View Full Version : Underbarrel grenade launcher...
Babyfark McGeez
2012-12-12, 02:43 AM
...what the heck.
I only recently certed into one, and i must say that thing is incredible easy-mode. Infact if i would have had it from start i would probably have some ridiculous k/d ratio.
Here are the main problems with it and why i think that "sidegrade" is nearly being an exploit:
- Top accuracy
- Instant kill without having to aim too hard
- Grenades don't cost ANY resources
- Grenades can be resupplied by ammo packs
Seriously, what were they thinking? I went from having a hard challenge in a 1v1 to never losing any 1v1 with that thing out.
Even though regular grenades are a bit more unpredictable and seem to have a larger splash radius, and restocking grenades with ammo packs does not allways work for whatever reason, this is just lame.
I nearly feel like a cheater playing with that thing.
Edit: Only downside is that it messes with keybindings and "adds" the launcher as "weapon 2", using "n" for alternative fire mode would have probably made too much sense.
Bocheezu
2012-12-12, 03:11 AM
I tried it out on my medic and after realizing you could resupply from ammo packs (sometimes), I immediately bought it for engy and started supplying ammo to myself. I honestly couldn't believe you could resupply the grenades from an ammo pack. The thing is way overpowered and defending a tech plant is hilarious at times. Once the attackers get through the back doors and you don't need to worry about grief, just lob grenades all day from the staircases; usually good for 1-2 kills a pop until the thing doesn't resupply anymore and you have to go back to a terminal. Shooting from behind the teleport shield after the tech plant is lost is a gold mine as well (people just don't learn to stay away from those shields, I guess).
I fully expect it to get directly nerfed eventually (there is a related nerf later today with the flak armor improvement), but until then, I'm going to let the good times roll.
Wahooo
2012-12-12, 03:18 AM
I use my 15 fps as an excuse to not feel bad about abusing the hell outta that thing. I figure the bug that stops allowing me to get ammo from the dropped packs is the game telling me i've abused easy mode to long and I have to find another weapon that i'm at risk of getting shot back in order to use.
JesNC
2012-12-12, 03:26 AM
Yeah, they're great.
But no different in functionality than HA rockets.
TheSaltySeagull
2012-12-12, 04:20 AM
Yeah, they're great.
But no different in functionality than HA rockets.
Pretty much what he said. The grenade launcher is pretty much a poor mans version of the HA rocket launcher complete with the same bug that causes some of your rounds to be duds and deal no damage. There is also the reloading bug with ammo packs.
I dont really see the grenade launcher as much of an issue because it does not even work half the time. It does not do anything that the HA rocket launcher does not already do. And if it is that much of an issue for you then you can cert into flak armor which will be buffed soon. It has a smaller blast radius than most other explosives so you must get a direct hit or near direct hit to kill somebody. And only carries two rounds so in order to "spam" it you need to be literally hovering over an ammo pack(and then pray that it actually works).
Its a situational weapon that at times can feel a bit cheesy but then again so do several other weapons. At the end of the day I dont see it comparatively overpowered in the grand scheme of things and not in need of any nerf. I die far more frequently to HA rockets and hand grenades than I do the grenade launcher.
Wahooo
2012-12-12, 04:30 AM
I die far more frequently to HA rockets and hand grenades than I do the grenade launcher.
there aren't enough forum threads crying about the op nature and skill-less spamming to farm kills of them yet. Once that heats up more people will cert them, hoping for an iwin button. It isn't that and the damage difference between these and hand nades is a good trade off, but more people will get them and certain areas will be silly with grenade launcher spam soon.
TheSaltySeagull
2012-12-12, 04:45 AM
there aren't enough forum threads crying about the op nature and skill-less spamming to farm kills of them yet. Once that heats up more people will cert them, hoping for an iwin button. It isn't that and the damage difference between these and hand nades is a good trade off, but more people will get them and certain areas will be silly with grenade launcher spam soon.
