Denied Surface Combat/RP Rebalancing Part 1: Nu-7 Loadout Changes

This suggestion has been denied and will not receive development.
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Content Team, specifically Derek, before you deny this instantly, Mercer told me to post it. Hear me out. This was discussed mostly by the US Nu-7 CO team, and when presented to the UK, I took their opinions that they presented to me into account and tweaked certain things accordingly. This suggestion is made to solve a lot of issues within Nu-7, mostly in regards to our identity. As it stands, we are statistically inferior to DEA in most ways, and DEA isn't even a regiment. A common question I as a Nu-7 CO get asked is "Why should I join Nu-7 over DEA?", and to be honest, I and many others do not have an answer to that question as is. I hope that in adding certain pieces of utility to our jobs we will be seen as our own branch capable of doing our own tasks, not just "DEA minus".

What does this suggestion change/add/remove:
Changes the following things on specific jobs

MTF Nu-7 Hammer Down - Operative:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes" (i.e Keycard Scanners, Tesla Gates, etc.)
*Note: I know the first thing some will say of this taking away RP from Tech Experts, but (at least on US), Tech Experts and Engineers rarely, if ever, RP as is. Most RP you see from them is attempting to Pitchfork the Chief Overseer in a rebellion. This coupled with the fact that getting them to come to Floor 3 to fix Keycards or come to surface to fix Garage Door/Front Gate is near impossible makes certain tasks very daunting. Nu-7 used to have repair tools, and I feel like there was no huge imbalances caused by it. Now that HCZ is massive and Surface has a lot going on, it is more justifiable to return the repair tools. This logic will be applied to all jobs that receive it, so I will just list it on Operative.

MTF Nu-7 Hammer Down - Medic:
= No changes needed.

MTF Nu-7 Hammer Down - Specialist:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes"
- Adds Elastic Restraints
*Notes: A nice QoL addition to Specialist that I can't see any harm in adding, will help us when it comes to taking Civilians or CI into custody, and due to it being an NCO job (unlocked at CPL), it is used by more trustworthy members of the regiment and will not be abused.
- Add a Weapon Checker
*Notes: Since our main objective in Nu-7 is handling CI, it makes sense to be able to strip their weapons without a "/me strips weapons" bind, though it also comes in handy for any D-Class or Civs we may have to detain. Similar to the Repair Tool, I will only explain this on this one job as the same logic applies later on.
- Replace LR300 with a different assault rifle, the 2 that came up the most in conversation were the CQ300 Lynx (if it gets fixed) and the AS VAL (since it has been nerfed).
*Notes: The LR300 is just disappointing comparative to the newly added HK417, it used to be a better pick that Operative or Medic's gun when they had the GRY, but now it is just out of place and outdated.

MTF Nu-7 Hammer Down - Autorifleman:
- Lower rank restriction from CSG to SGT
*Notes: CPL to SGT in Nu-7 does not mean a whole lot on either UK or US, this was something that was addressed quite a bit. Adding a solid workhorse utility job to the SGT rank will make the promotion more meaningful and will push for more people to use said job, as it is currently underutilized in favor of Marksman, which is unlocked at the same rank.

MTF Nu-7 Hammer Down - Marksman:
= No changes needed.

MTF Nu-7 Hammer Down - Officer:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes"
- Add a Weapon Checker
- Replace the Colt M4 9mm with either the Mk-18 Mod or the Mossberg 500
*Notes: The Colt M4 9mm really adds nothing to the loadout of the Officer job, and comparative to other MTF Officers or even CI, they all get actual secondary weapons whereas we get an underwhelming SMG. Adding a Mk-18 Mod would be ideal, as it is not an overpowered weapon that is obtainable from the gun dealer, but a shotgun like the Mossberg 500 would also be preferable to the Colt M4 9mm.

MTF Nu-7 Hammer Down - Commander:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes"
- Add a Weapon Checker

Has something similar been suggested before? If so, why is your suggestion different?:
Yes, although not these exact changes. This suggestion is different in the aspect that US Nu-7 formulated a list and then presented it to the UK server, and we came to a middle ground to make both factions happy while addressing the problems we all had with the regiment's loadouts. I believe these loadout suggestions are more plausible and feasible than ones that have been suggested prior, and are more likely to get considered by the Content Team and Network Leadership.

