Marine rifle GL attachment should it return in some form?
deathshroud
Join Date: 2010-04-10 Member: 71291Members
I like the idea of bringing back the GL rifle for the marine team but with the following changes.
1. its researched by the commander at an armory for 10 res.
2. it costs the marines 5 res which gives them 1 shot and up to 3 rounds can be bought at 15 res.
3. The damage and trajectory are equal to the GL.
Basically it would be to costly to be used constantly but would be ideal to reasearch and hvae 5 or 6 marines spend 5 res on a grenade to clear a heavily fortified position early game. the great thing is the model is already done and wouldnt need alteration, for those who dont know its a standard rifle with a GL attached to the bottom. Firing the GL is done by pressing alt fire, you loose the ability to melee with the rifle whislt a GL is attached.
1. its researched by the commander at an armory for 10 res.
2. it costs the marines 5 res which gives them 1 shot and up to 3 rounds can be bought at 15 res.
3. The damage and trajectory are equal to the GL.
Basically it would be to costly to be used constantly but would be ideal to reasearch and hvae 5 or 6 marines spend 5 res on a grenade to clear a heavily fortified position early game. the great thing is the model is already done and wouldnt need alteration, for those who dont know its a standard rifle with a GL attached to the bottom. Firing the GL is done by pressing alt fire, you loose the ability to melee with the rifle whislt a GL is attached.
Comments
One major factor you are disregarding is that the principal weakness of the GL is that the marine hefting it is pretty defenseless and should be easy meat for any half-wit skulk. What you have listed above would be superior, in every way, to the already existing GL because it allows you to both have personal defense via LMG and the big-bang/AOE of the GL for anti-skulk/teammate cover/clog-bustin'.
Consider that you'd get ~6-8 grenades, at your liesure and early game access for the cost of the 'GL', without an advanced armory and with no drawback to the Marine early-game. Further, self-defended GL'ers, etc.
Overall, I think it's a creative concept, but it absolutely poops on any sense of 'balance' whatsoever, unless you give it an incredibly absurd cost (This kind of tech would be easily better than the existing GL, and would need to be further in tech than the existing, imo) which would render it pointless, or give it some kind of serious drawback.
-All-In | Colt
but basically each grenade for the attachment will cost you 5 res, with the GL for 25 pres you get infinate grenades, for the rifle with GL for 5 res you get 1 grenade but can also use the rifle
8 grenades would cost you 40 res which would be a hefty amount, so i dont think it would absolutely poop on balance.
i feel as thoguh this is the reason why marines are loosing more than they should be, the Rifle with gl was extremely powerful and bringing it back albiet very restricted and costly would restore some much needed balance.
aliens are winning nearly 60% of matches and soon they will have their own version of phase gates and babblers.
If its one grenade, it could just be added as a hand thrown, like in NS1. Players might like the ability, but what would it be used against primarily?
I would prefer if it was more of a structural damage focused grenade. Like an ARC based grenade or something. Otherwise it might be too generally applicable and too much of a no brainer.
The regular shottie can stay where it is now on the armory tech tree. The advanced/GL shottie tech will be in the advanced armory, at an appropriate research cost. The GL shottie would be 25 p-res, equivalent to a GL. The 5 p-res difference being the 3 or 4 grenade limit on the shottie, which would only be refillable at an armory. Since a regular GL costs 25, you can't call the limited GL shottie OP since it costs the same as a GL, and the GL can dish out way more damage.
I don't like a GL on the LMG though.
The shotgun is the typical go to weapon of most jetpackers though isn't it. In general the change to the shotgun may not be too overpowered, but having a jetpacker flying around with that much power, and no sacrifice, seems too potent. At the very least it would further remove the Exo from favor.
Perhaps you could merge the FT and GL but even then your allowing both ranged and melee.
I think we are stuck with never having underslung again, personal GL's always irked me and removed the requirement to research GL's.
Secondary fire flame grenades anyone?
The only weapon change I could see would be a flamer on the single exo (using the same energy pool to stop super spam) or chainsaw instead of fist, have it heat up so you cant keep it on all the time.
But I think it does serve as an example when considering other combinations. Especially on the exo as this is an area that will be getting additions in the future.
Whilst a FT on an exo sounds good...it also sounds terribly OP'd and means they would be almost invincible against skulks, gorges, fades and even Onii.
So if they are considering a chainsaw, like most warhammer geeks would like, it would have to do stuff all extra damage than a normal fist (which is no feather touch) or risk making them too hard to kill as melee is the exo's weakness.
For 5 p-res this could be a situational weapon to clear out gorges in vents or behind a hydra-clog-wall.
Practically a pay-to-solve-problem thing. The grenade in NS1 worked too. And because you pay per use, it would be kept situational.
This. Early T.res sink for com, allows rines to spwn with 1 or 2 nades (less powerful than gl nades). Better handling of early skulk rushes be they ganking team mates or chewing on some node or ip.
You could have a p2u buttt its too similar towards mines, and the extra wait for sgs would put off a lot of players. Also gimping the use of exo even more by players having less res.
Dunno just my thoughts.
Nobody will buy it. Not for 5 res. I don't even think people would buy it for 1 res. Its simply too situational, and nobody likes spending hard currency on situational perks.
Ideally strong enough to blow a hole in a clog wall, but small AOE. Gorge backed walls are a nightmare early game. Especially in places like bar where a flank is nearly impossible. Marines lack the firepower to breach.
Advanced use could counter incoming/escaping aliens. The key is to get the damage and AOE right. Don't want a 10 pres fade smasher or a hard counter to skulk packs. Anticipation, placement, and timing should be key.
Edit 5-10 pres = 1 satchel. Marine can only carry one at a time.
its essentially an alternative to ns1 nades with the bonus that the model and animations are already present, they could have this ready for testing in the beta tomorrow.
Anyway, basically you'd want the hand grenade from NS1 back? I could get behind that idea.
The LMG really needs to be left as is imho. There should always be a 'stock' weapon like the LMG, just as there is with the skulk. Upgrades should involve new weapons, not changes to the LMG.
Every weapon except the shotgun is really crap.
Marines could do with more solid weapon options. Exos, GLs and flamethrowers are all weak, have niche uses and importantly are all really bad at their supposed niche. The rifle is great for the early game but becomes useless versus anything equal or tankier than a carapace gorge cause you'll die reloading.
Maybe combining the GL and rifle would give marines a second general late game weapon choice.
Or they could make whips not completly counter the GL.
Did you play NS1? Because, uhm, lots of people brought situation grenades in NS1.
hive rush near begining of game, would improve the marines chances if they all had 1 grenade each, condiering its easier to base rush marines than aliens i think this would even it abit more.
Or maybe fire-able scan 'grenades', like the motion sensors in Bad Company 2 that you could throw.