I dont really see it as the "iwin button" that you claim it to be. I have it on my carbine and did not see any significant KDR increase from it. Like I said it is a situational attachment that is only available on one weapon in each weapon family and takes up slots for commonly used attachments. In certain areas like the back doors of tech plants its cheesy but then again so are all of the explosive weapons. Hell you can park a HE lightning inside the back door and farm. Thats not an issue with the grenade launcher thats poor base design.
Rather than waste certs or station cash buying a specific gun and then spending more certs on the attachment you can use the HA default rocket launcher to do the exact same thing for free. I dont think you will see a mass influx of people certing the grenade launcher any time soon because its no more of an iwin button that any other explosive weapon. I dont see how the grenade launcher is any worse than HA rockets, hand grenades, HE rounds, etc etc.
Figment
2012-12-12, 04:56 AM
there aren't enough forum threads crying about the op nature and skill-less spamming to farm kills of them yet. Once that heats up more people will cert them, hoping for an iwin button. It isn't that and the damage difference between these and hand nades is a good trade off, but more people will get them and certain areas will be silly with grenade launcher spam soon.
I think a lot of people don't really realise yet how many easy one shot kill weapons there are.
The amount of skill required to kill targets in about a half year time will be significantly lower than now once everyone know which guns and attachments for whatever units kill fastest and in the largest quantities.
People defending these things have never seen Thumper spam apparently. OHK Thumper spam with infinite ammo pack at tech BD?
>_____<'
TheSaltySeagull
2012-12-12, 05:09 AM
I think a lot of people don't really realise yet how many easy one shot kill weapons there are.
The amount of skill required to kill targets in about a half year time will be significantly lower than now once everyone know which guns and attachments for whatever units kill fastest and in the largest quantities.
People defending these things have never seen Thumper spam apparently. OHK Thumper spam with infinite ammo pack at tech BD?
>_____<'
Thumper spam was way worse because it had 6 rounds as opposed to one, plasma grenades prenerf would allow you to two shot multiple people at the same time, and PS1 base design was nothing but narrow corridors and stairways that promoted aoe spam.
But as you said this game is filled with one shot kill weapons so I dont see why people are calling the grenade launcher OP in light of the fact that there are multiple ways to farm easy and skill less kills in this game. This is not an issue unique to the grenade launcher and I dont see why people in this thread are trying to single it out as "op". Honestly if you wanna run around and noob tube people at a door way then pick HA and save yourself the certs/cash on the GL.
Wahooo
2012-12-12, 05:16 AM
I didn't personally say it is OP, and what I said was, was with a lot of "OMG OP" forum threads people will pick it up HOPING for an iwin button. At that point you will start to see more deaths to it.
Like I said earlier the only reason I don't feel horrible about getting kills with it is because often enough i'm running with 15 fps or less and when I get to that point my K/D grunting is about 0.3.
Yes there are a lot of cheap weapons and OHK weapons, but the places I've found to abuse the noob tube? Are often easier (at least for me) to use the GL.
That's all.
Figment
2012-12-12, 05:33 AM
Thumper spam was way worse because it had 6 rounds as opposed to one, plasma grenades prenerf would allow you to two shot multiple people at the same time, and PS1 base design was nothing but narrow corridors and stairways that promoted aoe spam.
But then there weren't up to 600 people using one hit kill on groups grenades in PS1 either.
I've killed more people with grenades in PS2 than in PS1. You may not have 6 grenades in a clip, but you hit for 6 grenades and with an ammo pack, you won't run out.
Get a few others with the same weapon next to you and Thumper spam will be child's play. :/
PS2's AoE covers larger parts of an area wrt PS1 as well, while the choke points are actually narrower (doorholes). And I don't yet want to think about how this will effect CC holds where you're holed up into small areas.
But as you said this game is filled with one shot kill weapons so I dont see why people are calling the grenade launcher OP in light of the fact that there are multiple ways to farm easy and skill less kills in this game. This is not an issue unique to the grenade launcher and I dont see why people in this thread are trying to single it out as "op". Honestly if you wanna run around and noob tube people at a door way then pick HA and save yourself the certs/cash on the GL.
