Nades In 1.04
SweatySack
Join Date: 2002-11-05 Member: 7218Members
<div class="IPBDescription">Ouch</div> Ok now I was a gorg building defense for a hive. As soon as I get done with it I ended up having 7 or 8 defense champers all stacked up in 2 columns and about 6 offense champers right in front of them. When all of a sudden a single marine shoots 8 nades down into my champers and whipes out every single one...Now this is going way to far. I mean nades did enough damage before but now they are just like portable seige guns. PLEASE change them back to what they were before...it was fine then. Also 3 nades killed me when I was a fade with carapece standing under a hive.....seems a little tough to win now when in 1.03 a good nade spamming would stop everything. Once again plz change this back.
Sorry im takin a crap on all your guys hard work but it kindof **** me off when 10 min of building wsa gone in 10 sec
Thx
Sorry im takin a crap on all your guys hard work but it kindof **** me off when 10 min of building wsa gone in 10 sec
Thx
Comments
Plus, *something* had to be done about the Fade/Lerk combo, and increase grenade damage is the perfect answer.
With the GL in 1.04 there is no strategy involved, Shoot grenades and everything dies....
Check out <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=18999' target='_blank'>this thread</a> which points out 1.04c's patch notes. The Marine's grenade launcher damage reversion to v1.0 values is not-so-supiciously missing from the 1.04b patch notes.
now remember <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = (marine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->)(aLien <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo--> )
Yeah I'd agree with this - I always lerk when we get 2 hives, and I'll give out umbra support as well as sitting there laughing at marines, but the second I hear grenades I'm out of there. If you have regen you could heal and go back, but it would be a while later, and you have a very good chance of dying in the first place. Carapace just means you have to go and find something to heal you. Obviously it depends on the area, but if it's massively open you should have machine gun support anyway. GLs should be more about taking down structures, which they already do pretty well, if you have the patience. Not that I've played 1.04 yet, but I hope it doesn't end up like it's sounding...
we had 3, REPEAT 3 games where aliens got 3 hives and started killing us
1 game - map was Eclipse ...
the comm dropped 2 CC in front of each door and used all res on nades ... 3 of us had nades ... and the wall of fire killed anything near our base ... this continued and allmost all marines had nades we got HA ... killed a hive then ... we were getting the the 2nd hive and they gave up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
1.04 server ... well if ur a marine U LUV 1.04 if ur an alien ... you scream "H4X!!1", I've seen both sides of the GL
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' valign='absmiddle' alt='wow.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> = <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
That makes no sense.
If a Lerk dies to 4-5 HMG rounds, and umbra clouds *stop* said rounds, how is umbra useless?
If the Lerk does so much as strafe while they're in the umbra cloud, they're not going to die. The accuracy of the HMG - coupled with the effects of umbra - makes it *very* hard to kill a Lerk.
Before 1.04, you had to run in there and knife one, which was dangerous due to the Fades that are also in the umbra cloud.
If he's using nades, the bottom structure most likely took the damage... therefore a good volley of grenades (enough to kill one structure) WOULD take down the whole tower.
FoodStamps
Grenades have always damaged the person who fired them.
With the GL in 1.04 there is no strategy involved, Shoot grenades and everything dies....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I always thought thats how grenades were supposed to work when they were first invented; A) pull the pin, B) throw, and [my favorite] C) everything near it dies. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Im just glad that the weaps upgrades now affect the grens like they should've done. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
The GL only holds 4.
Read my signature and stop complaining.
ah hahahaha
To kill gl when nades spamming? take lerk, fly in their base, drop poison cloud everywhere. U die, but since u have all the res in the maps + al hive. takes a second to get back to work. NOw once al gl spammer are dead... notm uch res left for comm.
(oh hey acid rocket)
* As a skulk hide somewhere, when he walks by jump down on him and bite the hell out of him. If the bites don't kill him he'll more than likely use the gren launcher on you and hurt himself too...if he doesn't die from that he is wounded and has to beg health from his commander. or get killed by the next thing that hits him.
*If you're a gorge...don't even bother trying to kill him. Its not worth dying.
*If you are a lerk don't try and kill him with bite, skirmish him with spikes it'll **** him off and he'll waste ammo shooting at you and you can just run away, or you can lure him to some offense chambers.
*If you are a fade...all you have to do is acid rocket him, and hide to get your stamina back, go back and shoot him some more...
*by the time you have onos you don't really need much of a stratagy to take 'em out...just horn/charge/paralyze.
Grenades if they don't hit you are horrible at long range. They travel slowly through the air as compared to guns giving you time to avoid them. They make a very recognizable noise, when they're shot and when they're near you. Giving you time to hide. Just remember that the aliens are NOT reskinned marines.
Also if it is a team of them, use more than one person. Just tell your team "3 heavies near *location*" and just get some fades over there...if you don't have fades before they have launchers, it is gonna take a lot of skill to take 'em but it is possible.
I understand they've been upgraded to make up for the fact that sieges need to have a spotter now, but this is ridiculous. Maybe make their damage halfway between their 1.03 damage and this new 1.04 damage, but things blow up so fast (and from so far away) with this grenade launcher. I personally think their explosion radius is too big (or at least that the high damage stays too high too far away from the explosion center), especially considering the fact they can be shot around corners, heh.
All you need is a somewhat competent team of marines and one hive, and you can eat through the rest of the map with this nade.
Again, as a MARINE I think they're too tough too. The other day I was walking around as a heavy/grenade launcher and knew there were chambers around the corner. I let 4 grenades fly and killed about 5 chambers and 4 kharaa. In one volley. I told myself that's just not right <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Adressing the issue of ambushing/getting up close to nade launcher, that's why I said "All you need is a somewhat competent team of marines...". If marines are smart enough to cover each other and/or stay behind turrets and/or remember to pick up the grenade launcher once the guy using it DOES die, it's near impossible to beat.
But I'd like to say a few things, 1) Nades blow up on hitting an enemy...unrealistic, they should either be time delayed only, or blow up on impact like a bile bomb or acid rocket, no more bouncing, or bounce a limited number of times REGARDLESS of what they hit, enemy, friend, or brush.
And splash damage range should be slightly reduced, especially while standing behind buildings.
But hey, at least they don't always kill through corner brushes now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
And the guys whining about invincible fades, I've been fade and lerk with umbra and hmgs put out enough bullets to hit, it's a temporaray protection, and impartial, not perfect.
We don't whine because we're not invincible, but I'm willing to be you only play as marines.
Remember the forum rules, no flaming.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> + <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> = no more marine and one damned <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
And a bug that I had hoped would be fixed before now...
I have tested this. Sometimes grenades will do MORE damage to you through a wall from a farther distance than they will exploding closer to you in open air.
I have bought myself from 100:80 as a marine down to 30:30 in a single grenade use if you place it in certain vent-zones and things and stand in the right place. It's just wild.
"drop poison cloud"? So you want to say aliens are only allowed to fight marines with gl (which they can get right at start of game) if they have 3 hives?
I will wait till the final patch is out and i have seen gren launcher use then but 200 dmg upgradable make me feel bad. That would be 260 dmg per grenade. Would be a shame if they would make alien structures useless again just as they got usefull because of the siege cannon fix. But 5 grenades to kill nearly any alien structure will make building as an alien just a bit waste of resources.
By the way, what quite a lot of ppl in this thread seem to forget, grenade launchers are meant to use against structures, they were (at least i think and hope so) never meant to be the top weapon against players.