes no sense since the decades old pulse rifle design is far superior - a lot more firepower in the same sized package. Hell, even an AR15 might be better for the size and what it offers
Thought maybe you've seen or read something that confirms either way.
And this thought: "(it) would be the first Aliens inspired shooter I can ever remember without it being in there." is exactly the reason I joined in on the discussion, because at this point and after everything I've seen, anything is possible.
I haven't seen anything with an underslung grenade launcher. Kailem might be right. It would just surprise me if it wasn't an option or a pickup somewhere down the line and would be the first Aliens inspired shooter I can ever remember without it being in there.
And I go all the way back to Alien 3 for genesis.
If you talking about my comment on skinning, I was just talking about skinning over the ejection port so it wouldn't show up where it was and have people scratching their heads.
The underbarrel grenade launcher was never fired in any of the gameplay videos and there is no UI element showing there's grenades and their ammo count. Only the primary ammo is shown.
On the flip side, it might just be poor understanding of firearms and may not be representative of gameplay in general.
They haven't taken it out though, it's right there. Just a modified version for this game.
It's entirely possible they might have a 100% movie-accurate pulse rifle in there somewhere, or give you the option to add the grenade launcher. But given that we've already seen that the only selectable mod slots on it are "optics", "muzzle" and "magazine", and that this is the version of the pulse rifle they've announced and shown, I wouldn't put money on it.
https://www.avpgalaxy.net/wordpress/wp-content/uploads/2021/03/159585419_1111442826022476_1082918004328762623_n.png
That is what I meant by reskinning.
Just like we had boonie caps, but were never allowed to use them either, except for about three months when I was deployed and that was because our highest ranking officer was an LT and he didnt give a f**k. But then he instituted a no hat, no salute policy and that ended that.
The Army always amazed me at this thought process. Bring all this shit with you that you could use, but won't let you for whatever reason, and then force the joes to keep up with it. Then somewhere up the line some bright idea guy would be like, "Oh geez, look at all this unnecessary gear our guys are carrying!" Half of it is unnecessary because we never got to use it. The simple solution would be to just not issue shit we can't use anyway. But instead of doing anything about it, you don't use it, but carry it anyways.
I do still use the boonie when I mow though. They ended up letting me keep it because I cut the strap out of it and you can't return it like that.
@Kimarhi:
The easiest way to fix the rifle is to simply move the magwell and the muzzle device up.
Like so:
https://i.ibb.co/6HWkP3K/p3.png
Fixes all of the problems, and leaves the underbarrel (black) section freely interchangeable - free to mount different modules like grenade/smoke launchers, shotguns etc. all of which should and now can be independent and self-contained systems.
Eh, I don't really see that happening. Hard to take out probably one of the three most iconic pieces of Marine equipment in the movie (motion tracker, m41a, and smartgun) just because. The easier way to balance the classes would be just to not have that configuration available to the classes you didn't want to have it.
But maybe.
I'm still betting m41 with grenade launcher is available, especially when they said that some of the customization/ability will be interclass.
https://imgur.com/BaLfFNL
That said, yes the ejection port is in the wrong place. And you don't need a flash suppressor for a shotgun or a grenade launcher, as you don't use grenades as a primary weapon, and you would only use shotguns to breach doors unless things went completely sideways and the pr was out of ammo and you had no other means to defend yourself.
The easiest fix would be just to skin over the ejection port. Its in the wrong place whether the a2 goes back to using cased rounds, OR if it is meant to be the secondary barrel ejection port.
They are also located directly over and perfectly in line with the magazine... which also means (or at least very strongly suggests) that they feed from it. Which makes even less sense.
Also, the underbarrel does not have a trigger for firing it, at least from what I can see.
I hope I'm wrong, but there are just too many things pointing the other way.
@Darkness: Don't know what was edited in my first post, everything is exactly as originally posted.
If not, then yes, it is an oversight.
Actually it would be an oversight anyways. THe only way they can fix it really is by hiding the ejector port with a skin or something. It would be in the wrong place no matter if the a2 went back to using cased ammo or not. The ejection port has to be in line with the charging handle, it wouldn't have generated a casing before hand.
It they meant the ejection port to be used for the under barrel, they still have it in the wrong place as the only ammunition that would pass by it now is the 10mm rounds from the magazine feeding the main barrels ammo.
I wasn't looking for it, but now that I see it, it can't be unseen.
On another note, what's up with the new pulse rifle? I kinda dig the visual design but functionally that rifle looks like a real mess.
It looks like it should still fire the 10mm explosive-tip caseless ammo from the top barrel and it's Tommy gun action like the classic M41A Pulse rifle, but the underbarrel part looks like it now houses a second rifle barrel with an AR15 style bolt and brass deflector (therefore, this one is using cased ammo) and what looks like a flash hider / compensator at the muzzle. What the hell? Does this thing use two different actions, two different barrels and two different calibers just to fire bullets out of both of them? It just makes no sense, and therefore makes an otherwise visually decent looking design off-putting.
Judging by the looks, this game went from creative while at the same time fairly realistic and well-researched sci-fi firearms and equipment of the second film to haphazardly and/or ignorantly slapped together toys just because... "looks cool"?
Disappointing.
What's worse, the more I look into this game, the more of these little red flags keep popping up and a very uneasy yet familiar feeling starts creeping in...
I was at least meaning, you watch Apone, Hudson and Vasquez enter a dark & shadowy corridor in Aliens, and from behind/in 3rd person, it's hard to tell Apone and Hudson apart sometimes, but Vasquez stands out from behind because of that hair, the red bandanna, and you can see her neck clearly. Clearly Vasquez would be wearing a helmet if it was real life. So unless you go for different color helmets, the Colonial Marine helmet as a marine requirement can hide the customization of the character. It wouldn't matter as much in a first person shooter, but this is a 3rd person game that seems dependent on its replay value.
But I do get you that they can just create helmets as optional, then you're good. Just another level of customization. It certainly wouldn't hurt anything. It be up to the player. Like Drake's hat, or Vasquez's bandanna.
Yeah, this seems probable to me.
I think - no.
For the same reason that we have a third person view - character customization.
The Marines in Aliens for example landed on a colony world with breathable atmosphere and undervalued ripley's report.
Might have went in heavier if they hadn't.
This actually happens in the real world. Scouts moving through thick forest or jungle often times don't wear helmets because it catches on things, and troops fighting in mountains usually scale down from an IOTV (body armor) to a plate carrier (body armor) for ease of movement.
I also headcannon that they have full combat suits at that time, but they might be hard to maintenance that far away from core systems so they don't break them out unless they need them.
White actually thought of stuff like this in his new book with the protective gear the Marines were wearing.
From my perspective though it's a video game, it's normal for liberties to be taken depending on what vision the developers are striving for.
AvP2 is set 52 years after Aliens and 3. Which i believe was what was being talked about.
Dare I ask, what does that have to do with anything?
I'm getting good vibes from the Technician class and like the sound of that pistol/shotgun combo, but of course I'll be getting a feel for each class.
But it is easy to acquire.
It's also set a good half century after the first three films.
And it's not on steam.
https://thumbs.gfycat.com/AnxiousThornyAcouchi-size_restricted.gif
https://i.imgur.com/lphnlxt.jpg
https://i.imgur.com/GMVaEy5.jpg
Some PC modders will change skins to make it happen. A shoulder rocket launcher is already there.