I'm not singling it out, hence I made the generalization. There's just tons of them out there and it's really bothering me how little I have to do to get a kill. Well, aside from avoiding to use the NC machine guns, those do need work to kill with... :p
TheSaltySeagull
2012-12-12, 05:52 AM
But then there weren't up to 600 people using one hit kill on groups grenades in PS1 either.
No but you had 200 people spamming 2 shot kill grenades that also had a dot effect firing them at a much faster rate.
I've killed more people with grenades in PS2 than in PS1. You may not have 6 grenades in a clip, but you hit for 6 grenades and with an ammo pack, you won't run out.
Ammo packs are horribly bugged for grenade launchers and you also have dud rounds. I have more kills to hand grenades in this game than PS1 but the thumper before the plasma nerf was far easier to get kills with for me.
Get a few others with the same weapon next to you and Thumper spam will be child's play. :/
I dont know I view current spam in this game as "childs play" when compared to attacking an interlink that had things like AI pounder max spam, lasher 2.0 spam, plasma spam etc etc.
PS2's AoE covers larger parts of an area wrt PS1 as well, while the choke points are actually narrower (doorholes). And I don't yet want to think about how this will effect CC holds where you're holed up into small areas.
I honestly think that aoe radius in ps1 was larger than PS2 aside from HE tank rounds. But then again this could also be that the entire base structure was literally nothing but small rooms and choke points so you could not avoid spam very easily while ps2 only has certain areas like that.
But this is not a spam comparison topic. Both games struggled with this issue and hopefully over time it gets ironed out. Flak armor buff is a step in the right direction to reduce damage from annoying explosive spam.
I'm not singling it out, hence I made the generalization. There's just tons of them out there and it's really bothering me how little I have to do to get a kill. Well, aside from avoiding to use the NC machine guns, those do need work to kill with... :p
I was not referring to you. But yes this is an issue with weapons in general being a little to lethal. I like low TTK in FPS but in a game of this scale where you have so many rounds going down range low TTK hurts the gameplay in my opinion. PS1 was way too slow in my opinion but ps2 is not a bit too fast and the devs need to find a bit of middle ground.
Babyfark McGeez
2012-12-12, 05:59 AM
The reloading time of the rocket launcher is longer and you cannot fly around or resupply yourself with ammunition, so even though i agree that one-shotting ppl with rocket launchers is just as lame i still think the grenade launcher is even more cheap.
With ammo packs both end up filling the role of the thumper (i.e. continously spamming explosives) while having no real drawback.
Possible Solutions:
- Make grenades cost resources
- Reduce rocket damage against infantry
- Reduce splash damage range for grenades (/rockets)
- Disable grenades (/rockets) resupplying via ammo packs
Currently, why would anyone go with a regular gun in infantry combat? Grenade launchers are guaranteed kills, and that's what i don't like.
TheSaltySeagull
2012-12-12, 06:27 AM
The reloading time of the rocket launcher is longer and you cannot fly around or resupply yourself with ammunition, so even though i agree that one-shotting ppl with rocket launchers is just as lame i still think the grenade launcher is even more cheap.
With ammo packs both end up filling the role of the thumper (i.e. continously spamming explosives) while having no real drawback.
Possible Solutions:
- Make grenades cost resources
- Reduce rocket damage against infantry
- Reduce splash damage range for grenades (/rockets)
- Disable grenades (/rockets) resupplying via ammo packs
Currently, why would anyone go with a regular gun in infantry combat? Grenade launchers are guaranteed kills, and that's what i don't like.
Rocket launchers have a larger blast radius and deal more damage making it little bit easier to score kills not to mention you have a larger ammo reserve as well as actual sights you can aim down to tube people at a longer range. They are also less buggy then grenade launchers now.
As for why you should or should not use them depends on playstyle and skill level. In the time it takes you to shoot reload and shoot again with a GL a decent marksman could have gunned down 3+ people in a single mag. Also if engaging at range other attachments like the grip will benefit you more.
