General > Discussion

Grenade Launcher

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shevegen:
Can grenades destroy parts of walls?

Anyway, I think one reason aside from game balance to keep weapons (in general) not too effective is also that if too much realism enters the game, it becomes more and more complex. This can already be seen on the other thread talking about the formula of the XP.

Personally I am fine with complexity as long as my old brain is able to understand it, i.e. if it does not grow too complex :-)

Btw can grenades already malfunction? In reallife this happens... how about a slightly increased range with a moderate chance that a grenade does not function (or explodes lateron... could be fun when you walk nearby and it explodes) :-)

Panthera Leo:
I have to agree at least in so far as work needs to be done, I don't know about the rest of the player base; However, by the time I can move on into range to have a good shot the target is either dead or there are better ways to kill the target(s). In my view it's a limited use weapon with a use too limited to demand it's use over more ubiquitous weapons when I can simply toss a hand grenade.

May I suggest it be made into less of a carpet bombing weapon and more in a high explosive cannon? Like some less like a mini-morter, and more like the cannon of X-Com:UFO Defense loaded with high explosive rounds. I know AI != X-Com, just a common reference point.

Maybe make/alter a assault weapon able to load one or two of the grenade launcher's rounds below the barrel?

Surrealistik:
Yeah, the grenade launcher is definitely situational, but it does its job very well, especially if you can squeeze additional range out of it via the timed detonation option. It is also one of the deadliest weapons period at close range with plasma rounds (high damage/tu efficiency + splash + indirect fire). I personally believe the weapon valuable as I can typically find a use for it on most missions. Refined angle control and the elimination of its max range would have it prove indispensible. Meanwhile additional grenade types such as antimatter, smoke, flares, stun gas, and flashbangs would also serve to increase its appeal and general utility. I am however leery of increasing its range without decreasing its shot/TU efficency and/or accuracy, in otherwords, essentially making it another weapon entirely. I feel there should be a seperate piece of mortar like gear responsible for heavy, long ranged bombardment, as this is a sufficiently different niche from the one the grenade launcher (post-tweaking) successfully inhabits.

SpaceWombat:
I think the grenade launcher should be balanced by its inaccuracy. Range, firepower and rate of fire (semi automatic and drum mag) should be a pro.
Inaccuracy makes it useful in special situations only but gives you a good punch if the mission is on fire. And that's what a GL should be in my view: cheap firepower support.

Aiki-Knight:
I've never used the grenade launcher, on account of the danger to bystanders. But it's a great weapon and will be extremely useful in the game. But not a suitable weapon for terror missions - civilians negate its usefulness, and this is sensible, as most SWAT-style teams probably don't use grenade launchers often.

Did I mention this is the best XCOM game ever?

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