The Granade Launcher

BolterBolter Join Date: 2002-11-12 Member: 8331Members
<div class="IPBDescription">the most looked-over weapon</div> I've been witness to a disturbing trend lately. As alien players become more seasoned, they are going for those hives very early in the game. This is not a problem if the Marine commander also moves fast on the hives, but this is not always the case. As we all know, some commanders prefer to get resources, and turttle them, before moving on a hive.
Many times, when marines finaly move on a hive, they'll find walls of lame already there. The call allways seems to be "we need siege cannons fast!" I shudder at that call every time. It heralds a vast expenditure of resources that will not contribute anything once the hive is taken...IF it's taken at all.
For a fraction of those resources, 27rp to be exact, you can take 1 GL and a couple lmg bodiguards, and lay waste to an under-developed hive. You can blast through those pesky chamber farms that impede rapid progress. You can also destroy any chambers close to your base in a few seconds.
Why do I still see turret walking on the early game. I understand cracking a well defended base with siege cannons, but must we turret walk everywhere?

Comments

  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    edited November 2002
    That's a very good point. As a commander, I really need to start incorporating these into my overall plans. I never really used to get an advanced armory until I had a prototype lab up and a hive secured, but you're right; 2 gorges working together can get defensed (EDIT: "defensed" was actually a typo, and probably isn't a real word. But I like it!) up at a hive reasonably early now - one builds chambers, one saves for the hive.

    The other problem is that most marines aren't capable of using the grenade launcher to its full extent. I know that when I get one (which is awfully rare <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> ) The minute I see something that looks threatening, I'm lobbing grenades around corners and hoping to do some indirect damage.

    Since I don't normally use grenade launchers, I don't know the exact price of them. Would it be cheaper to buy 1 grenade launcher, or 1 HMG + 1 or 2 ammo drops?

    My logic behind this is that HMGs can definately destroy some chambers, and since most players are more comfortable with an HMG, it may be more effective to have someone skillful with a weapon take on some chambers and drop them some extra ammo when they're done.
  • mwellsmwells Join Date: 2002-11-03 Member: 6041Members
    Actually, the Nade launcher costs 33 RP, but everything else I agree with. Nice job.
  • tlengtleng Join Date: 2002-11-21 Member: 9503Members
    I thought there was a bug that the GL didn't do full damage to buuildings. That's why I dont get them. I tell my hmgs to just shoot while i will resupply them with ammo and hlth as needed. However in 1.03 I hear the GL has been fixed to damage buildings properly. In that case it is definitely the way to take down those walls of lame.
  • BolterBolter Join Date: 2002-11-12 Member: 8331Members
    edited November 2002
    Flatline, I'm with you on upgrading the armory early in the game. I think commanders have a mental asociation with HA and heavy weapons. While HA takes quite a bit of time and RP to build and research, upgrading the armory does not. Having an HMG toting trooper with a group of LMG's is a nice addition to early game firepower. Likewise, having a GL in the same group gives you quite of bit of fire-power.
    The small inconvenience of the armory not dispensing ammo while upgrading is easily weathered with a few ammo packs.
    The only draw-back of the GL, as far as I'm concerned, is that it's very expensive to reload in the field. You only get a few rounds per ammo drop, so once you expend those 34 granades, you're better off heading to an armory instead of yelling for amo.
    Another thing that I see overlooked is upgrading regular armor instead of researching HA. With just the arms lab you can upgrade regular marine armor for a measly 20, 40, 60rp a level. This upgrades ALL of your marines, and it can also be welded up to full. For the equivalent of building the prototype lab 50rp, researcing HA 50rp, and actualy droping one single set of HA 25rp, you can upgrade everyone's armor to 100. Now you can take 4 Skulk bites instead of the regular 2. Upgraded armor and heavy weapons in the early game can give you the edge over lvl1-3 aliens.


    Mwells, are you sure? I thought ir was shoti=20, HMG=23 & GL=27. I haven't really checked after 1.02, so I can be wrong. If I am, I stand corrected.

    Tleng, I'm not sure about full damage, but what it deals out has been more than enough to mow through walls of lame so far. It may take more rounds, but I've never been stopped by a wall with a full clip. the problem is actually surviving long enough to get the granades out of the barrel. Khaara, to say the least, do not take kindly to a barrage of granades. They'll most likely Zerg rush you ASAP. Needles to say, granadeers should avoid getting a welder, and keep that pistol fully loaded just in case.
  • xBaD_AcCuRaCyxxBaD_AcCuRaCyx Join Date: 2002-11-18 Member: 9265Members
    lol...holy cow. and people say the shottie is underused? there have been a few posts about the shottie saying is it worth the price and is it a good weapon but nobody ever looks at the GL.

    to me, GL's are great to flush out vent crawling kharaa (not zergs as ...choke*... bolter). one thing i noticed was that most vents are extremely huge and unproportional and if the GL'er doesn't properly fire the projectile, it will completely miss the kharaa and blow up 2 miles away.