While I agree noob tubing is lame I also think you are over stating how useful it is. Like I said I have the GL on my carb and my KDR did not suddenly spike by getting it. Yeah you can win some 1v1 or camp a door with it for some cheap kills like you can with a HA rocket launcher but there are situations where I would have rather had the grip for a bit more accuracy or would rather have had the faster ROF and reload speed from the default carb. The main reason I keep it honestly is because its easier to kill MAX units with it and you can also damage vehicles with it pretty well. Vs infantry it just seems kinda gimmicky to me and I would rather have a higher RoF weapon or a shot gun that is more reliable.
GrmlZ
2012-12-12, 07:36 AM
Serious question to all fps developers that might read this.
The noobtube:
Why? why?! WHY?!
Figment
2012-12-12, 08:05 AM
Serious question to all fps developers that might read this.
The noobtube:
Why? why?! WHY?!
Because it rhymes to boobtube? *shrug* :confused:
JesNC
2012-12-12, 08:42 AM
They're hardly too powerful. I've been using one on my Engineer since launch, and while I certainly got a lot of kills out of it, it has some serious drawbacks.
- The grenades fail to explode regularily when fired on targets inside 5-10m.
- Without a direct hit, they do negligible damage.
- The rate of fire is low, sustained 'DPS' on direct hits is about equal to just firing bullets.
- You need to hog an ammo pack to do any sort of sustained firing (and it still bugs out occassionally).
- And obviously you're sacrificing another, potentially more useful rail attachment like the Foregrip or Laser Sight for the GL.
That said, I still think the GL is great for ambushes and killing MAX units. It's potentially too powerful on the Engineer, so it has to be seen if they need to limit the GL resupply to terminals alone.
Rbstr
2012-12-12, 12:58 PM
And the gun you put it on is inferior to other options from a shooting bullets standpoint.
I don't use it for precisely that reason.
Bocheezu
2012-12-12, 01:25 PM
Grenade launcher significantly nerfed with the flak armor change. Can't one-shot people in 1v1 battles anymore.
satori
2013-02-19, 04:25 PM
Are the dud rounds on the devs list of things to fix or are they by design?
Figment
2013-02-19, 04:30 PM
- The grenades fail to explode regularily when fired on targets inside 5-10m.
- Without a direct hit, they do negligible damage.
- The rate of fire is low, sustained 'DPS' on direct hits is about equal to just firing bullets.
- You need to hog an ammo pack to do any sort of sustained firing (and it still bugs out occassionally).
- And obviously you're sacrificing another, potentially more useful rail attachment like the Foregrip or Laser Sight for the GL.
They designed it to only arm after X meters. So yes, the duds are an intentional compensation for its power.
Rate of fire is low, yes, but it delivers everything in one shot. So the alpha damage is huge. With bullets (even at these low TTKs), you have a chance to react, if alpha damage is enough to kill, you don't. Since you can reload in cover, rof isn't of considerable interest.
Ammo pack is free exp anyway. Only carry tank mines when you're planning to use them in my experience.
Don't see the grip or laser sight as more useful in comparison, grenade is more flexible as long as you keep distance, tbh. Of course, there are times bullets are handier, but it's not like the weapon is all that accurate in the first place, even with attachments. :/
psijaka
2013-02-19, 04:58 PM
Does the GL do significant damage to Sunderers?
Figment
2013-02-19, 05:03 PM
Does the GL do significant damage to Sunderers?
Think it does about the same as a normal grenade? (Just that grenades are untrustworthy bouncy and this one explodes on impact?)
