How to make the GL better
louis cardinal
Join Date: 2010-12-14 Member: 75664Members
<div class="IPBDescription">Title says it all</div><b>how about this as the NEW grenade launcher:</b>
THE NEW GL IDEA THAT WE REALLY NEED:
we have two types of fire that can be alternated by right clicking just like the pistol is done with it's alternate fire capability.
<b>GL fire #1</b>
the first type of fire is ON impact it explodes, touch anything (anything) and it explodes
<b>GL fire #2</b>
the second type is that it bounces and hits off things and ONLY explodes when its time has gone up, it explodes after a few seconds BUT doesnt explode if it directly hits something
now EXACTLY what i stated just above, LOTS of people in the community (myself included) WANT that, we want the gun to be a stand-alone and not so it is an attachment like a rifle, this way it encourages teamwork as GLers have a weakness of close combat and their only resort is to blow themselves up or pull out their pistol, Unless they have teammates to cover themselves.
It will also make it seem better and less silly, many people in the community think the one shot then reload right after is a bit silly and they liked when you could barrage 2-4 nades like in ns1 and reload them in the grenade launcher one by one capable of shooting each nade one after the other OR in a controled burst of shots.
Now ladies and gents this is MY idea, i am not sure if everyone agrees on what i am going to suggest below but please suggest/comment of what you think about what i said ABOVE and below:
THE NEW GL CONCEPT WITH THE ABOVE IDEA (maybe):
The GL will hold 15 nades, it can hold 3 nades in it's case, when reloaded the case is pulled out and each nade is put in 1 by 1 just exactly like the ns1 grenade launcher, just has a capacity of 1 less (because i think 4 is a bit unfair).
The new GL will have a fire rate similar to the one in ns1, it will be able to shoot 3 nades one after the other.
As stated above yes we hope for 2 firing types that can be alternated with right clicking.
WHAT TO CHANGE IF ALL OF THE ABOVE HAPPENS:
-people in the community say that if we made the GL have a on impact explosion it will be like the call of duty "noobtube" and will be extremely cheap and powerful for marines.
This is prevented and completely fair if:
the damage that a grenade launcher deals to the person who shot it is increased to a terminal level, make it very dangerous to blow yourself up.
-people in the community say that they dont like it for a couple of the reasons, that are:
-its silly to shoot one nade and then have to reload, therefore im suggesting to have a GL that contains 3 nades that can be shot one after the other
-people think that when the grenade is shot its too inaccurate to be even close to be used against life forms, thus asking for the impacting secondary fire
-people think its a pretty hard combonation to counter and a GL squad alone is very unstoppable and the only way to kill them is to rush head on, all lerks, skulks, hydras and whips are exterminated right after being discovered because they use the element of attacking with suprise or attacking in a certain location, lobbing grenades in that area will cause them to fall back or attack head on, and there fore they get murder as the marines also have the capabilities of using their rifle.
the above paragraph is a big issue the the only true thing that can stop the rifle+GL attachment on a bunch of very skilled marines (which i have experienced) are either fades or onoses(which do not exist yet)
Please have the understanding and the respect for my idea, as it has no flaws, how do i know it has no flaws?
did people complain about the GL in ns1? i dont think so...
THE NEW GL IDEA THAT WE REALLY NEED:
we have two types of fire that can be alternated by right clicking just like the pistol is done with it's alternate fire capability.
<b>GL fire #1</b>
the first type of fire is ON impact it explodes, touch anything (anything) and it explodes
<b>GL fire #2</b>
the second type is that it bounces and hits off things and ONLY explodes when its time has gone up, it explodes after a few seconds BUT doesnt explode if it directly hits something
now EXACTLY what i stated just above, LOTS of people in the community (myself included) WANT that, we want the gun to be a stand-alone and not so it is an attachment like a rifle, this way it encourages teamwork as GLers have a weakness of close combat and their only resort is to blow themselves up or pull out their pistol, Unless they have teammates to cover themselves.
It will also make it seem better and less silly, many people in the community think the one shot then reload right after is a bit silly and they liked when you could barrage 2-4 nades like in ns1 and reload them in the grenade launcher one by one capable of shooting each nade one after the other OR in a controled burst of shots.
Now ladies and gents this is MY idea, i am not sure if everyone agrees on what i am going to suggest below but please suggest/comment of what you think about what i said ABOVE and below:
THE NEW GL CONCEPT WITH THE ABOVE IDEA (maybe):
The GL will hold 15 nades, it can hold 3 nades in it's case, when reloaded the case is pulled out and each nade is put in 1 by 1 just exactly like the ns1 grenade launcher, just has a capacity of 1 less (because i think 4 is a bit unfair).
The new GL will have a fire rate similar to the one in ns1, it will be able to shoot 3 nades one after the other.
As stated above yes we hope for 2 firing types that can be alternated with right clicking.
WHAT TO CHANGE IF ALL OF THE ABOVE HAPPENS:
-people in the community say that if we made the GL have a on impact explosion it will be like the call of duty "noobtube" and will be extremely cheap and powerful for marines.
