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Old 2013-02-21, 11:21 AM   [Ignore Me] #61
Babyfark McGeez
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Re: Underbarrel grenade launcher...


Originally Posted by Brusi View Post
They would still have AV Mana turret...
AV Turrets have to be deployed, therefore you cannot use it everywhere like the combo i mentioned.
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Old 2013-02-21, 11:44 AM   [Ignore Me] #62
AuntLou
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Re: Underbarrel grenade launcher...


Originally Posted by Babyfark McGeez View Post
...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.
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Old 2013-02-21, 05:59 PM   [Ignore Me] #63
Rahabib
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Re: Underbarrel grenade launcher...


Originally Posted by ShadetheDruid View Post
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.

Last edited by Rahabib; 2013-02-21 at 06:00 PM.
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Old 2013-02-21, 06:05 PM   [Ignore Me] #64
typhaon
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Re: Underbarrel grenade launcher...


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.
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Old 2013-02-21, 10:08 PM   [Ignore Me] #65
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Re: Underbarrel grenade launcher...


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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