Possible Positives of the suggestion (At least 2):
+ Surface combat will become more balanced.
+ Nu-7 will not have to rely so heavily on DEA to do anything at all.
+ DEA and Nu-7 will finally be independent entities with their own identity and util (DEA has immense scouting ability with drones and disguises, Nu-7 has raw firepower and the ability to *literally* fix issues before they start.)
+ Will give more reason for newer players to join Nu-7 over DEA.

Possible Negatives of the suggestion:
- Nu-7 may be a little too strong, but I doubt this to be the case due to the nature of most of the suggestion being utility and QoL over gun changes (though there are a couple). Even still, the weapon changes are made with CI in mind and are actually supposed to mimic CIs loadouts to make things more equal. (i.e CI Officer gets SCAR-H, CI Commanding Officer gets Mossberg, so Nu-7 Officer gets MK-18 Mod or Mossberg)

- May take away some of the responsibilities of DEA, though as it is DEA is a one man army type of job, where if you have Sr. Agent+ you can basically take on any issue with a Disguise Card, heavy weaponry, and all the utility one can ask for. Plus, DEA still have disguise cards AND drones, so their identity is not fully squandered.

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, Nu-7 has always been in a pretty "center of the road" state. Before DEA came out, Beta-1 outshined Nu-7 in most regards outside of numbers and Intel had a lot more utility. Now DEA are basically running the entire site (On US) and are capable of doing everything Nu-7 do but better. The only actual leg up Nu-7 has compared to DEA is Medic, but that doesn't mean a whole lot when Combat Medics exist and are eager to help even on surface when needed. I could see how this would be a controversial change, or one that may require a lot of thought by the Content Team and Network Leadership, but I also see that this change would help swing the scales to be more fair for Nu-7 compared to DEA.

As I stated at the top, I hope the Content Team reviews this change thoroughly and considers it. I plan to make more suggestions to help spice up Surface gameplay loop for all 3 GoIs and Civilians.
 

Jack "Fubar" Daniel

Trial Game Master
Trial Game Master
Feb 10, 2023
94
15
41
+support

From a former ltcom position this would be great. Nu needs a buff, they were meant to be the powerhouse of surface and now dea is because it isnt a MTF branch, so as an example you can hold special agent (practically a cl4 marksmen job) that isnt a senior cl4, while also being in a different branch.
 
It's sad cause this will get the treatment all Weapon load out suggestions get

Which is told to wait for the "load out update soon" iTs been almost a whole year of that and plenty loadout changes happend in that time frame shouldn't be insta denied anymore
A Super Admin told me to post this and said it wouldn't get insta denied so if it does I'm gonna have some words...
 
Content Team, specifically Derek, before you deny this instantly, Mercer told me to post it. Hear me out. This was discussed mostly by the US Nu-7 CO team, and when presented to the UK, I took their opinions that they presented to me into account and tweaked certain things accordingly. This suggestion is made to solve a lot of issues within Nu-7, mostly in regards to our identity. As it stands, we are statistically inferior to DEA in most ways, and DEA isn't even a regiment. A common question I as a Nu-7 CO get asked is "Why should I join Nu-7 over DEA?", and to be honest, I and many others do not have an answer to that question as is. I hope that in adding certain pieces of utility to our jobs we will be seen as our own branch capable of doing our own tasks, not just "DEA minus".

What does this suggestion change/add/remove:
Changes the following things on specific jobs

MTF Nu-7 Hammer Down - Operative:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes" (i.e Keycard Scanners, Tesla Gates, etc.)
*Note: I know the first thing some will say of this taking away RP from Tech Experts, but (at least on US), Tech Experts and Engineers rarely, if ever, RP as is. Most RP you see from them is attempting to Pitchfork the Chief Overseer in a rebellion. This coupled with the fact that getting them to come to Floor 3 to fix Keycards or come to surface to fix Garage Door/Front Gate is near impossible makes certain tasks very daunting. Nu-7 used to have repair tools, and I feel like there was no huge imbalances caused by it. Now that HCZ is massive and Surface has a lot going on, it is more justifiable to return the repair tools. This logic will be applied to all jobs that receive it, so I will just list it on Operative.

