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Games => Aliens: Fireteam Elite => Topic started by: Corporal Hicks on Mar 12, 2021, 05:55:12 PM

Title: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Corporal Hicks on Mar 12, 2021, 05:55:12 PM

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 FacebookTwitter, 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!

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Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: PAS Spinelli on Mar 12, 2021, 06:43:11 PM
More indepth than I expected, looking forward to this
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Geneslicer on Mar 12, 2021, 07:07:44 PM
i wish there was a way to beta test this ... i certainly have plenty of xp with beta testing since i spent 15 years testing og xbox - xbox one
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Jumss on Mar 12, 2021, 08:02:03 PM
Really hope they get rid of the red x or give us an option to turn it off when you kill the aliens
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Xeno Black on Mar 12, 2021, 08:04:58 PM
This is looking better and better!
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kailem on Mar 12, 2021, 10:43:41 PM
I really like the almost "inventory management"-style setup they have for the perks and abilities. I'm one of those crazy people who actually likes that sort of stuff in my games (comes from playing a lot of survival horror and open-world rpg's I guess), so I like that they're going with something a little different than just the standard perk selection that's almost going to require a little puzzle solving in order to fit everything you want in.

And it looks like there are going to be a decent amount of perks and modifiers too. I like the idea of "universal" perks too, reminds me of Dead by Daylight a bit.

I also wonder how many of these new weapons we might end up seeing in the Colonial Marines Operations Manual when it comes out. I see on that Kramer rifle description there's mention of the UPP, so it'd be a nice bit of world-building of some or all of these showed up in that too.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Wweyland on Mar 12, 2021, 10:46:46 PM
The M41A2 Pulse Rifle? Aliens vs. Predator 2010 already had the M41A/2  :)
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: razeak on Mar 12, 2021, 11:14:22 PM
My interest increased. It's clear we're going to be mowing down hordes of aliens. It's a genre game with an Alien skin, but it looks well thought out.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: PVTDukeMorrison on Mar 12, 2021, 11:36:46 PM
I like how the description for the Kramer references the UPP.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Xenomorphine on Mar 12, 2021, 11:40:44 PM
Interesting that they're going with the primitive 'Deus Ex' block-styled inventory management system.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Safi on Mar 13, 2021, 01:38:10 PM
Where is the grenade launcher attachment for the M41A  :o ? It is not among the mods...
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: JayHy17 on Mar 13, 2021, 03:21:24 PM
This is lookin damn good! Ridge and Hicks, you guys doing a reaction video to this?
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kimarhi on Mar 13, 2021, 04:10:03 PM
Quote from: Xenomorphine on Mar 12, 2021, 11:40:44 PM
Interesting that they're going with the primitive 'Deus Ex' block-styled inventory management system.

Overpower management. 
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Corporal Hicks on Mar 13, 2021, 07:39:38 PM
Quote from: JayHy17 on Mar 13, 2021, 03:21:24 PM
This is lookin damn good! Ridge and Hicks, you guys doing a reaction video to this?

Hopefully in the next couple of hours.


Quote from: Safi on Mar 13, 2021, 01:38:10 PM
Where is the grenade launcher attachment for the M41A  :o ? It is not among the mods...

They didn't go through the weapon mods, only the class perks and mods.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Grimtaur on Mar 13, 2021, 08:13:31 PM
I hope that you will be able to disable the white outlines around the xenos, when you're aiming down sight.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: RidgeTop on Mar 14, 2021, 04:17:01 AM
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kailem on Mar 14, 2021, 09:31:39 AM
Predator red dot sight spotted in that screencap around the 10-11 minute mark for the "Medved" shotgun. Predators confirmed! :P :laugh:
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Voodoo Magic on Mar 14, 2021, 01:33:52 PM
Quote from: Kailem on Mar 14, 2021, 09:31:39 AM
Predator red dot sight spotted in that screencap around the 10-11 minute mark for the "Medved" shotgun. Predators confirmed! :P :laugh:

As with PHG, it's inevitable that a pocket of fans will soon be asking Cold Iron... will you be adding Predators?  ;D
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: SuperiorIronman on Mar 14, 2021, 01:55:15 PM
It might throw some legitimacy at some crossover potential..., at least as far as releases go. If HG can use Scar it might be waiting on Alien to release to tie it in with the upcoming game.

