The Granade Launcher
Bolter
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?
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
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.
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.
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.
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-->
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.
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.
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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.
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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)
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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!
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