Grenade launcher strategy
Tactician
Join Date: 2002-02-19 Member: 228Members
<div class="IPBDescription">And discussion</div>Anyone who's ever played as the aliens probably quivers in fright when they hear the *whump* report of a grenade launcher down a corridor. The grenade launcher is a powerful destructive tool, but its effectiveness can be increased by following a few simple guidelines.
<b>What the Commander should do:</b>
The commander, upon the availability of resources, should give one or two grenade launchers to a group of marines and HMG's to the rest. Grenadiers are extremely vulnerable to skulks and lerks, due to their speed and movement traits, and should leave the dirty work to the HMG marines. Make sure the marines have a clear objective (a hive or resource stronghold) and that they cover each other. Keep your grenadiers well stocked with ammo along the way.
<b>What the Marines should do:</b>
A grenade launcher is a great suppression and demolition weapon, but fails at close combat. Always travel with a buddy or two if you want to come home alive. When you know an alien is around a corner, bounce some grenades off a wall to keep them from attacking while your buddies use the explosive cover to flush the hostiles out. I wouldn't recommend firing all six grenades at once, instead try bursts of two for ammo conservation. When you find an enemy stronghold, unload all six at once until they stop twitching.
It's also a good idea to stock up on pistol ammo while you're at base. In case your teammates go down, you may need it to fight off hungry alien dog things that go *rawr*.
Never travel in a group composed of all grenade launchers. It's a kamikaze mission waiting to happen.
One more thing. <b>Do not step in front of the grenadier while he's firing.</b> He will explode and you will cry.
Anything else?
<b>What the Commander should do:</b>
The commander, upon the availability of resources, should give one or two grenade launchers to a group of marines and HMG's to the rest. Grenadiers are extremely vulnerable to skulks and lerks, due to their speed and movement traits, and should leave the dirty work to the HMG marines. Make sure the marines have a clear objective (a hive or resource stronghold) and that they cover each other. Keep your grenadiers well stocked with ammo along the way.
<b>What the Marines should do:</b>
A grenade launcher is a great suppression and demolition weapon, but fails at close combat. Always travel with a buddy or two if you want to come home alive. When you know an alien is around a corner, bounce some grenades off a wall to keep them from attacking while your buddies use the explosive cover to flush the hostiles out. I wouldn't recommend firing all six grenades at once, instead try bursts of two for ammo conservation. When you find an enemy stronghold, unload all six at once until they stop twitching.
It's also a good idea to stock up on pistol ammo while you're at base. In case your teammates go down, you may need it to fight off hungry alien dog things that go *rawr*.
Never travel in a group composed of all grenade launchers. It's a kamikaze mission waiting to happen.
One more thing. <b>Do not step in front of the grenadier while he's firing.</b> He will explode and you will cry.
Anything else?
Comments
The grenades in NS are very hard to see compared to just about any other HL-based games. For myself, I quite like this - it seems a bit more realistic that flipping something the size of a labrador puppy with a gentle under-arm action. What this means though is that you need to <b>learn</b> the ballistic of the weap. Knowing where your little bundle of joy is going to bounce to a halt is seriously important if you want to do more than flex your T&L engine.
Yup. it needs cover.