Grenade Launcher Unique Ammo

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forwardslashN
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Re: Grenade Launcher Unique Ammo

Post by forwardslashN » 05 Jul 2016, 00:09

I can make the grenade launcher like a souped up shotgun in terms of how it functions, that would allow it to load handfuls of three grenades or something like that. But then it wouldn't really function all that differently from what it does now.
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Re: Grenade Launcher Unique Ammo

Post by terminalblue » 05 Jul 2016, 02:10

I think it would make sense to have the Grenade Launcher use its own ammo. I mean, real world 'grenade launchers' aren't just guns that throw hand grenades around, they're direct-fire weapons that shoot large explosive projectiles that are contact-fused, not on a timer(EDIT: this is not 100% true, but generally is for explosive payloads).

Obviously it'd take some re balancing in regards to ammo counts but it'd give it its own niche better than just 'gun what throws hand grenades' like it currently stands. That sort of thing doesn't really exist in real life for a good reason.
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Re: Grenade Launcher Unique Ammo

Post by Steelpoint » 05 Jul 2016, 02:14

The Grenade Launcher already has its own niche.

Its the only spec explosive weapon that can be used on the Sulaco and it can hold and fire multiple rounds before needing to reload. It can also be used more since in theory you should have more ammo to expend than a SADAR.

The Nade Launcher is at its best in defensive situations or when assaulting a close quarters hive.
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Re: Grenade Launcher Unique Ammo

Post by terminalblue » 05 Jul 2016, 02:18

Steelpoint wrote:The Grenade Launcher already has its own niche.
Okay, it does, but it's a small niche and nobody wants to take a spec weapon that's mostly useful at the bitter end of a round. It's just that as it stands, there's little to recommend it over taking a SADAR in my opinion.

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Re: Grenade Launcher Unique Ammo

Post by Steelpoint » 05 Jul 2016, 08:44

forwardslashN wrote:I can make the grenade launcher like a souped up shotgun in terms of how it functions, that would allow it to load handfuls of three grenades or something like that. But then it wouldn't really function all that differently from what it does now.
That would still be a big improvement.

Again, if the grenade launcher ammo was just a unique resprited shotgun slugs or something akin then we could have dedicated ammo crates for it WITHOUT fear of balance concerns of a single 30 point crate popping out about ten grenades each.
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Re: Grenade Launcher Unique Ammo

Post by forwardslashN » 05 Jul 2016, 15:55

I'll pin this, see what apop thinks, since I'm about to roll out the final changes to the gun system.
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Re: Grenade Launcher Unique Ammo

Post by KingKire » 06 Jul 2016, 11:38

+1. good balance point for the grenade launcher. Sounds like a great idea to have its own unique ammo. A wee bit sad that it wont be able to take weird grenades from science but maybe that can be addressed by having custom grenade shells in the future.
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Re: Grenade Launcher Unique Ammo

Post by Bigchilly » 10 Jul 2016, 15:58

Well if its gonna be ammo make it a 40mm, but i think the grenades should explode on impact, but only if they hit a target. Example: The SADAR.

But instead of going on forever they have like a range of like 1 view level or something. Cause it would be weird it it went on forever.

Also if it comes in a crate, make it like a holding belt (not the one you get in the kit) that has 3-4 nades in it, so its kinda like a resupply belt for your main belt.

Or of couse you can just make a crate with 3-4 grenades that are special for the GL in it.
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Re: Grenade Launcher Unique Ammo

Post by Jeser » 16 Jul 2016, 06:15

New ammo type, which can be used only in GL, looks like those grenades from picture above. After flying more than 3 tiles blows on impact, less stun time and damage, than from normal grenade.

Possible variants: standard frags, incendary, "skyrocket", that will work like an invisible flare.

It HAVE to be accompanied by adding new ammo crate with such ammo.
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Re: Grenade Launcher Unique Ammo

Post by Steelpoint » 16 Jul 2016, 07:17

The whole point of this suggestion is at a base to allow there to be a cargo ammo crate dedicated for the Grenade Launcher akin to the SADAR.
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Re: Grenade Launcher Unique Ammo

Post by lcass123 » 17 Jul 2016, 19:28

Yer , I also think that the underbarrel grenades should detonate on impact (with mobs) but do slightly less damage as they stun , a grenade launcher like this would fire 40mm nade rounds not hand held frag nades.

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Re: Grenade Launcher Unique Ammo

Post by MrJJJ » 27 Jul 2016, 06:26

I am gonna bump and ask a question, all while remaining neutral
How many ammo is there planned to be added, if this is gonna get added

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Re: Grenade Launcher Unique Ammo

Post by Jeser » 01 Aug 2016, 10:14

MrJJJ wrote:I am gonna bump and ask a question, all while remaining neutral
How many ammo is there planned to be added, if this is gonna get added
Well, I think, better leave this to devs choice, since this is balance question.
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Re: Grenade Launcher Unique Ammo

Post by nodnodnod » 04 Aug 2016, 01:15

Burst fire on grenade launcher? Hmmmh...

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Re: Grenade Launcher Unique Ammo

Post by SecretStamos (Joshuu) » 04 Aug 2016, 16:40

How do you guys feel about the icon? I've had some more practice making weapon sprites, so I feel like I could take a better crack at it if need be.