    i experianced this in ns_bast (the vent to the right of the CC, accessed near revolving doors) while being a lerk and spore/spiking the base continiously due to regeneration. i waited for a while, regened and went for another round but then the marines actually started getting smart and tryed to GL me out. the constant annoyance from me was more then they can bare and the HMG/LMG/pistols couldn't do much due to my strafing skills. but who ever the commander gave the GL to couldn't shot for **obscenity** and always hit the wall next to me resulting it to bounce and slide all the down into the revolving door area.

    even though i play mainly marines, i eventually join aliens for a taste of my enemy. on either side, i rarely ever see GL's used. if used correctly...watch out for klick..BooF!...swirl whirl....bink........BOOM! they take forever to blow up but hard to see. they are little gray cylinders that camoflage with any texture and are smaller then mice feces. if Gl'ers don't have proper backup, you can take out an army of them. and if they do have that backup, aliens beware, strafing won't help...try lookin under you.
  • GarlandGarland Join Date: 2002-11-10 Member: 8085Members
    I've experienced similar situations, xBaD AcCuRaCyx, primarily as a Fade. I can't even begin to describe the countless times I've scurried into a vent that looks into the Marine spawn, evolved into a Fade, and ripped a base apart while the Marines are helpless. I've even done it with a partner, taking turns shredding the base with Acid Rockets. ^_^

    We singlehandedly wiped out the Marine spawn while our pals built up Hives, and any time they launched grenades, they simply bounced behind us and down the incline, exploding harmlessly behind us. Just a simple tip for some of you Marines: To avoid that, don't just shoot a stream of grenades in a straight line, spread'em out so they bounce all over the place inside the vents. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • Harry_S_TrumanHarry_S_Truman Join Date: 2002-11-21 Member: 9568Members
    Amen! The GL is sorely underutilized. Three solders in heavy armor with 2 HMG's, 1 GL and all welders and be a real nightmare on an alien assault. As long as they stick together. The GL will take out offensive and defensive chambers MUCH faster than an expensive horde of siege turrets around a vulnerable turret factory.
  • BurncycleBurncycle Join Date: 2002-11-24 Member: 9759Members, NS1 Playtester
    I think it's underutelized for a few reasons off the top of my head:

    1) it _appears_ like they not only reduced the magazine capability, but also the damage done.
    2) they don't seem to work, when you go up against offensive turrets with a couple of defensive things up behind them. You can throw all 34 rounds at them and they'd still be standing.
    3) Obviously they are not useful in attacking an opponent directly (such as a skulk) because it takes time to explode (Yes I know if it hits an enemy it explodes faster, but it's not easy to hit a skulk)

    they're good for suppression and vent clearing....
    And possibly base raping if your team-mates ACTUALLY help and guard you which happens far too rarely <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo-->

    HMG's on the other hand can destroy an offensive turret before you even have to reload. They can wipe out enemies at close range and far (even with it's accuracy).

    those factors = more hype for the HMG.
  • BolterBolter Join Date: 2002-11-12 Member: 8331Members
    edited November 2002
    <!--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-->not zergs as ...choke*... bolter<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hehe, I see what you're saying. I meant Zerg rush as the SC tactic. I Know Skulks all to well, or rather, they know me! LOL!

    <!--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-->1) it _appears_ like they not only reduced the magazine capability, but also the damage done.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I'm not sure what they held before, but they hold 34 now (30+4). As far as the damage, no clue if it was more before.

    <!--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-->2) they don't seem to work, when you go up against offensive turrets with a couple of defensive things up behind them. You can throw all 34 rounds at them and they'd still be standing.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I took out a three OC+ two DC wall down with 16 granades just yesterday (it seems to work beter when you angle the 'nades so they bounce between the chambers)



    <!--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-->3) Obviously they are not useful in attacking an opponent directly (such as a skulk) because it takes time to explode (Yes I know if it hits an enemy it explodes faster, but it's not easy to hit a skulk)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Too true ;(

    <!--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 possibly base raping if your team-mates ACTUALLY help and guard you which happens far too rarely <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Isn't that the sad truth!
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <!--QuoteBegin--Burncycle+Nov 27 2002, 01:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Burncycle @ Nov 27 2002, 01:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And possibly base raping if your team-mates ACTUALLY help and guard you which happens far too rarely <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Ah, baseraping. Haven't heard that since my Tribes days. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    GL + JP gives you a short-order bomber squadron; which = teh 0uch for chambers or slow-moving Kharaa.

    And it's "Grenade" not "Granade" or "Gernade" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Argh.

    - M4H
  • GanonnGanonn Join Date: 2002-11-03 Member: 5691Members
    The GL is the only thing I can use worth a crap (since I really don't have to aim, more like spam) and I requested one from a commander last night, who ignored most of us. We still won the match, but it took about 30 min longer than would've been needed had he dropped me the nade launcher. Instead he built a turret farm and 1, just 1 seige turret... Eventually he wised up and made 4 more, but still...
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