MTF Nu-7 Hammer Down - Medic:
= No changes needed.

MTF Nu-7 Hammer Down - Specialist:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes"
- Adds Elastic Restraints
*Notes: A nice QoL addition to Specialist that I can't see any harm in adding, will help us when it comes to taking Civilians or CI into custody, and due to it being an NCO job (unlocked at CPL), it is used by more trustworthy members of the regiment and will not be abused.
- Add a Weapon Checker
*Notes: Since our main objective in Nu-7 is handling CI, it makes sense to be able to strip their weapons without a "/me strips weapons" bind, though it also comes in handy for any D-Class or Civs we may have to detain. Similar to the Repair Tool, I will only explain this on this one job as the same logic applies later on.
- Replace LR300 with a different assault rifle, the 2 that came up the most in conversation were the CQ300 Lynx (if it gets fixed) and the AS VAL (since it has been nerfed).
*Notes: The LR300 is just disappointing comparative to the newly added HK417, it used to be a better pick that Operative or Medic's gun when they had the GRY, but now it is just out of place and outdated.

MTF Nu-7 Hammer Down - Autorifleman:
- Lower rank restriction from CSG to SGT
*Notes: CPL to SGT in Nu-7 does not mean a whole lot on either UK or US, this was something that was addressed quite a bit. Adding a solid workhorse utility job to the SGT rank will make the promotion more meaningful and will push for more people to use said job, as it is currently underutilized in favor of Marksman, which is unlocked at the same rank.

MTF Nu-7 Hammer Down - Marksman:
= No changes needed.

MTF Nu-7 Hammer Down - Officer:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes"
- Add a Weapon Checker
- Replace the Colt M4 9mm with either the Mk-18 Mod or the Mossberg 500
*Notes: The Colt M4 9mm really adds nothing to the loadout of the Officer job, and comparative to other MTF Officers or even CI, they all get actual secondary weapons whereas we get an underwhelming SMG. Adding a Mk-18 Mod would be ideal, as it is not an overpowered weapon that is obtainable from the gun dealer, but a shotgun like the Mossberg 500 would also be preferable to the Colt M4 9mm.

MTF Nu-7 Hammer Down - Commander:
- Adds Technician Tool, Repair Tool, and ability to fix "Electrical Boxes"
- Add a Weapon Checker

Has something similar been suggested before? If so, why is your suggestion different?:
Yes, although not these exact changes. This suggestion is different in the aspect that US Nu-7 formulated a list and then presented it to the UK server, and we came to a middle ground to make both factions happy while addressing the problems we all had with the regiment's loadouts. I believe these loadout suggestions are more plausible and feasible than ones that have been suggested prior, and are more likely to get considered by the Content Team and Network Leadership.

Possible Positives of the suggestion (At least 2):
+ Surface combat will become more balanced.
+ Nu-7 will not have to rely so heavily on DEA to do anything at all.
+ DEA and Nu-7 will finally be independent entities with their own identity and util (DEA has immense scouting ability with drones and disguises, Nu-7 has raw firepower and the ability to *literally* fix issues before they start.)
+ Will give more reason for newer players to join Nu-7 over DEA.

Possible Negatives of the suggestion:
- Nu-7 may be a little too strong, but I doubt this to be the case due to the nature of most of the suggestion being utility and QoL over gun changes (though there are a couple). Even still, the weapon changes are made with CI in mind and are actually supposed to mimic CIs loadouts to make things more equal. (i.e CI Officer gets SCAR-H, CI Commanding Officer gets Mossberg, so Nu-7 Officer gets MK-18 Mod or Mossberg)

- May take away some of the responsibilities of DEA, though as it is DEA is a one man army type of job, where if you have Sr. Agent+ you can basically take on any issue with a Disguise Card, heavy weaponry, and all the utility one can ask for. Plus, DEA still have disguise cards AND drones, so their identity is not fully squandered.

