Grenade Launcher Unique Ammo

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mrturkeytoe
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Re: Grenade Launcher Unique Ammo

Post by mrturkeytoe » 16 Oct 2016, 04:04

In AVP either 2000 orr 1999 they had a grenade launcher that fired proxy, homing, EMP and like one other type of grenade

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Re: Grenade Launcher Unique Ammo

Post by Karmac » 25 Oct 2016, 00:57

+1 to making the GL useful, as a GL Specialist I enjoy the gun and its uses, but at the same time feel like I'm wasting a Spec Token.
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M92 GL should start with max ammo, lob off screen

Post by Abbysynth » 09 Nov 2016, 12:06

Summary (a quick, 2-3 sentence summary): Grenades fired from the M92 should 'bounce' up to 2 tiles distant from where you fired it, allowing you to finally launch them further than you can throw them (which I find intensely stupid). Maybe even allow a toggle on the gun to 'lob' grenades further than usual.

Benefits (How this will benefit the server and game as a whole): Make M92s Great Again

Details (Description of how you think this would work, the benefits, etc): M92s suffer from a few issues, largely they only have 5/6 rounds (maybe increase the maximum?) and you tend to spew your entire load early and then have a hunk of paperweight to drag around with you. But most importantly they don't fire any further than you can actually just throw, which let's face it is pretty silly. Let the GL launcher maybe even set a 'lob distance' up to 4 tiles to let you bounce the grenade into walls, corners, or across the river for instance.

Implementation (Optional, if you have an idea how to implement it): Pretty easy; just have the grenade fire as if the tile clicked was a few tiles more distant.

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Re: M92 GL should start with max ammo, lob off screen

Post by Renomaki » 09 Nov 2016, 12:17

The benefit of the M92 is the fact that you can lob many grenades in a short time, with a much shorter fuse than normal.

While it would be nice to beef up their range and ammo count, they aren't entirely bad weapons to begin with, just really situational, just like the SADAR.
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Simo94
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Re: Grenade Launcher Unique Ammo

Post by Simo94 » 10 Nov 2016, 07:09

add a special belt for the grenade launcher spec that carries more nades too!!
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Re: Grenade Launcher Unique Ammo

Post by Casany » 10 Nov 2016, 07:42

Simo94 wrote:add a special belt for the grenade launcher spec that carries more nades too!!
They have two grenade belts already that they start with...
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Re: Grenade Launcher Unique Ammo

Post by Simo94 » 10 Nov 2016, 09:34

Casany wrote:They have two grenade belts already that they start with...
need 50 nades belt to be on par with SADAR
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Re: Grenade Launcher Unique Ammo

Post by stobarico » 07 Dec 2016, 19:01

Maybe the grenades could explode on impact/proximity, that would make the gun finally usefull and not just a shit SADAR or just a thing that launches grenades that you could carry in your pocket and throw instead of wasting the specialist token

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Re: Grenade Launcher Unique Ammo

Post by Karmac » 07 Dec 2016, 21:30

The GL already drops it to a 1 second delay before exploding after firing.
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Re: Grenade Launcher Unique Ammo

Post by Doc Vulpus » 08 Dec 2016, 21:22

Could the grenade Harnes be made as an accessory and a belt to let the spec bring double the grenades?

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Re: Grenade Launcher Unique Ammo

Post by Finefire984 » 12 Dec 2016, 22:31

I would like to see this. This would make the grenade launcher used more and could be useful for the marines and aliens. The grenades would be strong and could possible knock down a tier 3. It will also keep specs from always picking smart guns which dieters aliens from attacking that much. +1
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KingKire
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Re: Grenade Launcher Unique Ammo

Post by KingKire » 08 Mar 2017, 03:20

I want( Im a greeedy motherfucker so shame on me of course):
- Impact explosive grenades: small 1 tile radius, but instant (small weak AP rocket)
-Giant shotgun shells: fill several tiles with buckshot (close range killer)
-Gas/flash grenades: smoke/toxic/flash.
-Flame grenades of doom: burning is life (aoe protection)
-standard timed grenades: med 3 tile radius explosion (standard)
-super bang grenades: cargo illegal arm shipment, large 4-5 tile radius, unknown timing to each of em. very rare
-flares: pop out some illumination at a distance.

this makes the grenade launcher fit a nice niche
B-18 = defensive wall, low utility
m240 = squad support gun, low utility (only has one general use)
smaw = very powerful, med utility weapon
grenade launcher = high utility weapon
sniper rifle = very powerful, single target picker
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Re: Grenade Launcher Unique Ammo

Post by shyshadow » 11 Mar 2017, 13:54

Holy Shite, this is an extremely old post, BUT The Grenade launcher is the most UNDERUSED weapon in the marine's arsenal, while I got to say, it CAN be good, it's REALLY hard to be good with it. If there were to be a specific ammo type, with their own sprite, ect, ect, I'm pretty sure it could be something along the lines of RE4, where some grenades have their own specialty, I'd recommend 3 (Explosive, Incendiary, Sticky). Explosive Grenades are your standard run of the mill, spam grenades, which detonate in 2 seconds of landing, if an alien that is T2 or below, they will be placed into crit if caught in the blast radius, T3s will still have a fighting chance to get back up from the fight, but if there's another nade quickly fired, insta-crit. Incendiary Grenades, I recommend, instead of spreading a box of fire, around the grenade, *Reference Picture* Image The Incendiary, makes a funnel on the impact point, spreading it, 1x1, 2x3, 3x4 Tiles, so that it's not playing "Avoid the lava". Now the sticky grenade, will be the most powerful piece of hard-wear, it's as it sounds, if the grenade touches an enemy, the grenade sticks to it, insta-crits, no matter what, (Maybe it can reworked a little, I.E. Instacrits Only Young Crushers). This will add a WHOLE lot more fun then, (Shoot grenade, explodes) It makes it feel like it's ACTUALLY a spec weapon and not just sad excuse to friendly fire.
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Halinder
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Re: Grenade Launcher Unique Ammo

Post by Halinder » 11 Mar 2017, 14:01

shyshadow wrote:Now the sticky grenade, will be the most powerful piece of hard-wear, it's as it sounds, if the grenade touches an enemy, the grenade sticks to it, insta-crits, no matter what, (Maybe it can reworked a little, I.E. Instacrits Only Young Crushers).
I like the idea of sticky grenades if they only do the damage of regular HE grenades. Once you hit, a xeno is guaranteed to get exploded, but will still have a few seconds to run around and possibly get back to safety.

