Gren Launcher Spam

DefconDefcon 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)

Comments

  • FooshieFooshie Join Date: 2002-11-01 Member: 2820Members
    good luck getting enough nodes with half your team defending.

    this is assuming the server has a balanced ammount of players, like 14-18
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    Um, I thought grenade damage was fixed in 1.04b? Too bad about nobody stopping the GL'ers before they could get into a static position (static=safe when holding a gl)
  • outerfroggy1outerfroggy1 Join Date: 2002-10-01 Member: 1401Members
    Man im so sick of ppl complaining about the gren launcher or acid rocket spam... spamming grens/rockets is a valid strategy and like all strategy's can be defeated. you just have to know what your doing. alot of ppl say i spam when i have the gren launcher but i'm just using my brain. when our base is being attacked i can usually push back a whole alien force (minus ono's) with a gren launcher.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--outerfroggy1+Jan 11 2003, 01:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (outerfroggy1 @ Jan 11 2003, 01:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->when our base is being attacked <b>i</b> can usually push back a <b>whole alien force</b> (minus ono's) with a gren launcher.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    <!--QuoteBegin--outerfroggy1+Jan 11 2003, 08:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (outerfroggy1 @ Jan 11 2003, 08:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Man im so sick of ppl complaining about the gren launcher or acid rocket spam... spamming grens/rockets is a valid strategy and like all strategy's can be defeated. you just have to know what your doing. alot of ppl say i spam when i have the gren launcher but i'm just using my brain. when our base is being attacked i can usually push back a whole alien force (minus ono's) with a gren launcher.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • outerfroggy1outerfroggy1 Join Date: 2002-10-01 Member: 1401Members
    edited January 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And for what? 30 res. Makes you wonder.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    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.
  • DarkWingsDarkWings Join Date: 2003-01-11 Member: 12174Members, Constellation
    If you rush a GL and get close to them, they damage themselves if it explodes to close. If they have a base full of turrents, get lerks to umbra your ****, and it won't be so hard taking over. Standing in close proximity is the only real strategy for taking out a horde of GL's. Now if they're GL's and HMG's, pretty much you're ****. Unless you have 3 or 4 really good lerks. Takes that many for lerks to go and heal from the nade spam. A forward gorge is good too, building defense chambers (unless the have a siege setup, in that case, spam healthspray)
    <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' valign='absmiddle' alt='siege.gif'><!--endemo-->
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--DarkWings+Jan 11 2003, 02:43 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkWings @ Jan 11 2003, 02:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If you rush a GL and get close to them, they damage themselves if it explodes to close.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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-->
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Lurk fly in, lurk cast umbra, lurk much GL guy aliens storm base with at least one lurk who umbras on Tfac which is then promptly munched by lurks and fades.

    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
  • Evil_TimmyEvil_Timmy Join Date: 2002-11-01 Member: 2350Members
    Ehh...you <b>do</b> realize that you missed the point entirely (GL spam making it impossible for pretty much anything to get in), <b>and</b> grenades go right through umbra, right?
  • T_RATT_RAT Join Date: 2002-12-17 Member: 10967Members, Reinforced - Gold
    Theres always a way to counter i reakon.
  • parkanparkan Join Date: 2002-11-17 Member: 9128Members
    Let me reiterate the point: three or even two grenadiers can sustain contnuous fire. That means that at any given time, anything passing through the point where the nades are aimed will get pulverized. Blinking past is near impossible as a) often nade hostposts are next to doors; blinking requires the doors to be open; opening the doors requires approachign them; approachign them leads to chunks of fade skulls flying all over the map. Flying past does not exactly work as even at top speed it is next to impossible to outrun all explosions, and even if the lerks survives the flight, he will be killed by any marine smart enough to use a knife against umbra, or even that very same grenadier. One thing that would help would be prohibiting marines from shooting 3 nades, htting the armory, getting a full barrel of nades from the armory, shooting 3, etc, thereby reducing reload time by at least 1/2.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    you have to hit the armory twice to refill from 3 nades shot. 2 nades, refill, 2 nades.. that's the ideal setting. Anyways if nading marines are causing such a problem, who let them build an armory in the middle of nowhere while fighting you guys?

    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.
  • InjuryInjury Mahou Shoujo Join Date: 2002-11-10 Member: 7992Banned
    Rarely, you will find a competent grenadier in my experience. When you do, the results are spectacular. The Grenade Launcher in my opinion is a support weapon, it supports a defense or an attack but cannot indefinitely hold out by itself, due to ammunition constraints and lack of flat trajectory fire. Meh.. this post really has no point in rebuttal, just stating a simple fact.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Personally, I'd like two changes made:

    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.
  • Speed_2_DaveSpeed_2_Dave Join Date: 2002-11-15 Member: 8788Members
    matso, you change the plan of the game designers entirely to fix the problem. There's a reason why the ammo goes straight to the gun, and it has to do with killer skulks raping marines. As for F-o-F detection, that'd not be as easy as one thinks.. what if they're only on the outside of the blast? should the grenade not blow up at all? It's just too shaky to justify such a thing.

    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.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    edited January 2003
    Heh - just tested 1.04d. Armory no longer reloads your weapon!

    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.
  • AkiraAkira Join Date: 2002-11-15 Member: 8678Members
    <!--QuoteBegin--matso42+Jan 12 2003, 03:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (matso42 @ Jan 12 2003, 03:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Heh - just tested 1.04d. Armory no longer reloads your weapon!

    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.
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