View Full Version : Increase arming range for Grenade launchers
Rilak
3rd Apr 2001, 10:37 PM
Hey is anyone else getting tried of someplayer who just use the grenade launcher like a rocket laucher in quake 3 ?
This really is kinda of silly the game is trying to be realistic has way to many grenade launchers in use. Perhaps by increasing the arming range to 30 meters or 40 meters would cut down on players abusing this weapon in close quarters fights.
No sane soldier would fire that weapon at 15 meters in an inclosed hallwall the shock would be pretty nasty. INF is the best most realistic shooter i have ever seen and it would suck to be ruined by a wave of grenade launcher players dont you all think ?
the grenade launcher should be used for distance not for instant 1 shot kills at 15 meters this ruins the games intent.
i believe hand grenades should be included since they dont explode on impact.
Mason
3rd Apr 2001, 11:06 PM
By the same token, no soldier in his right mind would load himself down with a grenade launcher, a SIGw/scope, an MP5 AND 5 grenades, but it happens all the time. You also wouldn't see any sane soldier 'rushing' into combat the way many Infiltration players do.
I don't see the 'nade launcher to be too bad because it takes several seconds to reload the dang thing, so if the grenade didn't blow and kill you, you should be able to turn around and blast the mofo for giving you a backache.
poaw
4th Apr 2001, 12:23 AM
I thought hand grenades were already in the game.
Tuttle INF
4th Apr 2001, 01:00 AM
Those 40mm grenades take 14m to arm IRL, so it's gonna' stay that way here.
SoSilencer
4th Apr 2001, 01:33 AM
Once they tweak the bulk penalties I have a feeling you'll see a LOT less grenade launchers being used.
The_Fur
4th Apr 2001, 04:43 AM
What they need is increased bobbing while running with a end-heavy weapon like a m16 with m203 and a grenade in it. When it becoemes impossible to fire on the move with em they will be reduced in number.
Excelsiore
4th Apr 2001, 05:44 PM
I was just wondering if the H&K grenade launcher and the M203 grenade launcher and the grenades they fire are fundamentally the same when it comes to how they compare in real life, the time it takes for the grenade to arm and the code they use in game.
For some reason I get the feeling that the M203 has a shorter arming time/distance in the game then the H&K does. The H&K grenades seem much more likely to bounce off the walls and not explode than the ones fired by the M203. Maybe it's just lag or M203 user's being better with their weapon but it doesn't seem that way to me, more like there's a difference.
My red cent.
RogueLeader
4th Apr 2001, 06:01 PM
I think the problem is the arming distance in the game feels more like 9 or 10 meters than 14.
I think a better fix would be to increase the blast radius and shrapnel, so people won't use it when near teammates.
The_Fur
4th Apr 2001, 09:17 PM
I think a better fix would be to increase the blast radius and shrapnel, so people won't use it when near teammates
experience teaches us that that is not the way it works. PPL really don't give a flying f uck about whether they hit their teammates or not.
Anyway a while ago there was this discussion about a hit from a m203 grenade knocking people down? Wouldn't that mean that the firer would have to brace himself in order to fire?
If this was implemented that wouldfix the problem. In order to fire the m203/H&K 69 you'd have to stand still for 2 seconds and then you'd be able to fire it.
Problem solved,realism kept.
DeadeyeDan[ToA]
4th Apr 2001, 11:16 PM
Well, if they hurt themselves trying to use the grenades up close, they should learn better quickly.
And I don't know how much the 40mm grenade weighs (minus the casing and powder), but I'd guess that it produces less recoil than the 12 gauge slug in the ammo page. I think you should be able to fire it while running, but it (as well as every other weapon) needs to bob and misalign alot more in a sprint.
Oh but that point does apply to the RC50- you'd have to be freaking crazy to fire that thing when running. It imparts about as much force on you as a 200 pound man bumping into you from a slow walk- if you aren't in a stable position it'd probably knock you on your ass.
Lolo Konijn
5th Apr 2001, 07:48 AM
The problem with the nade launchers is IMHO that they are used to quickly.
I'm not an expert but I think the reason why nade launchers aren't used so quickly IRL, is the fact that you could hit something you don't want to hit...
The penalty for TK's should be extreem high: 1 or 2 teamkills and you will be kicked next round, unless your team members vote for you to stay.
What about fuel tanks and stuff which destroy the whole map If you hit them, this would make everyone more cautious: less rushes and better aiming.
Maybe there could be civilians implanted, so you won't fire nades in rooms you haven't explored first.
This where just some ideas of mine, could someone give some comments on them?
Excelsiore
5th Apr 2001, 09:28 AM
I don't know about the fuel tanks and destroying the whole map though....seems like we have enough problems with TK:ers, we don't need mapkillers.
What I feel would be most useful is sitting out the next round for TK's but not being able to vote people in like u said. But that would require spawn protection and anti-telefrag measures.
Punish the teamkillers more...
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