The Grenade Launcher's Role

RanemanRaneman Join Date: 2010-01-07 Member: 69962Members
The Grenade Launcher: An end game weapon that gives the marines the magic of explosives.

<img src="http://xesdrive.com/blog/wp-content/uploads/2009/04/stuntacademy-week3-day4-315-of-356.jpg" border="0" class="linked-image" />
What the grenade launcher is expected to be.

<img src="http://upload.wikimedia.org/wikipedia/en/a/ad/M-80_Red_Tube_3_Gram_Salute.jpg" border="0" class="linked-image" />
What the grenade launcher actually is.

The grenade launcher right now is either used for two things: attacking groups of aliens or taking out structures. It's good at neither.

A direct hit from a grenade launcher would be something you would expect would ###### you up pretty badly. But when it takes 3 to kill a hydra, and 50 to kill a hive, you have a problem.
The grenade launcher seems to be aimed at structures. At the moment, a shotgun blast will take down the health of a hive by 4% or so, while a good, direct grenade hit takes the health down by 2%. The shotgun is twice as good at the grenade launcher at taking down structures, and even more so for other reasons.

You could try to kill some aliens with it, sure. But good luck hitting an alien closing the distance on you, especially a fast, small one, with a grenade with a timer. A direct hit is nearly impossible, and even that takes a few hits to kill a fade.

What is the grenade launcher designed for?
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Comments

  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    It's the only gun marines can kill themselves with.
  • subshadowsubshadow Join Date: 2003-04-21 Member: 15710Members
    Just don't use it as the NS1 Grenadelauncher. Still wish it was more like it tough
  • Taxen0Taxen0 Join Date: 2010-07-30 Member: 73357Members
    edited June 2011
    the grenade launcher might need a change, maybe a buff vs structures, but overall it seems fine.
    but I'm sure the devs know what they're doing and will change it somehow once they get time.

    edit: fixed ugly typo
  • IronHalikIronHalik Join Date: 2011-06-15 Member: 104611Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It's the only gun marines can kill themselves with.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And it sucks at it too.
  • JirikiJiriki retired ns1 player Join Date: 2003-01-04 Member: 11780Members, NS1 Playtester, Squad Five Silver
    If you modify the LUA and increase the DMG by a hundred or two and horizontal velocity to 18 it becomes much more useful.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    edited June 2011
    I miss having regular hand grenades to flush skulks out of vents and RTs :( If regular grenades aren't put back in, the GL should be attachable to every marine weapon.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    As far as I'm concerned, the GL's role is to waste resources.
  • ErriiieeeeErriiieeee Join Date: 2011-05-12 Member: 98431Members
    Well it should remain a support addon which is why it's an attachable on the LMG. Maybe give the splash damage some additional effects like it sets buildings and infestation on fire. Maybe have it do extra damage to armor so it's useful with a group on fades?

    Or maybe buff the LMG itself when it gets the upgrade. It's semi useful right now but it has a lot room for improvement
  • PedoKumaPedoKuma Join Date: 2011-01-10 Member: 76968Members
    Even if they buff the GL module (and I hope they'll do), I'd like to see a REAL grenade launcher, as it was in ns.
  • IronHalikIronHalik Join Date: 2011-06-15 Member: 104611Members
    The GL should a small scale, squad based anti-structure weapon. You know - you call Johnnie the GL to clear those pesky hydras up ahead so the quad can move forward.
    Dunno how it should be done - with better proximity fuses, larger splash dmg, better dmg vs structures.
    It could have some kind of shell-shock effect against smaller aliens - like lerks and skulks - not very lethal but good at flushing them out of vents.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    GL is pretty useful actually, easily the best handheld anti structure weapon. Shotguns work but aren't good against defensive structures. Flamers work but don't do damage quickly, the axe works but obviously leaves you very vulnerable.

    GL on the other hand can lob grenades into a room, blow up everything in it, and it can do so from outside the door.

    Just because you can't do all of that on your own with one grenade launcher doesn't mean it's a bad weapon.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1855009:date=Jun 21 2011, 09:47 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 21 2011, 09:47 AM) <a href="index.php?act=findpost&pid=1855009"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just because you can't do all of that on your own with one grenade launcher doesn't mean it's a bad weapon.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well I agree with that theory, but just the theory. Although the GL isn't as bad as people are making it sound, it has a horribly low ammo count and does way less damage than one would expect. It could at the least use a bump in ammo. I would also like to see increased damage, but keep in mind if it becomes too powerful, multiple people using them could potentially be abused hard.
  • bugabuga Join Date: 2011-06-20 Member: 105488Members
    I use the grenade launcher to do splash damage at fortified Khaara positions where there's multiple hydras.

    However with a gorge or a crag there its use is great diminished. I would like to see faster reload time or a toggle that allows us to shoot multiple grenades without reloading.
  • Enhance89Enhance89 Join Date: 2009-11-04 Member: 69261Members
    Personally I don't feel like the grenade launcher is a one man wrecking crew in this game like it could be NS1. In NS1, you could fire four very powerful grenades that did sufficient damage. Now, the grenade launcher seems to be a more team based weapon. And by team I mean it appears that the devs want you to have multiple grenade launchers rather than just one guy wreaking havoc.

