Gl Strats
Tonstar
Join Date: 2003-08-16 Member: 19798Members
Post your strategies here with using the grenade launcher, I'd really like to hear some ideas. Right now I don't really like them, theres too many pros to cons, like 4 nade clip, slow reload, dosent do enough dmg, takes time to explode. the Hmg has a bigger clip, costs less, reload...is about the same, and in groups can take a hive down fast. those are my biggest problems, please correct me if im wrong or if you know any ways of utilizing the GL to more of an advantage.
Comments
So... GLs are pretty much useless withought a JP in my opinion.
Pretty much that. Excellent stuff on the second and third page. Handy tips for killing them and/or taking them with you.
also shoot nades into vents. its soooo satisfying to get that pesky sporespamming lerk.
take advantage of the delay. when an onos runs into the room, i usually shoot 2 nades at him and then two at the exit. they should go off about when hes running. im still getting the hang of it... but its worked a couple times and its really satisfying <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
gl !!!
(hahahahahah... no pun inteneded)
That tip about getting a 'nade through the slit in the bast vent sounds like something I'm going to go work on. Maybe I need to install team fortress too. hrmmm
great tips! Thanks guys and (maybe) gals
-It does area damage and so it is quite usefull against a mass of anything.
-The grenades can bounce around corners
-A GL is feared badly by anything but an onos.
I see a GL as a kind of weaker mobile personal siege gun. A GL must always be defended. A GL without protection will fall to the first encounter with a skulk(most of the times). I think HA is the armor for a GL, because a jp will make you fly like a bullet(that hovars without flapping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) and A GL with HA will never die to those pesky lerks/gorges.
Tactic:
Required:
A GL
A (shotgun/)jp
This is a trick I recently discovered...
When attacking a hive or rt, all aliens will attack the jp that is swarming around, while he doesn't do the real damage. It's the best that that jp uses his flashlight so the Kharaa will be taunted. The point is that he flies around the hive/rt, luring all skulks.
When they nearly got him, the GL launches its four grenades at the building so that they detonate like they were rockets. => jp gets out unharmed, all skulks are turned into mashed potatoes.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
BOOM
<!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> -YEEHAAAAAWH!!!!!
As for strats, the best I've seen is to simply combo them up with JPs. About 3 of them could easily reck the map by flying around, launching a few rounds, and flying away. The JPs survival comes down to how well they can fire around corners without actually engaging.
You can't use gls on their own, strictly speaking you shouldn't really use HMGs on their own. Combined arms is the way to go.
I find gls very useful because with rebound shots you can quickly disorientate the aliens, and in corridors you can really lay down some firepower to clip almost any bhopper short of a fade.
1) providing large area damage, to kill/keep away skulks and gorges,
2) a skilled player can hit, or at least chase away lerks with them, especialy in hard to reach vents
3) dealing massive damage to Onos and sometimes fades
4) clearing OC's and stuff
5) because of its large damage, and wall bouncing ability it can be used like a portable siege, keeping the marine squad in a safe place while still dealing massive damage to things in the next room (if you can bounce it in there)
If I get in trouble and am in the vent, I can outrun most attacks. If I get into trouble and am out of the vent, I have greater vertical freedom than most Kharaa attackers. The fact that I'm competent with a JP doesn't hurt anything. My level of skill is best suited for distraction tactics, as my ability with the JP allows me the freedom to hit and run very well. If you really need something taken down, I ask that you give me HAs who know the discipline of guarding me while I work.
Wyzcrak
Edit - hehehe, and let us not forget the power of a MT GLer