This is prevented and completely fair if:
the damage that a grenade launcher deals to the person who shot it is increased to a terminal level, make it very dangerous to blow yourself up.
-people in the community say that they dont like it for a couple of the reasons, that are:
-its silly to shoot one nade and then have to reload, therefore im suggesting to have a GL that contains 3 nades that can be shot one after the other
-people think that when the grenade is shot its too inaccurate to be even close to be used against life forms, thus asking for the impacting secondary fire
-people think its a pretty hard combonation to counter and a GL squad alone is very unstoppable and the only way to kill them is to rush head on, all lerks, skulks, hydras and whips are exterminated right after being discovered because they use the element of attacking with suprise or attacking in a certain location, lobbing grenades in that area will cause them to fall back or attack head on, and there fore they get murder as the marines also have the capabilities of using their rifle.
the above paragraph is a big issue the the only true thing that can stop the rifle+GL attachment on a bunch of very skilled marines (which i have experienced) are either fades or onoses(which do not exist yet)
Please have the understanding and the respect for my idea, as it has no flaws, how do i know it has no flaws?
did people complain about the GL in ns1? i dont think so...
Comments
GL primary fire: Grenade detonates on impact
GL secondary fire: Grenade detonates after several seconds
The current setup is a mixture of both, detonates on impact if it hits a kharaa unit or structure, otherwise it detonates after a few seconds. Personally, I find this a bit unwieldy because the grenades sometimes detonate when I don't want them too (e.g. when a fade blinks into my face right as I fire the gl) or doesn't detonate when I want them too (e.g. it lands right next to the whip and then bounces past, rather than blowing up next to the whip).
On the subject, perhaps make them more in the style of TF2 Demoman with his impact/stickies, while removing it from the LMG (which looks very weird and off-balance with the little block on the side). Would need a new model/coding though :/
GL primary fire: Grenade detonates on impact
GL secondary fire: Grenade detonates after several seconds<!--QuoteEnd--></div><!--QuoteEEnd-->
Then we'd be back to it being a "noobtube" weapon that lets you murder every skulk in a room without aiming much.
Lastly, you want this weapon to be more important than other marine weapons. If you want something to really hurt alien buildings, get flame thrower - this thing hurts through everything.
one of the things should be fixed, is seeing GL nades bounce off fades head, hahaha - thats funny.
Lastly, you want this weapon to be more important than other marine weapons. If you want something to really hurt alien buildings, get flame thrower - this thing hurts through everything.
one of the things should be fixed, is seeing GL nades bounce off fades head, hahaha - thats funny.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not having a problem that it cant be spammed, infact I kinda like that you fire once and then reload. I just would like it to be its own weapon exactly so that you have to whip out you pistol if your team is not defending you like they should. And yes, I do want it to be more important than other weapons in some cases, just like it already is but just as a standalone weapon instead of attachment.
# Scanner Type
Obtained through the observatory - Scanner sweeps the area.
# Tag Type
Stimulates the nanites and make aliens glow in the dark.
# Pulse
Prevents Whips/Hydras/Crags from firing for 10 seconds (depending on balance).
# Electrocution
Slight damage to everything in range, and lowers attack speed.
This would be so much more interesting than stuff that goes bang.
alt fire - 10 second timer, doesn't explode on contact. make it upgradeable to have a small prox radius.
GL is a lvl2 weapon, it should demolish lvl1 skulks. That's like saying the fade should lose to a marine with just an assault rifle.
for one it eliminates the use of a grenade launcer in close combat quaters because it will bounce once and then explode.
it will make it less useless because usually the only amount of times you want the nade to bounce is practically once, when it gets shot into the vent you dont want it to tick tock everywhere and then the aliens just back out, this is very greatful.
so to evaluate we discussed my ideas+ the ideas of a first touch impact, a first bounce and then second impact and the possiblity of having this as a alternate fire so you can still have both ways of shooting the grenade launcher.
please pick out what things we have suggested in this topic and say your up for it or keep scoping more GL ideas.
thanks guys.
It's an anti-structure weapon first, though. Plus it's plain too easy to use, all other weapons give aliens a chance to evade or retaliate - and don't say shotgun, it forces you to get up close.
I would suggest adding a band of light around it so it glows a little and stands out a bit more from surroundings. I would pick blue.(a lot of orange alien stuff)
It would be easier to see where your grenade is going and it is more fair to the alien players who are trying to dodge or defend against it.
I would suggest adding a band of light around it so it glows a little and stands out a bit more from surroundings. I would pick blue.(a lot of orange alien stuff)
It would be easier to see where your grenade is going and it is more fair to the alien players who are trying to dodge or defend against it.<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice. Either a central band, or a band each at the top and bottom of the cylinder.
depending whether you were on the blue team or the red team the grenades shot by the demoman were either a very bright almost glowing red and a glowing light blue.
why dont we use the signature colours of the marines?
black/blue//silver
i choose to recreate the grenade so it has two bands on its top and bottom both coloured blue, then the center is silver black metallic colour
whos in?