    I could be mistaken but given their lack of damage and the fact you can only shoot one round at a time gives me the impression that they want multiple people using them rather than just one.

    Either way, I do think a slight increase in it's efficiency is warranted. In most games only one or two people have them near the end and then it doesn't feel like they're getting much done. And considering they cost 30 resources I feel like they're already a weapon that has a high cost.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited June 2011
    <!--quoteo(post=1855015:date=Jun 21 2011, 05:25 PM:name=Lazer)--><div class='quotetop'>QUOTE (Lazer @ Jun 21 2011, 05:25 PM) <a href="index.php?act=findpost&pid=1855015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well I agree with that theory, but just the theory. Although the GL isn't as bad as people are making it sound, it has a horribly low ammo count and does way less damage than one would expect. It could at the least use a bump in ammo. I would also like to see increased damage, but keep in mind if it becomes too powerful, multiple people using them could potentially be abused hard.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes, because you aren't supposed to be using it on your own.

    Use it in concert with other people, if one marine could waltz into an alien base and blow it up then bases would be kinda pointless, the whole idea of it being an addon weapon is that you can kit out three or four people with them and still have a combat effective team.

    Take a couple of grenadiers, and a couple of shotgunners, and a flamethrower guy, you'll blow everything up. If you need ammo, the comm can teleport it out of the sky.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2011
    Question is though, wouldn't it be more efficient to just get a bunch of shotguns instead? Cheaper and nearly as effective, certainly more so in groups vs fades.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    <!--quoteo(post=1855031:date=Jun 21 2011, 11:38 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 21 2011, 11:38 AM) <a href="index.php?act=findpost&pid=1855031"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, because you aren't supposed to be using it on your own.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wow I thought it was implied by what I wrote that I understood they will get used in groups. Ok, so I guess you missed the whole point of what I was saying but currently the GL is underpowered <b>even in groups</b>. However, because group grenade spam can become a problem if made too powerful, it shouldn't receive a huge boost, but at the very very least have clip size increased.

    Just because GLs should be used in groups doesn't make the current implementation useful in such scenario currently.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited June 2011
    No, I heard what you said, I just don't agree with it.

    It's a pretty cheap upgrade on its own, once you add in exosuits and jetpacks as well as that nerve gas upgrade which I remember seeing somewhere in the tech tree, marines using it will be more than capable.

    Besides its strength is in blowing up large numbers of objects, for individual objects shotguns are better, this is not bad, it's balance. If they have a room full of objects a couple of grenadiers can overcome crags and gorges healing it. I've seen this happen so I find it hard to agree that it's weak.

    <!--quoteo(post=1855043:date=Jun 21 2011, 07:11 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Jun 21 2011, 07:11 PM) <a href="index.php?act=findpost&pid=1855043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Question is though, wouldn't it be more efficient to just get a bunch of shotguns instead? Cheaper and nearly as effective, certainly more so in groups vs fades.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Possibly, although rushing in with shotguns gets you killed if there are defences in the room, grenade launchers are excellently equipped to deal with hydras and whips. Shotguns (or anything, really if you get enough marines) are good against undefended objects but for things that can fight back, indirect weapons like arcs and GLs are better.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    GL is the best weapon to clear hydra spam. Problem is that the firing animation/nade movement is absolutely terrible. Also, because there is no way to switch to a detonate on impact mode, the nade frequently bounces right past what you want it to kill.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    <!--quoteo(post=1855052:date=Jun 21 2011, 07:26 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jun 21 2011, 07:26 PM) <a href="index.php?act=findpost&pid=1855052"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->GL is the best weapon to clear hydra spam. Problem is that the firing animation/nade movement is absolutely terrible. Also, because there is no way to switch to a detonate on impact mode, the nade frequently bounces right past what you want it to kill.<!--QuoteEnd--></div><!--QuoteEEnd-->

    That I would agree with, grenade physics are a bit off, if they land on the floor it would be nice if they had a bit more friction, so you can actually aim it at something.
  • Enhance89Enhance89 Join Date: 2009-11-04 Member: 69261Members
    <!--quoteo(post=1855055:date=Jun 21 2011, 12:28 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 21 2011, 12:28 PM) <a href="index.php?act=findpost&pid=1855055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That I would agree with, grenade physics are a bit off, if they land on the floor it would be nice if they had a bit more friction, so you can actually aim it at something.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If anything there should be a detonate on impact mode like there was in NS1. It might be in NS2 but I haven't used the GL enough. I do remember in NS1 that if you hit a hive, defense chamber, offense chamber, etc. it would blow up on impact. It should have the same capabilities.

    Besides, most grenade launchers do detonate on impact IRL. I know this is a video game but messing with the physics just so grenades don't slide and pop around so much is a little messed up imho. They should just be able to detonate on impact.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    It does detonate on impact with an enemy or structure.

