Gren Launcher Spam
Defcon
Join Date: 2002-11-20 Member: 9402Members
Oh yes, Grenade Launcher, level 3, 260 core blast damage.
Imagine, 8 marines with a GL. 3 Armories, constant fire 2, reload.
4 marines on each entrance of hive (sat has 1 main entrance on nancy = double the figure below)
Thats 2080 damage, every 2 shots, either direction. Takes about 2 seconds to fire and reload.
Something tells me, fades wont be getting past this spam very easily, even tho it's only 260 damage core, it's still going to heavily damage you.
Marines then proceed to save up, swarm base in turrets, build a command console (heavy armor) in the entrance to stop fades getting back out quickly amongst other lame tactics, the marines will eventually win.
I remember a 5 hour game because of this in 1.02 in fact :o)
Imagine, 8 marines with a GL. 3 Armories, constant fire 2, reload.
4 marines on each entrance of hive (sat has 1 main entrance on nancy = double the figure below)
Thats 2080 damage, every 2 shots, either direction. Takes about 2 seconds to fire and reload.
Something tells me, fades wont be getting past this spam very easily, even tho it's only 260 damage core, it's still going to heavily damage you.
Marines then proceed to save up, swarm base in turrets, build a command console (heavy armor) in the entrance to stop fades getting back out quickly amongst other lame tactics, the marines will eventually win.
I remember a 5 hour game because of this in 1.02 in fact :o)
Comments
this is assuming the server has a balanced ammount of players, like 14-18
And for what? 30 res. Makes you wonder.
Personally, a simple longer reload or higher cost would probably solve the problem, but I believe that in the latest beta the reduced the damage again.
I agree. The new grenade damage had been out for 1 day and the marines were commenting on their new anti-alien strategy and the aliens were screaming about how unbalanced the game was.. Kinda like when fades were nerfed/unnerfed/nerfed/unnerfed... *sigh* Because this is a beta, the fundamentals to playing this game are supposed to change due to balance issues.. Plus new and different strategies (the GL spam theory could have worked a long time ago, no one really tried it, though) will pop up, fade away, and resurface as this game develops into a final product.
It take SKILL to do that tho, not just any n00b can pickup a GL and kill a whole team... not that im a Uberplayer or anything i'm just good with the grenade launcher.
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As someone mentioned, you get 2-3 and you have a non-stop barrage that can cover each other. Grenadier A doesn't get hurt by Grenadier B. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I have yet to see an instalation that required onos.
I have seen many bases with several hundred res of defence (HA/HMG HA/GL TF+SG)
Go down to about 13 + 33 + 44 + 44 res! OMG hax! You took out something worth more res than you with way less res!!
*sigh*
BlueGhost
Oh, you're fighting them in the base... huh, never heard of an organized rush, or perhaps a few skulk torpedos (kamikaze torpedos) to shake them up a little. *shrug* there's always a counter, yo.
1. when using an armory, the weapon isn't reloaded at all. Thus, no avoiding the reload time on GL's.
2. to avoid friendly fire casualties, a grenade will simply not explode if it is too close to a marine. That will stop the spamming-each-other-with grenades tactic.
Those are the main problem with the GL. Once those are fixed, then I'd suggest upping the damage/increasing the clipsize/increasing rate of fire to make the GL a feared weapon.
Learn how to beat it, that'd be my suggestion to you. Maybe you can't beat G-spam as a fade, eh? I guess that leaves you with (theoretically) 4 other classes to try out.
A great change, IMO.
As to having friendlies stop grenades from going off - coding wise, it's an easy change. And you don't need to do protect the marines completly from damage, so using something like half the radius of the grenade blast to check for is enough. All you want to do is to keep the GL from being the ultimate close-defense weapon.
That in turn should allow it to get its old 6-clip size back.
A great change, IMO.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Despite the fact that i play Marines 95% of the time, i have to agree that IS a good change, makes more sense and is more fair.
Ak.