Grenades In V1.03 Are Already Very Powerful
JRock
Join Date: 2002-11-26 Member: 10032Members
<div class="IPBDescription">Upping the damage in v1.04 isjust insane</div> This is silly. There was nothing wrong with grenades in v1.03 and instead of leaving them alone now we're going to have to deal with super grenades. This is going to make v1.04's biggest complaint the grenades.
Although I'm sure most people are still busy complaining about how the slight increase in alien spawntime still doesn't rival the Marine spawnrate.
And the grenades most definitely should <b>not</b> receive a damage bonus from the Ammo upgrades the Marines get. Nor should mines. Bullets are for guns and sentries. Grenades and Mines should not receive any bonuses (besides they're already plenty powerful and in 1.04 insanely powerful grenades - 200hp base plus the upgrades means one grenade pretty much frags the hell out of a maxed out Fade). That's stupid, especially since Fades are the alien's best evolution possible as long as the Marines hold one hive.
This will change the entire course of the game from a quest for which team can get two hives to "prevent the Marines from getting any hives or you're screwed" which we all know is impossible enough already without super grenades.
End rant.
Although I'm sure most people are still busy complaining about how the slight increase in alien spawntime still doesn't rival the Marine spawnrate.
And the grenades most definitely should <b>not</b> receive a damage bonus from the Ammo upgrades the Marines get. Nor should mines. Bullets are for guns and sentries. Grenades and Mines should not receive any bonuses (besides they're already plenty powerful and in 1.04 insanely powerful grenades - 200hp base plus the upgrades means one grenade pretty much frags the hell out of a maxed out Fade). That's stupid, especially since Fades are the alien's best evolution possible as long as the Marines hold one hive.
This will change the entire course of the game from a quest for which team can get two hives to "prevent the Marines from getting any hives or you're screwed" which we all know is impossible enough already without super grenades.
End rant.
Comments
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Speaks the truth
I guess fades shouldnt be able to dodge at all then <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
You should try the beta servers.
As it is, the grenades are horrible to aim with. Their arc is low, they bounce around, their clip is small and reloading is slow. Unless the marine is a dead-on shot, a Fade or Skulk or -anything- can slip past the grenades (as they fly past) and get up close and personal with the marine. That, in my opinion, makes a GL Marine (HA or not) very vulnerable despite how much damage he can do. To be truly effective, he'd need 1 or two HA HMG marines backing him and perhaps an LMG sticking back to weld. That, or a jetpack, but even a solo JPer is vulnerable (and is only LMG armor!).
Remember! Aliens work very well alone, and are deadly in groups (Fade/Lerk combos, etc.). Marines ALWAYS need to be in groups. So.. that GL isn't just 33 res, it's 33 res + HA + HA and HMG for a few other guys for cover, if the comm wants the attack to work. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Anyway we battled it out for quite a while, then the marines got GL's, needless to say, I left the server and found a 1.03 one.
In conclusion.
Grenades are fine. They need to be FEARED, and they need to dish out a heavy amount of damage.
-JKooL
In conclusion.
Grenades are fine. They need to be FEARED, and they need to dish out a heavy amount of damage.
-JKooL<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Agree
And it is true, grenades r the top of the marines, but they also need backup, no gl will keep stand at 2 or 3 skulks with celerity and car/regen
Skulks come rushing gl at the front,
GL spams 4 grenades, and misses (obiously)
switches to pistol by the time the skulks get to him
skulks bit his **** of while he's trying to doge them and shoot his pistol
[edit]
So grenades r not overpowerd
^
^ Agree
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I don't know if that's the way it is in hl (I come from q3 and friendly fire is enebled on any euro server, just americans seem to disable it or use mirror damage on publics), but I think it's really bad. Of course the devs should think of different friendly fire settings for explosive weapons and regular weapons, since marines shooting each other with lmg guns could make skulks very powerful.
It's just silly how marines just run through their own teams grenade spamm whilst aliens can't.
I don't know if that's the way it is in hl (I come from q3 and friendly fire is enebled on any euro server, just americans seem to disable it or use mirror damage on publics), but I think it's really bad. Of course the devs should think of different friendly fire settings for explosive weapons and regular weapons, since marines shooting each other with lmg guns could make skulks very powerful.