Or it's just a tongue in cheek reference.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: molasar on Mar 14, 2021, 03:24:58 PM
Quote from: Voodoo Magic on Mar 14, 2021, 01:33:52 PM
As with PHG, it's inevitable that a pocket of fans will soon be asking Cold Iron... will you be adding Predators?  ;D

Some PC modders will change skins to make it happen. A shoulder rocket launcher is already there.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Voodoo Magic on Mar 14, 2021, 04:45:44 PM
I had this wild thought in my head of a reverse a-symmetrical Hunting Grounds scenario for Alien. A night jungle, with a team of four Aliens that can use the trees, against one Colonial Marine. Aliens would have classes too. Drone, Runner, Spitter, Burster, etc.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: RidgeTop on Mar 14, 2021, 10:55:45 PM
As pointed out by 'Peter DeRosa' in the comments of our YouTube video, the Kramer Assault Rifle is from the old 'Rogue' comic.

(https://i.imgur.com/lphnlxt.jpg)
(https://i.imgur.com/GMVaEy5.jpg)
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: BlueMarsalis79 on Mar 15, 2021, 03:15:28 AM
That's neat.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Corporal Hicks on Mar 15, 2021, 07:07:24 AM
I'd thought the flamethrowers looked like the sonic weapons from Rogue, but had completely blanked on these ugly things.  :laugh: Love the deep-dive though. Love it.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kailem on Mar 15, 2021, 07:39:56 AM
Yeah I'm all about deep dives and pulling lore from old comics or obscure corners of the EU, so I love this. This sort of thing is one of the reasons I like the rpg so much, so I'm totally down with it here too (even more so if they build off each other and we end up seeing some of these weapons in the Colonial Marines Operations Manual with the same or expanded lore soon).
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: BlueMarsalis79 on Mar 15, 2021, 06:25:46 PM
That may explain the Aliens going down easier in this than in the first three films.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Corporal Hicks on Mar 15, 2021, 07:34:35 PM
It's not too dissimilar to the other games. It's just one of those concessions.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: BlueMarsalis79 on Mar 15, 2021, 07:58:42 PM
I don't know they're plenty tough in AVP 2010 on normal and upwards, also plenty tough in Infestation especially for a side scroller, we know the deal with Isolation and everything else came out twenty years ago or more.

(https://thumbs.gfycat.com/AnxiousThornyAcouchi-size_restricted.gif)

Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Crazy Rich on Mar 15, 2021, 08:04:22 PM
If memory serves me right it's not all that different to how fast aliens went down in AvP2, one of thee best Alien related games out there.

And it's not on steam.  :'(
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: BlueMarsalis79 on Mar 15, 2021, 08:18:02 PM
Because of the divided rights situation.
But it is easy to acquire.
It's also set a good half century after the first three films.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Crazy Rich on Mar 15, 2021, 08:30:01 PM
Quote from: Trash Queen on Mar 15, 2021, 08:18:02 PM
It's also set a good half century after the first three films.

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.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: PAS Spinelli on Mar 15, 2021, 08:37:30 PM
Quote from: Trash Queen on Mar 15, 2021, 08:18:02 PM
Because of the divided rights situation.
But it is easy to acquire.
It's also set a good half century after the first three films.
quarter century actually
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Dachande on Mar 15, 2021, 08:40:28 PM
Quote from: PAS Spinelli on Mar 15, 2021, 08:37:30 PM
Quote from: Trash Queen on Mar 15, 2021, 08:18:02 PM
Because of the divided rights situation.
But it is easy to acquire.
It's also set a good half century after the first three films.
quarter century actually

AvP2 is set 52 years after Aliens and 3. Which i believe was what was being talked about.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: BlueMarsalis79 on Mar 15, 2021, 08:59:09 PM
My initial point being more advanced weaponry surely makes the Alien easier to eliminate.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Crazy Rich on Mar 15, 2021, 09:12:31 PM
Well I guess that's fine from a head cannon perspective.

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.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: BlueMarsalis79 on Mar 16, 2021, 04:28:45 AM
Of course that's the actual reason, in one way or another always it is, but I don't think I'm incorrect in saying this' the most advanced we have ever seen the marines.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kimarhi on Mar 16, 2021, 05:09:23 AM
I always head cannoned it to the Marines carrying what they thought was needed based on the mission they received.

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. 
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Grimtaur on Mar 17, 2021, 05:51:03 AM
Does anyone know if we're going to get helmets?
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Drukathi on Mar 17, 2021, 07:05:34 AM
Quote from: Grimtaur on Mar 17, 2021, 05:51:03 AM
Does anyone know if we're going to get helmets?