Based on the Positives & Negatives, why should this suggestion be accepted:
Overall, Nu-7 has always been in a pretty "center of the road" state. Before DEA came out, Beta-1 outshined Nu-7 in most regards outside of numbers and Intel had a lot more utility. Now DEA are basically running the entire site (On US) and are capable of doing everything Nu-7 do but better. The only actual leg up Nu-7 has compared to DEA is Medic, but that doesn't mean a whole lot when Combat Medics exist and are eager to help even on surface when needed. I could see how this would be a controversial change, or one that may require a lot of thought by the Content Team and Network Leadership, but I also see that this change would help swing the scales to be more fair for Nu-7 compared to DEA.

As I stated at the top, I hope the Content Team reviews this change thoroughly and considers it. I plan to make more suggestions to help spice up Surface gameplay loop for all 3 GoIs and Civilians.
-/+ NU7 Operative.
I absolutely support giving a repair tool to NU7 so they aren't going to GOC base talking about "Could you pwease come fix our gate" like idiots.

I do however take slight issues with repair boxes. I feel like we could give that ability (if to anyone) to E-11 as most of the breaks are SCP related, allowing them to get the site easier under control. But this is a minor (if at all existing) issue.


MTF Nu-7 Hammer Down - Specialist

100% +. It gives more reason to play this otherwise looked over class and supports it's role as a specialist.


MTF Nu-7 Hammer Down - Autorifleman

Agreed. The autorifleman is nice, but at it's rank most people will just plat marksman, or medic.


MTF Nu-7 Hammer Down - Officer

+ Why is the most common shotgun (mossberg 500) one of the rarest? The KSG is on so many classes but for some reason the Mossberg 500 is only on like 2.


Overall +, NU7 on US is one of the most active of the 4 regiments, but with this and E11 kinda falling on hard times, NU7 has had to pick up the slack and fight a CI that can often get 15+ on. So a overhaul would make alot of people happy.
 
Last edited:
-Support
Nu-7 loadouts are fine
Master of yappin

Anyway +Support

EDIT: I just read all of other peoples opinion and its honestly sad. How come you guys are content team and more than happy to hear other peoples opinion, but when it comes to the majority who want a change you just deny a suggestion?

If there is clearly something wrong and the majority says so and btw that includes people who dont even play nu7 dont you think it should be looked at more properly? Im not saying accept the suggestion but its better to do something than have the same suggestion to be spammed in the forum.
 
Last edited:
-Support
Nu-7 loadouts are fine
They are fine but the big issue I addressed in this post was a lack of individuality or identity. The only job Nu-7 has that sets us apart from DEA literally at all is Medic. 4 job slots is not a reason to dedicate to an MTF as opposed to getting a !jobapprove in DEA.
-Support
you dont need repair/tech tool for every job pal
LR300 is a solid AR dont change it
Autorifleman change is a good idea
WC for Specalist is a good idea

Officer change is dumb, M4 SOPMOD and 9mm is fine and giving it a DMR would make it unfair for GOC (you'd need to give GOC Officer a DMR of somekind afterwards)
First point: We don't need any of the changes, but it would help give our regiment something to set us apart. ISDs have their own thing going on, and E-11 has SCP Containment Equipment, we should be the brute force hands on regiment like we were designed to be.

Second point: Server diff ig, we've had this talk a lot about GOC equipment.

Third point: I actually originally wanted Marksman to SGT to match CI Marksman at Gamma and GOC Marksman at SGT, but UK persuaded me otherwise.

Fourth point: Ideally Specialist, Officer, and Commander would get it

Fifth point: 9mm is very mediocre when compared to the SOPMOD and adds nothing to the kit itself. Also, as a GOC GEN you should know how heavily I was pushing for the SAME change to be applied to GOC Officer of getting a DMR or a Shotgun when I was the US LTGEN (And I still am fully supportive of it). This suggestion is only targetting Nu-7, but I think GOC Officer should get a proper secondary as well. I will say it is less priority for GOC Officer as they already have one of the best assault rifles on the server and no headshot hitbox so I'm less worried about them being a little bit less powerful.
 
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