Grenade Launcher for the LMG

AnkleBitingKittyAnkleBitingKitty United States Join Date: 2014-01-19 Member: 193284Members
edited December 2014 in Ideas and Suggestions
I've talked about this idea in a previous thread about explosives, but i've decided that ill put it on as an idea for ideas and suggestions thread.

The launcher would work by being researched and purchased at a armoury, or maybe would come with or be researched from an AA. When bought for a low price of around maybe 5-10 Pr, it would replace the rifle bash on the LMG with the ability to fire hand grenades. After the marine purchases hand grenades, he has the option to either throw them (for whatever reason) but also the ability to fire them out of the grenade launcher instead. The marine can only fire off one grenade at a time, and after the first grenade is launched the second can be loaded with the nade fire button

The purpose that the underbarrel grenade launcher would have is not to be a new unique weapon, but an improvement to the hand grenades.
At the moment, I feel the hand grenades (especially cluster grenades) are a bit weak at the moment for the reason that it takes a bit to much time to take a grenade out, toss it, and then switch back to rifle to try and kill the skulk now chomping at your feet.

This would solve the issue by allowing the marine to quickly fire off a grenade. The marine could either quickly place a nerve gas grenade at his feet and then shoot the alien under protection for my butt, or shoot a cluster grenade to gain an edge in the engagement.

I also feel it would not be overpowered as the grenades can only be replenished by purchasing them.

Quick summary of suggestion:

Hand grenades currently aren't that practical in an engagement (IMO) because they take too long to take out, throw, and then take rifle back out, Adding a underbarrel grenade launcher that would allow quick use of grenade in combination with LMG would solve this issue by being able to quickly launch a grenade off and continue shooting LMG, while not being too overpowered since the ammo costs res to use.









Comments

  • DecoyDecoy Join Date: 2012-09-11 Member: 159037Members, Super Administrators, Playtest Lead, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Shadow, WC 2013 - Silver, Subnautica Playtester, Subnautica PT Lead, Pistachionauts, Retired Community Developer
    I think that a better happy medium would be to just decrease the time it takes to pull out the grenades and toss them. I agree that it feels like it takes a really long time. However, I think your suggestion would make them too strong. Sure, they cost res, but it's only 3 res for 2. It's not terribly expensive. To be able to run around with an LMG with nerve gas late game for an onos and to quickly pop them off? It would be really strong.

    Long story short: The problem of hand grenades taking too long to pull out & throw is solved by decreasing that time. Adding an underbarrel grenade launcher may 'solve' that problem, but it will cause significantly more.
  • SamusDroidSamusDroid Colorado Join Date: 2013-05-13 Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    edited December 2014
    It was originally intended to have a GL attachment but it was probably OP which is why it isn't in the game now. The code and everything still exists.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited December 2014
    It was ingame in earlier versions (read:underbarrel grenade launcher, I still don't understand the design in this here image :-? ):
    Weapon-GrenadeLauncher_Flat_HighRes.jpg


    The idea behind NS2's weapons has always been taking on a role and not just a simple upgraded version of a weapon. Now, if you combine the Rifle with the Grenade Launcher you blur those lines. Right now we have well defined roles.

    Rifle good standard and free weapon, which gradually takes on the role to tickle high armor targets at level2/3

    Grenade Launcher, you sacrifice a part of your close range combat ability (kinda :P) while able to do heavy AOE damage/area denial

    Grenades, when drawn you are in a state of unable to defend yourself for a short amount of time. They are a support weapon to throw at enemies engaged in combat or trapped in a corner. Or as a last resort going out with a bang kind of thing...



    That is one of the reasons it was removed, with it blurring the lines between the well defined roles of each weapon. And it was also a tad bit OP as well, but having to purchase the "hand" grenades could negate this to some extent. I'm just very wary of the "quickly fire off a grenade" bit, because of the reasoning behind the current hand grenade implementation.

    Kinda reminds me of Forgotten Hope - a BF1942 mod where you could shoot a riflenade instantly after selecting the weaponslot. This was later changed to have quite a long setupt time (4-5 seconds) to change it into a support weapon at range instead of a close range last resort take the enemy team with you kind of OP bull :D
  • meatmachinemeatmachine South England Join Date: 2013-01-06 Member: 177858Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Supporter
    Nades are great just where they are at the moment in terms of damage, utility etc if you ask me. Instantly accessible pulse/clusters would be brutal for mid-early game times where your friend is covered in moderate-HP skulks and the time it takes for you to drawprimethrow a grenade is just enough that you're not guaranteed to wreck them every time.

    RE: The GL attachment.

    The "GL attachment" could continue to exist as a "flamethrower attachment", since this dual-purpose seems to work in comp mod where you can carry a FL and rifle simultaneously.
    *prepares for the pitchfork wielding anti-compmoddists*
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