Grenade Launcher or alternatives for NS2
poke0
Join Date: 2009-07-11 Member: 68111Members
I know that some guns will get an upgradable grenade launcher and such, but I'd really still like to see a purely explosive primary weapon for the marines. The grenade launcher in NS was only useful against structures and spamming hallways (and occasional onos) because of it's terrible strafe shot trajectories and speed. I'd like to see either a reworked grenade launcher that can clear infestation, destroy structures, and be viable for killing lifeforms as well (especially bonecharging onos, as an explosive should be able to either hurt the onos or break the shield (maybe even make the boneshield have it's own HP but take double dmg from explosives)). I think the TF2 demoman's grenade launcher is an amazing example of how a viable combat grenade launcher could work, as it has a bigger projectile and has a much faster initial velocity. It still takes a lot of skill to master it, but I think it'd be much more useful. Also, increasing the clip size and reload times a bit wouldn't hurt. A reduction in the explosion radius, the cost, and damage from rollers could be added to balance spamming (although spamming a vent and hallways to 1hit kill skulks and lerks was one of the main uses of it, I'd rather see a more skilled and offensive role for the GL)
If a skill based grenade launcher doesn't suit, I wouldn't mind seeing a rocket launcher either. It'd take a bit of tweaking, but honestly if they have flamethrowers, they should have rocket launchers too at least. The clip size, damage, reload times, and radius would probably need to be balanced, but I think it should be a viable weapon if there's no grenade launcher present.
Sorry if I missed any posts on this subject, I searched for rocket and grenade launcher but I stopped looking past page 5.
If a skill based grenade launcher doesn't suit, I wouldn't mind seeing a rocket launcher either. It'd take a bit of tweaking, but honestly if they have flamethrowers, they should have rocket launchers too at least. The clip size, damage, reload times, and radius would probably need to be balanced, but I think it should be a viable weapon if there's no grenade launcher present.
Sorry if I missed any posts on this subject, I searched for rocket and grenade launcher but I stopped looking past page 5.
Comments
I'd like to see the old NS1 grenade launcher back (but with a faster reload)... and i'd like a rocket launcher that locks on to flying lorks and fades.
<img src="http://www.murdoconline.net/pics/m32.jpg" border="0" class="linked-image" />
While we're at it.. i want multiple weapons... don't want to just have GL... but instead i want a GL and a HMG... etc... and JetPants ofcourse for uber punishment.
Multiple main guns? *Shoots poster again*
Remote bombs? *Shoots him again*
Faster reload and more ammo? *Gives him a medkit*
If anything, grenade launcher needs a counter, and so does the jetpack.
I'd like the following:
1. fast reload
2. instant explosion or delayed explosion to be the choice of the user .... i.e. a selector switch on the weapon.
3. other types of GL rounds. I.e. small rocket ones that fly towards the nearest enemy in a swarm... and others that are anti-armor. Go check out AVP2 for PC... that game has everything that NS2 needs... i.e. rocket launcher, flame thrower, smart gun, pulse rifle + gl, grenade launcher (multiple varieties of grenades) and for ###### sake... they even had a "Heavy"... a robot suit with a gatling gun, flamethrower, laser cannon, and rocket launcher... 2 for each arms... it was the ultimate can of whoopass. The aliens did have something to counter it... a freekin queen alien.
I mean lets examine the following statement... the ALIENS are getting a ONOS that is a "DISRUPTER"... so now that the aliens have a freekin tank... and they are on the offensive... what are marines on...? Defensive?? I was always under the impression that the aliens were supposed to be stealthy killers... not main force assaulters marching down the hall... that was reserved for the marines and the commander to guide the marines to one single objective to focus their fire... i.e. take down this hive... that is not what the aliens are supposed to be doing... "take down this marine start"...
So obviously marines need some ass kicking firepower and we better get it. Also it has to be interesting to use. Not some b.s. where over the course of a few months they tweak the hmg's damage to be stronger or weaker on a day to day basis... i want new weapons to do the increased damage... i.e. rocket launchers and grenade launchers.
Marines want guns, and explosive, and explosive-launching guns, and explosive bullets that happen to be armor piercing... and no nerfing because in return i could care less if the fade can kill you by tapping you on the arm and onos can stomp you from 3 miles away.
For the new additions in NS2, it would be nice if it had a few extra perks. Perhaps the ability to break the Onos shield if enough damage was dealt could work.
Having damage types would be very useful. The GL would fire explosive which is extra effective against buildings. It might also do something about infestation, although not nearly as well as a flamethrower would.
As far as firing ability and the like, I've sniped plenty of Aliens with it, even on the JP. And by sniped I mean it exploded due to impact. I see no reason to boost it as an anti-Alien weapon. That's not its role. It's a support weapon to kill structures and maybe some covering fire. There's nothing quite like covering the floor in explosions and accidentally taking a Skulk down too.