Rumblepit
2013-02-19, 05:05 PM
Think it does about the same as a normal grenade? (Just that grenades are untrustworthy bouncy and this one explodes on impact?)
they are also great for blowing up mines and c4 on sundys ;)
ShadetheDruid
2013-02-19, 05:10 PM
The "dud" rounds are by design, they don't arm until 10m out. They still do a hell of a lot of damage on a direct hit though, just with the projectile itself. Unless they changed it, the unarmed projectile will one shot people in the head. ;)
As for damage to Sundies, it takes two C4 and two underbarrel grenades to destroy one (a Sundie without blockade armour that is, not sure what it is with it). Nothing too massive, but you can finish off all burning vehicles in general with them.
psijaka
2013-02-19, 06:07 PM
As for damage to Sundies, it takes two C4 and two underbarrel grenades to destroy one (a Sundie without blockade armour that is, not sure what it is with it).
Exactly what I am after. So frustrating to leave a Sundy 90% damaged after 2 x C4, and not being able to finish the job properly.
Babyfark McGeez
2013-02-19, 06:41 PM
Light Assault + C4 + Underbarrel Grenade Launcher is quite funny.
Awesome adrenaline rush when you're ignoring that "run away" feeling and instead hover towards a massive tank. Even more satisfying when you blow it up with that combo.
However, as much fun as it is, it seems a tad too effective/easy. Then again C4 is atleast somewhat costy, and you really risk your life doing it.
Resupllying grenades with ammo packs still is cheap as heck though and should go imo.
Case in point: Last night i hid inside a biolab teleporter room (the one next to the building with the shield gen), dropped down an ammo pack and for like half an hour did nothing but push the left mouse button (and once in a while lay down a new ammo pack), only for enemies to run into the grenades over and over again.
It felt so incredibly cheap, i had to take a shower afterwards to wash the shame off.
Atleast make me go to the terminal to re-equip, that would give the enemies time to pass that death zone.
RovingDeath
2013-02-19, 06:56 PM
Ammo pack is free exp anyway. Only carry tank mines when you're planning to use them in my experience.
Ah, but do you not know you can have both? Pull up your turret and press B, and you're holding an ammo pack =D
Ghoest9
2013-02-19, 07:07 PM
Its not quite as good as the OP says but its good - IF YOU HAVE AN AMMO PACK.
I have used it with a LA and have decided Im much better off choosing a superior gun. Making the best use of a LA requires moving and being up in high a great deal.
Also the guns with it are terrible for CQC
But as an engineer I think its the best choice. From a strong position its lays down an incredible amount of damage.
EVILoHOMER
2013-02-19, 07:49 PM
Get rid of them, every game seems to add noob tubes these days and no one ever likes them but the noobs.
Figment
2013-02-19, 07:58 PM
Ah, but do you not know you can have both? Pull up your turret and press B, and you're holding an ammo pack =D
I know. :) It's silly. Thought they would remove that (bug?) ages ago since it was known in Tech Test.
Hamma
2013-02-19, 08:12 PM
Get rid of them, every game seems to add noob tubes these days and no one ever likes them but the noobs.
If you say so. Its mostly people who complain after getting owned by them and as a result, call the person who shot them with it a "noob" regardless of whether they are or not.
They are a viable weapon just like any other.
GLaDOS
2013-02-19, 08:23 PM
I know. :) It's silly. Thought they would remove that (bug?) ages ago since it was known in Tech Test.
It's actually been confirmed not to be a bug. In the GU2 patch notes, they said something like "the ACE ammo pack will now take on ammo pack certs" (it used to always be level 3). Although they now have made it pointless to not use mines, as you can't drop two separate ammo packs anymore, it's definitely not a bug.
Figment
2013-02-19, 08:46 PM
That sounds like a major oversight, tbh.
satori
2013-02-20, 10:52 AM
They designed it to only arm after X meters. So yes, the duds are an intentional compensation for its power.
Right, but what I'm referring to are the duds that happen quite often on shots beyond 10 or 20 meters. There are often times when you can fire 10-20 duds in a row 30, 40, 50 meters +. It definitely happens, I guess I was just curious if the devs have acknowledged this as a bug or not.
Canaris
2013-02-20, 11:06 AM
it's a grenade launcher, it's supposed to kill people. What were you expecting it to do give a rub down and shiatsu? ;)
2 rounds is hardly OP, if you have access to an ammo pack it's the same as HA using rocket launchers. If you get rid of greande launchers then you also need to remove HA weapon.
