Grenade Launcher for the LMG
AnkleBitingKitty
United States Join Date: 2014-01-19 Member: 193284Members
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.
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
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.
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
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*