ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
vent clearing
lets see you clear a vent with an Sgun
oh no only JUST over a skulk bite GASP
if a skulk managed to bite himself he would die (ok mabey 2)
now if you can keep a decent stream of nades going (not that hard just don't reload, fire 2 or 3 and then refill using armoury)
now, lets see you turret kill with an sgun SPLAT
now turret kill with a nade launcher KABOOM, what chambers?
the fact that you can bounce nades sorta makes up for every thing, if it did more dmg it would be seriously unbalanced
and don't forget that it has a decent enugh blast radius
basicaly, nades are suport weps (if you send out a nade marine send out a Sgun with him, or HMG, or just LMG)
swarm of skulks? no problem fade doing the corner thing? no problem lob em after him onos in the base? PROBLEM (it is always a problem ;D) however nades realy help out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
basicaly each wep has its place, no the nades are not the ultimate player killer (that would be HMGs) but they are great for Deff (clear out that vent marine) and to support (hell a huge as EX will disuade most aliens from rushing, and those that due eat lead)
Nearly 3x as much, PLUS the cost of upgrading the armory to drop it.
Yeah sure each has its own special uses, but the grenade launcher is horribly, HORRIBLY underpowered. Vents? Just go in there with a jetpack, the hitbox bug will save you, and just shoot the skulk in the face when he runs up... after all, YOU have the ranged weapon and he doesn't.
<!--QuoteBegin--uranium - 235+Dec 11 2002, 10:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (uranium - 235 @ Dec 11 2002, 10:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Shotgun vs something - 160 damage. Shotgun vs Structure - 160 damage.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Only at point-blank range. Further range, you only get a fraction of that damage. Additionally, you can't bounce shotgun shells around corners.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Yeah sure each has its own special uses, but the grenade launcher is horribly, HORRIBLY underpowered. Vents? Just go in there with a jetpack, the hitbox bug will save you, and just shoot the skulk in the face when he runs up... after all, YOU have the ranged weapon and he doesn't.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Grenade launcher underpowered??? You must mean shotgun is overpowered. With a grenade launcher you can take down ANY alien structure but resource nodes and hives with 2 clips. So i would not call a weapon horribly underpowered which makes every alien offense or defense structure just a big waste of resources.
<b>Please read the post in Suggestions and Forums and reply there: My numbers here were flawed: It's all pretty and pointed out how flawed it really is in the S&F forum.</b>
Comments
lets see you clear a vent with an Sgun
oh no only JUST over a skulk bite GASP
if a skulk managed to bite himself he would die (ok mabey 2)
now if you can keep a decent stream of nades going (not that hard just don't reload, fire 2 or 3 and then refill using armoury)
now, lets see you turret kill with an sgun SPLAT
now turret kill with a nade launcher KABOOM, what chambers?
the fact that you can bounce nades sorta makes up for every thing, if it did more dmg it would be seriously unbalanced
and don't forget that it has a decent enugh blast radius
basicaly, nades are suport weps (if you send out a nade marine send out a Sgun with him, or HMG, or just LMG)
swarm of skulks? no problem
fade doing the corner thing? no problem lob em after him
onos in the base? PROBLEM (it is always a problem ;D) however nades realy help out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
basicaly each wep has its place, no the nades are not the ultimate player killer (that would be HMGs) but they are great for Deff (clear out that vent marine) and to support (hell a huge as EX will disuade most aliens from rushing, and those that due eat lead)
Nade vs. Structure - 180 damage.
Shotgun vs something - 160 damage.
Shotgun vs Structure - 160 damage.
Shotgun - 12 resources
Nade Launcher - 33 resources.
Nearly 3x as much, PLUS the cost of upgrading the armory to drop it.
Yeah sure each has its own special uses, but the grenade launcher is horribly, HORRIBLY underpowered. Vents? Just go in there with a jetpack, the hitbox bug will save you, and just shoot the skulk in the face when he runs up... after all, YOU have the ranged weapon and he doesn't.
Shotgun vs Structure - 160 damage.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Only at point-blank range. Further range, you only get a fraction of that damage. Additionally, you can't bounce shotgun shells around corners.
Grenade launcher underpowered??? You must mean shotgun is overpowered. With a grenade launcher you can take down ANY alien structure but resource nodes and hives with 2 clips. So i would not call a weapon horribly underpowered which makes every alien offense or defense structure just a big waste of resources.
Nade Launcher - 33 resources.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
A shotgun costs 12 res? Since when? Last time I checked it cost 20 res.