Just no.
Babyfark McGeez
2013-02-20, 01:24 PM
2 rounds is hardly OP, if you have access to an ammo pack it's the same as HA using rocket launchers. If you get rid of greande launchers then you also need to remove HA weapon.
A HA cannot resupply himself with rockets though, which an engineer can with the UB grenade launcher and ammo packs, thus resulting in him having unlimited explosives without having to move an inch away from his position.
That was the whole point here, self-resupplying explosives feels cheap. Therefore i was, and still am, in favor of changing UB grenades to be resupplied by terminals instead. I would argue the same way if engineers could use rocket launchers.
ColdCheese
2013-02-20, 02:14 PM
yeah I feel like a victim of an aimbot everytime i get caught with my pants down by one, thinking about getting it now that I heard all of the kinks were finally worked out.
I don't use my grenade launcher often. Why? Cause I don't enjoy the Trac-5 S. It's lower rate of fire and in my opinion less accuracy or unreliable accuracy make it such a huge trade off. On one hand I get the GL. On the other hand it's attached to a gun I don't enjoy.
That said I almost never die to the GL. So while I understand that a direct hit is a kill, it doesn't bother me. I die to literally every other cause of death more than the GL.
satori
2013-02-20, 02:24 PM
yeah I feel like a victim of an aimbot everytime i get caught with my pants down by one, thinking about getting it now that I heard all of the kinks were finally worked out.
Unless the kinks have been worked out in the last few days, it's still 50/50 that it will actually explode...regardless of distance fired. Still haven't confirmed if the dev team has acknowledge this bug.
Half of the time it functions as if you are launching a can of soda towards your enemy letting them know exactly where you are.
ColdCheese
2013-02-20, 02:28 PM
Unless the kinks have been worked out in the last few days, it's still 50/50 that it will actually explode...regardless of distance fired. Still haven't confirmed if the dev team has acknowledge this bug.
Half of the time it functions as if you are launching a can of soda towards your enemy letting them know exactly where you are.
oh really, my friend got one and said its ez mode. well if thats true then that sucks, guess im better off spending my certs on the guided missile launchers when they finally come out, theres nothing worse than a frustrating bug on something you purchased.
ShadetheDruid
2013-02-20, 02:30 PM
I haven't had any issues with it recently. The only time it generally doesn't explode is if it bounces off something within 10m before going to its intended target, at which point it does nothing.
Ghoest9
2013-02-20, 02:31 PM
Unless the kinks have been worked out in the last few days, it's still 50/50 that it will actually explode...regardless of distance fired. Still haven't confirmed if the dev team has acknowledge this bug.
Half of the time it functions as if you are launching a can of soda towards your enemy letting them know exactly where you are.
Either you have no perception of range or you are just making that up.
At range it essentially always goes off. I think the number is supposed to be 10 meters - its possible that its 15 meters or so in practice, but when you use it like a grenade(with better range and accuracy) it goes off.
ColdCheese
2013-02-20, 02:34 PM
so you guys are saying its not a soda dispensing air gun? Im so close to getting it but would rage so hard at SOE if that were true
Graywolves
2013-02-20, 03:00 PM
so you guys are saying its not a soda dispensing air gun? Im so close to getting it but would rage so hard at SOE if that were true
If you want ez cheap kills definately get the grenade launcher on your engineer. It's definately not as bad as some people claim and nothing like firing a massive glowing ball that travels 3mph from a Heavy.
ColdCheese
2013-02-20, 03:03 PM
If you want ez cheap kills definately get the grenade launcher on your engineer. It's definately not as bad as some people claim and nothing like firing a massive glowing ball that travels 3mph from a Heavy.
perfect, thanks
ShadetheDruid
2013-02-20, 03:11 PM
Also if you wanted a "non-cheap" but handy usage for it, the arc that it now has means it can double up as a mortar for suppressing enemy lines.