It's just silly how marines just run through their own teams grenade spamm whilst aliens can't.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's mostly disabled on euroservers too. When FF is on, I think it's only 40% damage of what the real amount would be I think.
Anyway, 2 marines spamming grenades at an entrance when the aliens do not have Onos already stops pretty much any attack. I wonder what 1.04 will be like, maybe only one marine will be required then...
Sometimes i think the grens lauched by the GL are very unpredictable (maybe thats just me).
In the right hands the GL should be the most powerful marine weapon in the game as it costs the most.
Yes it is. Go find a 1.04 test server and play it.
Also, to those of you saying "well it's the Marines' best weapon, sort of like the Onos for the Aliens" - you forget that Aliens require hives to reach higher levels of evolution whereas Marines can simply delay and delay and use time to their advantage, because in ANY game, given enough TIME, the Marines can be maxed out and unstoppable even in v1.03. To see these super nades and other silliness is irrational and just makes it even harder (impossible actually) for aliens to ever make a comeback or win after, say, the 20 minute mark when Marines have researched and handed out GLs.
And in every match I've played with competent people, Marines hold at the VERY LEAST, one hive. So aliens will never get level 3 upgrades - Onos, Bile Bomb, Spore Cloud, Babblers, a third chamber type etc., whereas Marines have nothing stopping their upgrade path.
So the aliens already have this disadvantage when considering max upgrades, and now they will have an even more difficult time trying to win late in the game - a time that in v1.03 i've seen a lot of excellent games played where aliens are actually able to make amazing comebacks. Well this won't happen anymore since you have (v1.04 brutally effective) grenade spam at every entrance to every Marine base, and jetpacking grenadiers taking out hives (since the welder's damage has been reduced, gee maybe they'll take that 290hp/shot grenade launcher for ninja hive demolitions!)
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Its where it should be now so it can counter the ever famous wall of lame and gorges putting up turrets to block evevaotrs from working etc.
I don't know if that's the way it is in hl (I come from q3 and friendly fire is enebled on any euro server, just americans seem to disable it or use mirror damage on publics), but I think it's really bad. Of course the devs should think of different friendly fire settings for explosive weapons and regular weapons, since marines shooting each other with lmg guns could make skulks very powerful.
It's just silly how marines just run through their own teams grenade spamm whilst aliens can't.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, as of 1.03, all friendly fire - including any damage from your own grenades - does 1/3 damage. Which means that two direct hits from a max upgraded grenade launcher does the same damage as one skulk bite.
Means that if you want to suicide using a GL, you will have to reload... if you are wearing HA, you will have to reload about five times.
There is in fact a better way of handling friendly fire damage from a GL. Before a grenade goes off, it checks if there are friendly marines close by. In which case it simply doesn't explode.
Oh, and stop armories from loading the weapon. That will stop the cheap base-grenade-spamming.
After that, the GL can - and should - be upgraded ... probably back to the six clip and same ROF it had in 1.0.
Means that if you want to suicide using a GL, you will have to reload... if you are wearing HA, you will have to reload about five times.
There is in fact a better way of handling friendly fire damage from a GL. Before a grenade goes off, it checks if there are friendly marines close by. In which case it simply doesn't explode.
Oh, and stop armories from loading the weapon. That will stop the cheap base-grenade-spamming.
After that, the GL can - and should - be upgraded ... probably back to the six clip and same ROF it had in 1.0.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Errrm
Friendly fire is a tournament mode only thing. And it's 1/3 to your allies, full damage to you.
Grenades were increased in power because the siege was decreased in effectiveness, now requiring a spotter. A more dangerous GL means that marines are able to take on fortified areas without having to set up a siege - it offers them a new tactic.
Grenadiers are very vulnerable without proper support, and the extremely small clip and ammo reserve are distinct drawbacks. Yes, they're powerful... but DAMN do they eat up RPs when you're resupplying ammo on the go. And if a grenadier uses up all his ammo on structures (which should be his primary concern), he's a sitting duck for any alien with only a pistol for last-ditch defense.
hmm... i didn't really think about that. i guess the damage increase isn't so bad afterall, considering the siege has been nerfed.
however, i think the grenades should be made a little easier to see. this dark greyish 1 centimeter bottle is really difficult to spot.