I think - no.

For the same reason that we have a third person view - character customization.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kailem on Mar 17, 2021, 09:37:29 AM
Hopefully we will, but I haven't noticed anyone wearing helmets in any of the in-game footage we've seen so far.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Voodoo Magic on Mar 17, 2021, 11:22:04 AM
Quote from: Drukathi on Mar 17, 2021, 07:05:34 AM
Quote from: Grimtaur on Mar 17, 2021, 05:51:03 AM
Does anyone know if we're going to get helmets?

I think - no.

For the same reason that we have a third person view - character customization.

Yeah, this seems probable to me.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Corporal Hicks on Mar 17, 2021, 12:04:54 PM
I don't see how that would stop it. It's a customization option. But we'll see.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Hemi on Mar 17, 2021, 12:46:00 PM
Aliens : Killing Floor. Took a while before they realised it was the way to go... But hey, here we are, and I'm happy. Perk system looks way better then the primitive KF system. Good. Good. I will enjoy this.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kimarhi on Mar 17, 2021, 01:05:18 PM
I imagine you will have helmets.  Wildlands always showed their characters without them, yet there were several styles of helmets available during the campaign.  They didn't boost your stats though, they were there just to add a little visual flair. 
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: PVTDukeMorrison on Mar 17, 2021, 01:27:57 PM
In the reveal trailer, about 15 seconds in, the guy on the far right sith the smartgun is wearing a helmet. Granted its not the vietnam era M1 with 80's futuristic aesthetics, it looks more futuristic. For some reason whenever military games with customization show a trailer, people in game are rarely wearing helmets.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Voodoo Magic on Mar 17, 2021, 01:40:46 PM
Quote from: Voodoo Magic on Mar 17, 2021, 11:22:04 AM
Quote from: Drukathi on Mar 17, 2021, 07:05:34 AM
Quote from: Grimtaur on Mar 17, 2021, 05:51:03 AM
Does anyone know if we're going to get helmets?

I think - no.

For the same reason that we have a third person view - character customization.

Yeah, this seems probable to me.

Quote from: Corporal Hicks on Mar 17, 2021, 12:04:54 PM
I don't see how that would stop it. It's a customization option. But we'll see.

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.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: mesh on Mar 17, 2021, 07:13:48 PM
There is a head accessory slot, it's just empty. You can see it clearly in the last screenshot, the one with the Gunner loadout, under Appearance it says "No Head Accessory". So there should be helmets etc.

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...  :(
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 17, 2021, 07:43:46 PM
I didn't pay attention before but yes it does look like the underbarrel has a flash compensator on it.  Only answer maybe is that it is a modular component added onto the weapon system (since it clearly doesnt have the pump action grenade launcher on it) that hasn't been added to the weapon system yet.


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.

Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: mesh on Mar 17, 2021, 08:16:02 PM
I know what you mean, but it most likely can't be a modular component because the bolt and brass deflector of the lower barrel are part of the receiver (body of the rifle, green part) itself and don't seem to be removable without significant disassembly and/or alteration by an armorer.
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.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 18, 2021, 02:05:49 AM
I think the under barrel will be able to be used simply because it would feel unnatural for this game to be the first Aliens game without a pulse rifle that could shoot grenades.  My guess is that you will be able to unlock things like a grenade launcher or a shotgun to use later. 

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. 

Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kailem on Mar 18, 2021, 09:49:02 AM
I think the whole reason we're getting a variant of the pulse rifle instead of a 100% movie-accurate version is simply because we won't be getting the underslung grenade launcher or anything like that because A) it would infringe on some of the class abilities (like grenades or the shoulder rockets) and B) it's a pretty OP gun that usually gets toned down in some form or another for video games. 99 rounds plus a grenade launcher as a standard weapon would make it almost pointless to use anything else. Hence we're getting a "modern" version without the grenade launcher and with a lower 60-round capacity to balance it out a bit.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: BlueMarsalis79 on Mar 18, 2021, 09:54:54 AM
Ninety five.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kailem on Mar 18, 2021, 10:10:44 AM
You're right, 95. Just slightly less OP.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Grimtaur on Mar 18, 2021, 12:27:45 PM
With regards to my previous concern about hoping that there will be helmets - look at this screen capture from the 25 minute gameplay. Maybe there's hope?

https://imgur.com/BaLfFNL
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 18, 2021, 03:28:07 PM
That is a beanie but it is headwear.