Is the M92 a good basis for it? It was the only dedicated GL I could find in the USCM armory even if it is from a rather obscure game

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Re: Grenade Launcher Unique Ammo

Post by Casany » 04 Aug 2016, 16:43

SecretStamos (Joshuu) wrote:How do you guys feel about the icon? I've had some more practice making weapon sprites, so I feel like I could take a better crack at it if need be.

Is the M92 a good basis for it? It was the only dedicated GL I could find in the USCM armory even if it is from a rather obscure game
love the sprites. i think it would be perfect
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Re: Grenade Launcher Unique Ammo

Post by genjufens » 05 Aug 2016, 17:38

Just gonna point this out although I doubt anyone here seems to care. I have played the last 10 round as an alien died horribly from explosion spamming either by three specs all having a sadar and all firing on the target or from each marine firing their underslung grenades all in unison constantly. I have no desire to play as an alien ever again because I honestly think its a shit show of how long until you get exploded, so if your going to make all the grenades just explode on impact or past a certain point. I think you have convinced me to just stop playing entirely. it was hard enough to convince people to play as an alien. I just don't even want to attempt to fight the marines when their grenades go off instantly. Have a great server but I give up on fighting against the explosion greytide.

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Re: Grenade Launcher Unique Ammo

Post by nodnodnod » 06 Aug 2016, 13:40

Positioning is important, m8. I think you might be blowing (heh, get it? pun.) this out of proportion a bit.

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Re: Grenade Launcher Unique Ammo

Post by username123 » 13 Aug 2016, 13:02

forwardslashN wrote:Very good point. If anyone has suggestions on how to rework the GL's functions specifically, I can sticky this for apop's review.
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Re: Grenade Launcher Unique Ammo

Post by apophis775 » 26 Aug 2016, 18:43

Maybe a better idea, would be to remove the grenade launcher from Spec, and give it to the SL to hand out as he sees fit.
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Re: Grenade Launcher Unique Ammo

Post by Jeser » 27 Aug 2016, 03:04

apophis775 wrote:Maybe a better idea, would be to remove the grenade launcher from Spec, and give it to the SL to hand out as he sees fit.
That's, actually, good idea. SL can look, who he has in his squad and give it to more or less competent marine. Nice idea.
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Re: Grenade Launcher Unique Ammo

Post by SecretStamos (Joshuu) » 27 Aug 2016, 05:49

apophis775 wrote:Maybe a better idea, would be to remove the grenade launcher from Spec, and give it to the SL to hand out as he sees fit.
This is a role much better suited for the M203 Flamethrower. Canonically, the flamethrower fit the role of the squad's special weapon.

The Flamethrower needs a rework gameplay wise, but it should be "the poor man's heavy weapon", not the GL.

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Re: Grenade Launcher Unique Ammo

Post by KingKire » 27 Aug 2016, 09:44

seeing the grenade launcher move to the squad leaders room would see that the squad recives a boost of on average 2 special weapons. This would be a boost to marines, a boost to squad leaders, and a nerf somewhat to specialists. specialists would only have 3 weapons to choose from 4. Im netrual on that. I would most rather see the flamer move into the squad leaders quarters. If the grenade launcher moves to SL's quarters, i think there would have to be a small buff to aliens somewhat since there will be more explosives being popped out, which doesnt sound too bad of an exchange. Upping the stakes for both sides might be nice.
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Re: Grenade Launcher Unique Ammo

Post by TopHatPenguin » 28 Aug 2016, 08:38

KingKire wrote:seeing the grenade launcher move to the squad leaders room would see that the squad recives a boost of on average 2 special weapons. This would be a boost to marines, a boost to squad leaders, and a nerf somewhat to specialists. specialists would only have 3 weapons to choose from 4. Im netrual on that. I would most rather see the flamer move into the squad leaders quarters. If the grenade launcher moves to SL's quarters, i think there would have to be a small buff to aliens somewhat since there will be more explosives being popped out, which doesnt sound too bad of an exchange. Upping the stakes for both sides might be nice.
I personally think It'd be better off just to either stay in the spec room for them to hand out or to be placed in the general quarters of prep considering that having a SL at Eu times is rare to none until we get the mid-high peak of Na players coming on.
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Re: Grenade Launcher Unique Ammo

Post by qDan » 25 Sep 2016, 18:54

Pretty good idea to make GLs great again. Id like to use new types of ammo which are not already existing frag and fire nades and which cant be cooked w\o launcher. Moreover I think itll be fair, if GLs will not only work as shotguns, but will use shotguns ammo system as well. For example, if GL will consist 'clip' for a 8 unique GLs grenades, then an ammo crate at the cost of 30points may consist 16 nades in two separate boxes, so two specs will be able to get additional portion of ammo without any kind balance breaking.

Apop's idea quote good as well but in this terms GLs shell belong to engineers instead of SLs (which should have only better armor, pistols and rifles) if such switch will be done, because they are more suited (in terms of both gameplay and reality) for this kind of ammunition and already operating mines and c4, and because theres two engis per one preproom, it will be very effective to separate stuff, giving one (combat) engineer GL and all nades while other (classic) will pick turret and mines to operate both on front line and on supply lines.

+1 in all forms

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