ColdCheese
2013-02-20, 03:16 PM
Also if you wanted a "non-cheap" but handy usage for it, the arc that it now has means it can double up as a mortar for suppressing enemy lines.
My LA is way too lightweight for the front lines unless im flanking, this gun is fun for catching people with their pants down, on the frontline im making it rain lead and nuked tiped dumb rockets
Wahooo
2013-02-20, 03:22 PM
Well, to be fair the only time i've noticed it not going off is when i've been abusing the hell out of it. It seems to go in streaks where it stops exploding where I had been shooting. It isn't a change in where i'm shooting it is just a streak of like 10 shots that don't explode. It will then start to work again.
I hate using it on my LA because I will almost always die to another LA while i'm in the middle of changing nades or swapping from nade launcher back to gun... than as everyone has pointed out the guns they are mounted on are kinda sub-standard relative to what I would be using on the LA.
ColdCheese
2013-02-20, 03:25 PM
its starting to sound more and more like a waste of certs, thanks for steering me right guys
Graywolves
2013-02-20, 03:29 PM
its starting to sound more and more like a waste of certs, thanks for steering me right guys
Don't forget that as an engineer, even if you don't get kills with it, you still get experience for resupplying yourself.
Babyfark McGeez
2013-02-20, 04:09 PM
I don't think that's true.
satori
2013-02-20, 04:09 PM
Either you have no perception of range or you are just making that up.
At range it essentially always goes off. I think the number is supposed to be 10 meters - its possible that its 15 meters or so in practice, but when you use it like a grenade(with better range and accuracy) it goes off.
I can't say for certain what the exact range is and I'm certainly not making it up, but there are definitely stretches of time that, at the same distance it previously worked (exploded), it won't work anymore. I've resupplied it and fired it several (10-20) times from the same spot and it just bounces. These are long shots, definitely more than 15 meters out. So, to clarify things for those considering getting it, it's unreliable at the moment. Will it be addressed in the future or have the devs acknowledged the glitch? I don't know. Even when it does work, it's not the most effective choice but it can be fun. I've already got it so I'm stuck with it.
Climhazzard
2013-02-20, 04:18 PM
Don't forget that as an engineer, even if you don't get kills with it, you still get experience for resupplying yourself.
What? No you don't...
Wahooo
2013-02-20, 04:37 PM
You don't get xp for re-supplying yourself. But I will almost always have people nearby picking up ammo and giving xp if i'm spamming nades.
The previous bug where it would randomly just stop re-supplying was certainly more annoying than the occasional streak of it not exploding, which does seem to go away as randomly as it started.
The use is kinda situational on when it is good to use, but when it is good to use it is simply easy mode kill steal cert machine.
Brusi
2013-02-20, 07:55 PM
Is this thread a necro??
I'm pretty sure they have fixed most of the problems with this... and nerfed it in the process.
If you are too close, you cannot do damage with the grenade (unless you get a direct hit, and then it is only projectile damage and not explosive damage).
The projectile weight is now way higher (or projectile velocity way slower, i don't know which it is) which now forces you to correct for the much greater arc in the fire.
Whereas this used to be a good alternative (bugs aside) for people who can't aim or shoot a regular gun and a neat alternative fire mode for people who can, these changes now make it (almost) useless for people who are good shots, as it now takes some skill to use when correcting your aim over various distances and the cross-hair isn't much help
I only use the Underbarrel HE on my Engy when i intend to spaminate an area, and i have started only using the smoke or shotty on my LA. I still take the HE on my medic, as i generally replace my thrown grenades with Resurrection grenades and it still gives me an option for HE.
PS: They haven't fixed the bug that stops you from switching back to your primary weapon once firing your underbarrel.
Babyfark McGeez
2013-02-20, 08:42 PM
It is a necro, indeed.
Imho UB Grenade launchers are fine, but i still think they should be resupplied at terminals only and not by ammo packs.
Because an engineer with one is the only class combo that can have unlimited explosives at hand. Which, as illustrated in my latest example a bit above, feels cheap.