Quote from: Kailem on Mar 18, 2021, 09:49:02 AM
I think the whole reason we're getting a variant of the pulse rifle instead of a 100% movie-accurate version is simply because we won't be getting the underslung grenade launcher or anything like that because A) it would infringe on some of the class abilities (like grenades or the shoulder rockets) and B) it's a pretty OP gun that usually gets toned down in some form or another for video games. 99 rounds plus a grenade launcher as a standard weapon would make it almost pointless to use anything else. Hence we're getting a "modern" version without the grenade launcher and with a lower 60-round capacity to balance it out a bit.

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. 
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: PVTDukeMorrison on Mar 18, 2021, 03:48:34 PM
Quote from: Grimtaur on Mar 18, 2021, 12:27:45 PM
With regards to my previous concern about hoping that there will be helmets - look at this screen capture from the 25 minute gameplay. Maybe there's hope?

https://imgur.com/BaLfFNL
Thats a wool cap with a headset, helmets will be in the game though
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: mesh on Mar 18, 2021, 04:01:18 PM
There's nothing wrong with designing new variants of the pulse rifle, as long as that's done with the same level of quality as the original. The original was designed in the 1980's and now it's 2021 - with the amount of knowledge that's freely available on the internet today, there's simply no excuse for delivering anything less.

@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) (https://ibb.co/N9yMj80)

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.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Voodoo Magic on Mar 18, 2021, 04:42:38 PM
It's acid resistant wool!  ;D
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 18, 2021, 04:53:39 PM
When I was in we had watchcaps but were never allowed to use them.


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. 
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: BlueMarsalis79 on Mar 18, 2021, 05:07:22 PM
Sometimes I'm glad I know nothing of guns.
Title: Re: Aliens: Fireteam Class Walkthroughs – Gunner and Technician!
Post by: Kimarhi on Mar 18, 2021, 07:59:28 PM
Quote from: mesh on Mar 18, 2021, 04:01:18 PM
There's nothing wrong with designing new variants of the pulse rifle, as long as that's done with the same level of quality as the original. The original was designed in the 1980's and now it's 2021 - with the amount of knowledge that's freely available on the internet today, there's simply no excuse for delivering anything less.

@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) (https://ibb.co/N9yMj80)

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.

That is what I meant by reskinning. 
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kailem on Mar 19, 2021, 07:17:54 AM
Quote from: Kimarhi on Mar 18, 2021, 03:28:07 PM
That is a beanie but it is headwear.


Quote from: Kailem on Mar 18, 2021, 09:49:02 AM
I think the whole reason we're getting a variant of the pulse rifle instead of a 100% movie-accurate version is simply because we won't be getting the underslung grenade launcher or anything like that because A) it would infringe on some of the class abilities (like grenades or the shoulder rockets) and B) it's a pretty OP gun that usually gets toned down in some form or another for video games. 99 rounds plus a grenade launcher as a standard weapon would make it almost pointless to use anything else. Hence we're getting a "modern" version without the grenade launcher and with a lower 60-round capacity to balance it out a bit.

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.

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)
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: razeak on Mar 19, 2021, 01:10:00 PM
Holy cow those bolts.....that's stupid.

On the flip side, it might just be poor understanding of firearms and may not be representative of gameplay in general.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 19, 2021, 05:03:50 PM
It won't effect the gameplay, its just noticeable if you've been around firearms at all. 
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: PVTDukeMorrison on Mar 19, 2021, 05:48:37 PM
Quote from: Kimarhi on Mar 19, 2021, 05:03:50 PM
It won't effect the gameplay, its just noticeable if you've been around firearms at all.
Unfortunately it seems like more and more devs skip out on firearms advisors
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: mesh on Mar 19, 2021, 06:08:06 PM
Where have you seen that, Kimarhi?

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.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 20, 2021, 06:01:02 AM
?


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. 


Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: mesh on Mar 20, 2021, 11:50:29 AM
I was referring to your last post, about the existence and positioning of the ejection port not affecting gameplay.

- 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.
Title: Re: Aliens: Fireteam Class Walkthroughs - Gunner and Technician!
Post by: Kimarhi on Mar 20, 2021, 01:44:35 PM
Naw, I was just saying that in terms of gameplay they could put twenty ejection ports on the m41, its still going to fire and kill aliens. 


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.