    You can't make it detonate on impact in general though, otherwise you would have a gun that does massive damage to everything near what you shoot it at.

    Which is not a good thing when most of the other side is based on movement and dodging. You can't add a weapon which does massive damage and can't be dodged.
  • Enhance89Enhance89 Join Date: 2009-11-04 Member: 69261Members
    <!--quoteo(post=1855060:date=Jun 21 2011, 12:35 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jun 21 2011, 12:35 PM) <a href="index.php?act=findpost&pid=1855060"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It does detonate on impact with an enemy or structure.

    You can't make it detonate on impact in general though, otherwise you would have a gun that does massive damage to everything near what you shoot it at.

    Which is not a good thing when most of the other side is based on movement and dodging. You can't add a weapon which does massive damage and can't be dodged.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Well if it does detonate on impact with an enemy or structure, then I don't see what the big issue is with the physics of it all. Just aim better, I guess? I mean unless it's bouncing off the side of the hive and exploding on the ground I don't see the issue.
  • revbassrevbass Join Date: 2011-06-09 Member: 103386Members
    GL should be a standalone gun, just like in NS1. Expensive, slow firing, 4/5/6 rounds in a mag and doing excessive damage to structures.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited June 2011
    <!--quoteo(post=1855064:date=Jun 21 2011, 07:40 PM:name=Enhance89)--><div class='quotetop'>QUOTE (Enhance89 @ Jun 21 2011, 07:40 PM) <a href="index.php?act=findpost&pid=1855064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well if it does detonate on impact with an enemy or structure, then I don't see what the big issue is with the physics of it all. Just aim better, I guess? I mean unless it's bouncing off the side of the hive and exploding on the ground I don't see the issue.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Because you aren't supposed to be using it as a direct fire weapon, its appeal is that you can fire it around corners, or without exposing yourself to fire for very long.

    So it's kind of hard to aim it perfectly at objects, so it would be appreciated if I could aim a timed grenade at the general are of a stationary object and have it detonate there. It shouldn't be powerful against alien lifeforms, but needs to be a bit easier to use against smaller buildings. Currently it has a bit of a habit of bouncing off weird things with too much bounciness and can easily end up going miles behind the thing you're aiming at.

    A little more traction on the floor would make it easier to use.
  • meb2meb2 Join Date: 2010-07-25 Member: 72824Members
    edited June 2011
    apparently there is no such thing as pixxel perfect tracking aim to u

    i am a quake pro and i know what i am talking abut

    <!--coloro:red--><span style="color:red"><!--/coloro-->I'm a mod and I know what I ban for, 1 week ban, next will be perm. -Zaggy<!--colorc--></span><!--/colorc-->
  • Apollonius999Apollonius999 Join Date: 2009-09-09 Member: 68725Members
    edited June 2011
    Of course the LMG take no skill, look at this pro player from NS1 show off his great skill with such an awesome weapon. What is tracking?
    <a href="http://youtu.be/vg6H7GrHwuI?t=24s" target="_blank">http://youtu.be/vg6H7GrHwuI?t=24s</a>
    That is what the new question is. Why can't the game auto aim for you since shooting takes absolutely no skill?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    ...Anyway, I think the GL would be greatly improved if it reloaded immediately rather than after this weird delay it has now. This would increase the rate of fire from just one GL enough that a gorge can't out-heal the damage from the grenades.
    As well, the marines get to shave precious seconds from the time the aliens hear "Structure under attack!" and the point that said structure is dead.
  • ThatOtherOtherGuyThatOtherOtherGuy Join Date: 2010-11-29 Member: 75340Members
    The main problem I see with the GL is that it costs a ton of resources but doesn't really do anything other guns can't do. For 30 resources riflemen gain the ability to maybe hit things outside their line of sight. For those same 30 resources they can also get a flamethrower and provide a significant boost to their squad's combat ability. Think about it, 30 resources to shoot a laggy, bouncy projectile with a looooong reload. Everything can kill everything else in about two seconds of concentrated fire (more for fades, but not THAT much more). In actual combat, by the time it takes me to reload a second grenade I could very likely be dead. Outside of direct combat, it does help take down clusters of structures, but to really make that much more effective than a squad of marines focusing fire on each individual unit you'd obviously need more GLs, and for the cost of 30 res a piece and one less shotgun a piece to murder Fades with, I'd rather just stick with a bunch of shotties.

    That's the main problem I see with it. Why should I use it? Shotties kill things better, single structures included, and are cheaper, a single flamethrower can really help negate the two main threats to a marine squad (Fades and Lerks spamming spores) and you only need one to get a huge benefit out of, and the only thing the grenade launcher is undeniably better than, the regular rifle, is free.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    edited June 2011
    ^To address that, how about a massive damage buff for the GL then? Maybe something that makes all structures (and to a lesser extent, any units dumb enough to stick around when it rolls in) feel like, well, a grenade just blew up in their faces?
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