See that is a bit unusual. I mean what if the grenade rounds are fragmentation type.. that would make them ineffective against structures but very very effective against soft skinned targets like fades, lorks, skulks, gorges...
I can just see that if they do include the grenade launcher, in addition to the flamethrower, that it not assume the anti-material role from NS1. A lot of new players to the game will be confused that the grenade launcher doesn't behave like it does in real life... i.e. while a launchable grenade has multiple uses... it is a grenade... and grenades kill... we don't have this preconception in our heads that grenade = anti-tank weapon... no... it's for killing people, end of story... i hope the devs see this to and adapt its role to be like a super shotgun, or hallway cleaner. I also hope it has a flat trajectory like in reallife
<a href="http://www.youtube.com/watch?v=bfpvLBT3qWs" target="_blank">http://www.youtube.com/watch?v=bfpvLBT3qWs</a> this is funny lol
<a href="http://www.youtube.com/watch?v=wbPPNBCatLI" target="_blank">http://www.youtube.com/watch?v=wbPPNBCatLI</a> ok this is the video i wanted to find.
Ok i found where the devs shipped all the surplus gls from NS1... <a href="http://www.youtube.com/watch?v=SB6TRpZGz2A" target="_blank">http://www.youtube.com/watch?v=SB6TRpZGz2A</a>
I think the problem with the NS1 GL is that it is made for building destruction, but is most useful at just spamming areas to mass-kill small level aliens.
I'd like something more tactical, less spray-and-pray.
Are you kidding ? To deal with spam it should have <i>less</i> rounds per clip and <i>longer</i> reload. And possibly smaller blast radius.
I think the problem with the NS1 GL is that it is made for building destruction, but is most useful at just spamming areas to mass-kill small level aliens.
I'd like something more tactical, less spray-and-pray.<!--QuoteEnd--></div><!--QuoteEEnd-->
The only reason people spray and pray is because of how weak marines are in close quarters with a grenade launcher. So without seeing what their shooting at, while using indirect fire, and because grenades are so weak that it takes like 10 to kill something (aliens or structures that aren't directly hit)... that it is the logical choice to keep shooting and shooting and shooting from cover until you run out of ammo, and then to get more and repeat as necessary.. but marines don't "spray" the gl... they spray the hmg... The gl is aimed and fired... it only has 4 shots ffs. lol
Besides... what your describing that we need is a siege cannon... but because it takes so much time to research and drop sieges and build it all and scan the area, that sometimes a handheld grenade launcher works best. And besides... the grenade launcher is more fun instead of waiting for the commander to kill all the structures in a room with sieges so marines can go die to the aliens... i'd rather we blow them all to hell with the same ammunition :P ... maybe we can make the siege cannon hurt living targets as well.. their's no reason it has to only be effective on structures...
So if you want less spray and pray then i suggest making grenades more powerful so only 1 is enough to kill everything living in a room. In this way you won't be alive to complain that the marines are spraying because you'll die immediately. We can make it take like 2 grenades to kill all enemy structures in the blast radius... that should keep down the number of shooting-from-cover needed by the gler to do his job and allow the marines to march in.
For the new additions in NS2, it would be nice if it had a few extra perks. Perhaps the ability to break the Onos shield if enough damage was dealt could work.<!--QuoteEnd--></div><!--QuoteEEnd-->
The GL could all ready do that by being indirect fire and all.
Good point.
If they do switch it to fragmentation grenades, then that would make the flamethrower the primary anti-structure? That seems problematic, especially against things like OCs down the hall. I liked how the GL could be used directly against Aliens if you had good enough aim, but that was rare. Although there's nothing like sniping a leaping skulk in the face with a nade. However, they really shined as an anti-structure weapon due to the static nature and bonus damage.
LOL LOL LOL, While we're at it, we can just throw the GL out for uselessness. 1-3 rounds per clip is RIDICULOUSLY LOW, the reload is ALREADY RIDICULOUS. It needs ups to be able to defend itself from lifeforms
You're not supposed to be able to rambo around with a GL. They shouldn't change it so you can, either.
Given the limited number of weapons, and the way NS maps are claustrophobic, and the average response time for more marines at your area is like 3 minutes... maybe they should make the grenade launcher like a semi-auto, drum fed, boom stick. Otherwise no one would buy it... servers would block it so you don't waste your personal res-money on it... and overall it's use will be discouraged and all the alpha-playing-ns2-vetarens will yell at all the beta-noobs that they shouldn't use it... that it's a gimmicky piece of crap... and to just take a hmg...
