Marine Actions (or Additional Actions) currently has several important functions stored within it that I have realized don't necessarily need to be stored there anymore, so I'm getting rid of it. This topic is for detailing what's going where now that the submenu is getting cut. Removals: Medical Assistance Medical Assistance is an old holdover from NOTD from the days of the Use/Drop Inventory when point and click items were not possible. Now that they are with NOTD 2's inventory, the Medkit, Bandage, Antivenom, and Mending Paste items will become point and click (similar to the current Road Flare). Medical items no longer being click-on-use does make it more difficult to spam heals and bounce back from major damage, NOTD 2 having Jump and the general rebalancing of enemies and the like makes me feel that it's not really that big of a deal. I will examine the possibility of making double-clicking an item cast it on the user, but no promises. Disable/Enable Inventory Transfer The inventory toggle was implemented when NOTD made the change to the newer inventory because people were trolling each other by throwing items into other people's inventories so they couldn't pick up the things that they wanted or needed. Items being rebalanced in general in and the Favored Weapon system means that is much, much less likely to happen. Assault Rifle Burst Fire This was added as kind of a "neato beans" feature to make the Assault Rifle more attractive as a weapon. However, testing has shown that it causes reload issues with non-standard magazine sizes (which will be more common than you would think considering there's a Badge for that) and it doesn't really add anything to the weapon beyond the novelty factor - the Assault Rifle is still a jack-of-all-trades weapon that's beat out in almost every category by something else. I'm probably going to be going through and rebalance the other weapons and possibly give the Assault Rifle a little buff, but for right now the only concrete plan is to cut Burst Fire 'cause it doesn't need to be there. A Burst Rifle or Double Tap Rifle or something similar may become available as an unlock by beating up some mercenary nerds. Relocations: Night Vision Similar to what we've done with the Talents button, we are going to be moving this outside of the Command Card. It will have a hotkey of N. Drop Magazine Once the Ammo Bar is updated and beautified and all of that, clicking it will drop a magazine into the player's inventory. The hotkey for this will be M. HMG Setup The HMG is insanely strong and I've been seeking a way to nerf it in a way that I don't hate. Killing Marine Actions, however, has shown me the light: holding the HMG replaces the Sidearm button with the current Setup/Teardown toggle (so the new hotkey for these abilities would be D). Sidearms are indeed intended to be backup weapons, but the HMG is the heaviest weapon in the game - I don't feel there's a logic error in preventing you from accessing them when you're lugging around the biggest and most powerful gun NOTD 2 has to offer. It's important to note that the Occular Implants Sidearm will still function while an HMG is equipped. Hold Fire/Weapons Free Considering how important these abilities are for both recon and general play, Hold Fire/Weapons Free is getting the newly available prime real estate of the main command card and the hotkey X that they definitely didn't loot from Marine Actions' dead body. Reassignments: Team Location Not necessarily related to Marine Actions, but still important. Team Location is getting a new hotkey of L (because I want to have Y free for science). Additionally, old text command "-tl" will activate it (a request from an Aftermath player that I can't really find fault with). Talents There's definitely going to be a close button added to the upper right of the tree window, possibly hotkeyed to ESC. Additionally, I might, emphasis on might, change the hotkey to K so B becomes available for other things.