Summary: The underbarrel grenade launcher is now re-loadable. using m40 explosive grenades. Weapon vendors no longer vend out loaded grenade launchers.
Benefits:
Instead of having to spend time stripping and requiping a rifle with UBGL's, you can just reload a rifle by clicking on it with a grenade.
Details:
Spare grenades are stockpiled in the cargo room. Possible new crate of just underbarrel grenades. Lays the coding groundwork for the underbarrel launchers being able to be reloaded individually.
Reloadable UB grenadelauncher
- KingKire
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Reloadable UB grenadelauncher
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
- wastedfate
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- Joined: 16 Dec 2015, 04:01
Re: Reloadable UB grenadelauncher
This would also lay the groundwork for different types of UB grenades. +1 My body is ready for UB smoke grenades for no raisin.
- Sarah_U.
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Re: Reloadable UB grenadelauncher
You can actually reload the item when you take an inactive grenade and put it inside an unmounted UGL, if I recall.
Otherwise, it was mentionned somewhere you could do it; Perhaps the mechanic should be improved if anything.
NEUTRAL anyway, UGL uses different grenades than conventional grenade thrown by hand.
PS: Passing to -1. I'd rather have loaded UGL since UGLs are still situational and under-used. A nerf to their efficiency is not wanted.
Otherwise, it was mentionned somewhere you could do it; Perhaps the mechanic should be improved if anything.
NEUTRAL anyway, UGL uses different grenades than conventional grenade thrown by hand.
PS: Passing to -1. I'd rather have loaded UGL since UGLs are still situational and under-used. A nerf to their efficiency is not wanted.
Last edited by Sarah_U. on 11 Jan 2017, 17:06, edited 1 time in total.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- Shyguychizzy
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Re: Reloadable UB grenadelauncher
True that however how about the masterkey shotgun attachment? I presume that out of the others besides flamer attachement should be reloadable...are you able to reload the masterkey shotty I wonder?Sarah_U. wrote:You can actually reload the item when you take an inactive grenade and put it inside an unmounted UGL, if I recall.
Otherwise, it was mentionned somewhere you could do it; Perhaps the mechanic should be improved if anything.
NEUTRAL anyway, UGL uses different grenades than conventional grenade thrown by hand.
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- Wubs4Scrubs
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Re: Reloadable UB grenadelauncher
+1
It'd be nice if they could add like a 40mm grenade ammo case which supply people.
It'd be nice if they could add like a 40mm grenade ammo case which supply people.
- SecretStamos (Joshuu)
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Re: Reloadable UB grenadelauncher
This was the original intention of the UGL, but there were a lot of issues making it reloadable. I don't believe there's any easy way to do this.
- KingKire
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Re: Reloadable UB grenadelauncher
I have a small plan cooking about how to fix possible balance issues with a reloadable GL, \
Im thinking to have marines use their ID card to vend out equipment.
Say you have a marine from cryo and he's deploying.
He would slide his ID card onto the vender and then have some listed options on what gear he wants to bring
he can choose a primary weapon
[Rifle, Smg, Shotgun, Pistol, Revolver.
he can choose a secondary weapon
[Smg, Shotgun, Pistol, Revolver]
those weapons pop out with 2 clips of ammo and use up his cards [ID points]. he cant choose another weapon selection until he places a simliar weapon and ammo back in.
he can choose x amount of extra gear.
-Bayonet, UGL, or Raillight
-Flarekit, Marine medkit
-Extra ammo, etc.
Hopefully, that means that alot of seperate problems about kit's can be tooken care of.
-A marine can only get 1 rifle per ID, which means if he wants multiple rifles, he needs to ask a squad buddy to give up his primary weapon choice for him.
-A marine can only get x amount of grenades per ID. Currently, a marine can *theoretically* get 18 UGL's by popping out 18 rifles and stripping them down. This was abused and was balanced by preventing UGL's from fitting in backpacks. Now, if a marine wants 18 UGL's, he has to ask 18 other squad mates to give up their basic attachment choice, which they may or may not do (but most likely wont)
-Marines can work together to get each other what they may need, maybe someones got some spare flares, so they hand them down the line to the ammo guy, or maybe someones going pistol only, so they have a secondary and primary weapon freed up for anyone.
-The system can be expanded on to include engineers or medics or etc, so they all start off with about the same amount of kit per person, preventing edge cases where someone steals all valuable items before spawn.
-The system works both in Highpop and lowpop rounds, where problems tend to occur with amount of items available to each person.
-I think it would work great and be a good balancing feature, while promoting some teamwork. i gotta iron it all out, but if it goes through, that means people cant really heavily abuse ss13's vender system.
Im thinking to have marines use their ID card to vend out equipment.
Say you have a marine from cryo and he's deploying.
He would slide his ID card onto the vender and then have some listed options on what gear he wants to bring
he can choose a primary weapon
[Rifle, Smg, Shotgun, Pistol, Revolver.
he can choose a secondary weapon
[Smg, Shotgun, Pistol, Revolver]
those weapons pop out with 2 clips of ammo and use up his cards [ID points]. he cant choose another weapon selection until he places a simliar weapon and ammo back in.
he can choose x amount of extra gear.
-Bayonet, UGL, or Raillight
-Flarekit, Marine medkit
-Extra ammo, etc.
Hopefully, that means that alot of seperate problems about kit's can be tooken care of.
-A marine can only get 1 rifle per ID, which means if he wants multiple rifles, he needs to ask a squad buddy to give up his primary weapon choice for him.
-A marine can only get x amount of grenades per ID. Currently, a marine can *theoretically* get 18 UGL's by popping out 18 rifles and stripping them down. This was abused and was balanced by preventing UGL's from fitting in backpacks. Now, if a marine wants 18 UGL's, he has to ask 18 other squad mates to give up their basic attachment choice, which they may or may not do (but most likely wont)
-Marines can work together to get each other what they may need, maybe someones got some spare flares, so they hand them down the line to the ammo guy, or maybe someones going pistol only, so they have a secondary and primary weapon freed up for anyone.
-The system can be expanded on to include engineers or medics or etc, so they all start off with about the same amount of kit per person, preventing edge cases where someone steals all valuable items before spawn.
-The system works both in Highpop and lowpop rounds, where problems tend to occur with amount of items available to each person.
-I think it would work great and be a good balancing feature, while promoting some teamwork. i gotta iron it all out, but if it goes through, that means people cant really heavily abuse ss13's vender system.
Gaze upon me,
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~
for I have wandered deep into the ancient tombs of knowledge to which lie madness and sorrow, cleansing a path for all those who walk behind me...
...
But seriously, does uh, anyone know the way out?!
~Furthermore, I consider that Floodlights should no longer be destroyed.~