Because the GL is a high-level weapon like a HMG (which requires the advanced armory)... then it must be a killer weapon against lifeforms just like a HMG... or else the cost and high-levelness would not be deserved... it should be something that is free/useless/harmless if we follow your thinking.
Why must we keep on dragging out the idea that game-balancing = nerfing all guns and that it should take an entire squad of marines to kill one fade... I say aliens should die as much as marines at the least. No more 150 kills / 4 death fades.
My gripes with the GL is that it too often lacks effectiveness: it needs grouped structures to be effective, which means that if you get a GL, you don't shoot at single structures, you don't shoot at moving targets, yet you're very pivotal against grouped structures.
I have nothing against with the fact that one GL has to be protected by many other marines, but there's often little incentive to do that: an extra shotgun can also deal massive damage to structures, it can reload faster (and shot-by-shot) and also defend against players. Most of the time, the GL just isn't consistent enough to justify a squad to sacrifice a gunner, but it should. And not by being strictly better than a cheaper weapon, but by doing what they can't.
My gripes with the GL is that it too often lacks effectiveness: it needs grouped structures to be effective, which means that if you get a GL, you don't shoot at single structures, you don't shoot at moving targets, yet you're very pivotal against grouped structures.
I have nothing against with the fact that one GL has to be protected by many other marines, but there's often little incentive to do that: an extra shotgun can also deal massive damage to structures, it can reload faster (and shot-by-shot) and also defend against players. Most of the time, the GL just isn't consistent enough to justify a squad to sacrifice a gunner, but it should. And not by being strictly better than a cheaper weapon, but by doing what they can't.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm i would much rather see the GL performing the role of killing things via fragmentation... instead of some weird anti-structure-only-siege-pistol thing.
Like if the gl was not very effective against structures but very effective at killing lifeforms... ya i'd rather it be like that. Sort of like a super-shotgun skulk slayer with way better long range killing then the shotgun (which sucks after 10 ft).
The new flamethrowers can be for clearing enemy structures. The gl can be like a reloadable rocket launcher anti-player weapon.
Dead-Nade="After launching from the gun at low speed, the Grenade almost immediately tumbles, and has a timed detonation, allowing soldiers to pop these rounds through windows, and allowing them to role back, insuring full damage to the enemy, usually these types equip themselves with special rounds, smoke, frag, or gas. The down side to these Grenade Launchers is their short range, and Inaccuracy."
Direct-Flight="These type of launchers launch the Grenade at high speed. The grenade is usually High Explosive, and detonates on impact. The increased speed from launch allows it to puncture armor deep, with high accuracy. The rounds are good for close anti-tank support but are not as cumbersome as other anti-tank launchers."
I think to compensate, the grenades should have a larger blast and deal more damage, so it takes fewer of them to take out a building, and even the higher lifeforms will attempt to evade them, with skulks and gorges diving for cover if one gets in. That's an appropriate compromise to making the individual grenades count, and keeps everyone on their toes (but keep self damage, to avoid someone just shooting one at their feet to kill an attacking skulk).
As a primary skulk player, I support this, as I feel I'd rather die to a powerful, aimed grenade, then to 4 fired randomly.
indeed, increasing the radius wont help getting rid of the spray and pray usage, it would get rid of the need of actualy AIMING that thing at structures..... lol
"point this end into the general direction of the enemy"
imo grenades were never meant to be a precission strike weapon in the first place and should have a quite unpredictable nature after they bounce off walls, or hit the round rolling away
lowering the total number of grenades to be carried so random grenades or spamming isnt effective, still keep the clip at 4 because any lower would penalize the weapon to much.
Have diffrent type of grenades such as.
High explosive Normal 3 second fuse, alt fire explode on impact
Incendary rounds 3-4 second burn time wide aoe used to clear dynamic infestation and find stealthed aliens
Flash/stun rounds a 1 or 2 second flash effect and sound to allow a safer charge (limited to 1 round per flash mag to avoid spam)
Snare/stickie round small aoe effect much lower range then normal grenades but gives a limited slow effect on anything caught in the area
by having a variaty of rounds the grenade launcher becomes a much more viable tool to a team also by lowering the maximum total of grenades it balances it out the spamming effect due to the constant res drain it would become to keep requesting ammunition. offcourse this is still counterable by standing on an armoury but if some one is going to do that there isnt anything you can really do about it.
ideas suggestions?
Flamethrower will burn buildings good in place of the GL I'm sure.
The NS1 GL is unnessisary. It's a different game.
If anything, grenade launcher needs a counter, and so does the jetpack.<!--QuoteEnd--></div><!--QuoteEEnd-->
The grenade launcher was the most hilarious when it was bugged and the explosion epicenter would appear about two feet above wherever the grenade itself landed - meaning in vents it'd explode outside the map, and proceed to nuke everything in and around them :D