Brusi
2013-02-20, 10:03 PM
They would still have AV Mana turret...
Rahabib
2013-02-21, 09:37 AM
Personally, I think both the rocket launchers and made launchers need to cost resources. The nade launcher needs to use your grenades not another pool of grenades. Rockets should be a resource. Of course, resource cost would have to go down slightly or resources need to go up slightly.
ShadetheDruid
2013-02-21, 10:10 AM
Personally, I think both the rocket launchers and made launchers need to cost resources. The nade launcher needs to use your grenades not another pool of grenades. Rockets should be a resource. Of course, resource cost would have to go down slightly or resources need to go up slightly.
Rockets and underbarrel grenades costing resources would be horrible (especially with the rockets, you'd never be able to get anywhere against vehicles if they did cost resources), but I could see them not being resupplied by ammo packs (instead, having to go to a hard point/terminal to get more).
Underbarrel launchers using your normal grenades wouldn't make sense though, they're a completely different kind of grenade. Plus no one would ever use the launcher ever again if they used the same "slot".
Babyfark McGeez
2013-02-21, 11:21 AM
They would still have AV Mana turret...
AV Turrets have to be deployed, therefore you cannot use it everywhere like the combo i mentioned.
AuntLou
2013-02-21, 11:44 AM
...what the heck.
I only recently certed into one, and i must say that thing is incredible easy-mode. Infact if i would have had it from start i would probably have some ridiculous k/d ratio.
Here are the main problems with it and why i think that "sidegrade" is nearly being an exploit:
- Top accuracy
- Instant kill without having to aim too hard
- Grenades don't cost ANY resources
- Grenades can be resupplied by ammo packs
Seriously, what were they thinking? I went from having a hard challenge in a 1v1 to never losing any 1v1 with that thing out.
Even though regular grenades are a bit more unpredictable and seem to have a larger splash radius, and restocking grenades with ammo packs does not allways work for whatever reason, this is just lame.
I nearly feel like a cheater playing with that thing.
Edit: Only downside is that it messes with keybindings and "adds" the launcher as "weapon 2", using "n" for alternative fire mode would have probably made too much sense.
If your suggesting a nerf on the grenade launcher then you have to also nerf the dumb fire rockets. They do about the same damage to infantry so it wouldn't make sense to have rockets be more effective against infantry when it's not even their purpose.
Rahabib
2013-02-21, 05:59 PM
Rockets and underbarrel grenades costing resources would be horrible (especially with the rockets, you'd never be able to get anywhere against vehicles if they did cost resources), but I could see them not being resupplied by ammo packs (instead, having to go to a hard point/terminal to get more).
Underbarrel launchers using your normal grenades wouldn't make sense though, they're a completely different kind of grenade. Plus no one would ever use the launcher ever again if they used the same "slot".
the idea would be to make them lower in resource cost to make up for it slightly. But 1 nade (or two if you cert) plus 2 underbarrel extra nades = 4 easy cheap kills. add in resupplies - its shouldn't exist. IMO, it should count as a +1 nade (so 2 unless you cert higher). You get two shots. You waste a nade if you throw one. if you resupply it has to be with that weapon equiped and it takes from your resources. (again the resource cost would be lowered). Same for rockets.
This way you cant have unlimited rockets and nades. they run out when your resources run out.
but I know that will never happen. at the very least they need to make it so the underbarrel nades do not resupply.
typhaon
2013-02-21, 06:05 PM
I don't really see them as that big of a problem. I die to them from time to time, but not more than anything else... and they certainly have their drawbacks.
Black Creeper
2013-02-21, 10:08 PM
I've got a lot of kills with my engineer using the grenade launcher but I've mostly stopped using it. I find it a situational weapon and with the changes, those situations happen less often. I seldom have much luck with the primary fire of the weapon which I rely on more often now when using the gun. Also, when you miss your 'one shot kill' at medium and closer range with the GL, you are normally dead because the reload is so slow. I have more fun with the shotty or SMG.
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