The reason I want to avoid having it do ridiculous damage is because 1. that's cheesy as shit and 2. if a xeno decides to say "fuck it" and suicide bombs into your squad, you've just wiped 2+ marines.
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KingKire
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Re: Grenade Launcher Unique Ammo

Post by KingKire » 12 Mar 2017, 06:35

You know, i really do feel it is satisfying to have a grenade stick to something and then watch it explode. Instead of sticky though, we can just say it gets shot so hard it sticks inside, then pops. mmmmm squishy noises.
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Re: Grenade Launcher Unique Ammo

Post by elantzb » 28 Mar 2017, 22:09

Just going to sneak this in here...

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(Yes, in the lore these are munitions for the M41A's UGL)

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Re: Grenade Launcher Unique Ammo

Post by Garrison » 16 Apr 2017, 05:53

From the look of things in this topic, it seems like the Grenade launcher has been nerfed to the point of being so inefficient, it can't even compete with the Rocket Launcher or other specialist weapons in terms of practicality.

In my opinion, one of these needs to happen to bring the grenade launcher back into the spotlight.

1. Bring chem-grenades back to their former glory.
2. Make chem grenades less costly to make, so research can resupply Grenade specialists more often without compromising their limited resources. In addition, make Napalm require less plasma/phoron or give Medical more.
3. Greatly increase how many grenades are in an explosive crate or add a new crate exclusively for restocking grenade launchers.
4. Implement Grenade launcher rounds, assuming they are going to be abundant and easier to acquire then actual grenades.
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Re: Grenade Launcher Unique Ammo

Post by Steelpoint » 16 Apr 2017, 06:02

The problem with the current Grenade Launcher is that their ammo is tied to the Explosives Crate, and my proposed suggestion in the OP has yet to be furfilled.

As I suggested a year ago, the Grenades for a Grenade Launcher should come in a seperate, 30 point, Grenade Launcher Ammo crate, these grenades should only be usable in the Grenade Launcher, they can't be activated and thrown like normal grenades.

I would also say to let the GL continue to use Researcher grenades but that's besides the point.
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Re: Grenade Launcher Unique Ammo

Post by Cupcakes_n_Hacksaws » 29 Apr 2017, 16:59

+1 it'd put something in the specialist explosive ammo crate besides SADAR ammo. Now it'll come with grenade launcher magazines, as well as the sadar rockets.

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Re: Grenade Launcher Unique Ammo

Post by Nickvr628 » 04 May 2017, 15:57

I would say make the grenade launcher into this:

Image

And add speedloaders like the revolver has. Make the default crate you get from the spec vendor contain a loaded launcher and 2 extra speedloaders, for a total of 18 grenades.

Keep the exact same grenade mechanics with a slight delay from hitting the ground and exploding. Most people don't realize that the best way to employ grenades is to throw/fire two or three in a spread, so when the xeno tries to run away it just runs into another grenade.

Have grenade launcher crates orderable from cargo for x points that contain 3 speedloaders like this:

Image

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Re: Grenade Launcher Unique Ammo

Post by Steelpoint » 10 May 2017, 11:55

Honestly at this junction I think a good additional suggestion is to make the Grenades the GL uses not only be unique but also they now detonate on contact, but they no longer stun a xeno they hit.

So you get a more versatile explosive weapon with less crazy ammo requirements as the SADAR, but you can't stun xenos and you don't deal as much damage as the SADAR.
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Re: Grenade Launcher Unique Ammo

Post by SpaceFarer » 14 May 2017, 04:20

Nickvr628 wrote:I would say make the grenade launcher into this:

Image

And add speedloaders like the revolver has. Make the default crate you get from the spec vendor contain a loaded launcher and 2 extra speedloaders, for a total of 18 grenades.

Keep the exact same grenade mechanics with a slight delay from hitting the ground and exploding. Most people don't realize that the best way to employ grenades is to throw/fire two or three in a spread, so when the xeno tries to run away it just runs into another grenade.

Have grenade launcher crates orderable from cargo for x points that contain 3 speedloaders like this:

Image
I think if GL's got some sort of speedloader it should be a very large object that doesn't fit in a bag, like a Powerpack.

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Re: Grenade Launcher Unique Ammo

Post by Karmac » 14 May 2017, 04:49

Then that would make them even more useless and no one would bring them ever.
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Re: Grenade Launcher Unique Ammo

Post by trustscience44 » 14 May 2017, 20:28

Perhaps have the launcher grenade explode on impact instead of wait on the floor? Or maybe allow adjustable timing for the GL?
If there is new ammo it might be used more or as others have said specific ammo.
Also I believe the grenade launcher still says it has some sort of grenade IFF on its descriptor still, not sure if that is accurate any longer.

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Re: Grenade Launcher Unique Ammo

Post by Sallan » 16 Jun 2017, 00:17

+1 because it's a muhreen buff

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