M203 / Gp30

Suggestions from our community members for PR:BF2. Read the stickies before posting.

Should the M203/GP30 be less effective?

YES!
7
25%
NO!
11
39%
ITS FINE THE WAY IT IS.
10
36%
 
Total votes: 28

Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

class limitation has been discussed many times in MANY MANY MANY threads lets remember the search button is your friend
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e.trent
Posts: 128
Joined: 2005-11-03 15:09

Post by e.trent »

I think the grenades in a realistic battles are a risky thing to use, solely for the danger of causing fatalities to friendly soldiers. To be honest, I don't think reducing the amount that can be carried wont solve it, this being because they arn't perticularly cumbersome.

I think one of the main solutions could be limiting it to one "Grendadier" in a squad, rather like America's Army to be perfectly honest.

Thanks, Elliott.

EDIT: To avoid confusion, I didn't mean one assualt, I just meant one person who could carry a grenade launcher attachment.
Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

Not possible for the time being:
-create a spawnable kit for grenadier
-make a new grenadier class (without removing another class) and limit it
-make the nades explode after a certain distance travelled

More likely solutions
-lower splash radius and damage
-leave as is
-remove altogether (give assault X weapon)
-change nade from frag to flashbang or teargas or smoke etc
-or give nade a timed delay before it explodes like the standard grenade
-decrease rounds
-decrease accuracy
-make new grenadier class (remove class X) and limit it (give assault X weapon)
Last edited by Paladin-X on 2005-11-30 09:14, edited 1 time in total.
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Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

As for the complaint of people getting killed by nade launchers at point blank and the enemy surviving that is because friendly fire is disabled. Otherwise, at point blank (unless the guy is using a hack) you will both die. The current radius is quite large and the damage vs infantry is high.
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e.trent
Posts: 128
Joined: 2005-11-03 15:09

Post by e.trent »

To be honest, after reading the most likely solutions, I think the best option would be removal.
Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

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Poofyfinger
Posts: 42
Joined: 2005-11-23 02:16

Post by Poofyfinger »

EDIT
I was looking at my poll that I've created and thought to myself, "OMG. No, and Its Fine the Way It Is are the exact same meaning lol"

OH WELL..
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Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

Just do what's realistic. If they carry 4-5 rounds in IRL, then don't decrease it. Personally I don't know what everyone's bitching about. Just wait until we can add a limited grenadier class and suck it up. It's a grenade launcher, it kills. And if you're playing on a good server, FF will be on, and people noob tubing will kill themselves, thus worsening their score.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Would it be possible, for the moment, to give Assault the option, using the unlock tabs, to have a choice between the Rifle/UGL combination and and the rifle (M16/AK) with a different weapon selection in that slot, like 4 hand grenades and/or two claymores?

The effective casualty radius of the M203 HE/HEDP round is approximately 5 meters. Lethal radius would probably be from contact to 1.5-2 meters. What is the radius set at, now?
Last edited by Eddie Baker on 2005-12-01 03:46, edited 1 time in total.
Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

A lot higher. 15m radius. Lethal radius 5-10m. I should lower damage then?

As for using the unlocks, if I were to set that up, only people who have unlocked the Assault kit would have access to it.
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Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

close vote
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Rg
Posts: 181
Joined: 2005-06-17 22:35

Post by Rg »

If 5m is correct (as it seems to be from the link you posted) then yes, decrease the radius.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

'[R-DEV wrote:Paladin-X']A lot higher. 15m radius. Lethal radius 5-10m. I should lower damage then?
Damage not sure, but radius definitely. These grenades are smaller and have less of an effective casualty radius than the M67 frags. They can do okay damage to soft vehicles, though.

Accuracy should also be zilch when moving in general.
'[R-DEV wrote:Paladin-X']As for using the unlocks, if I were to set that up, only people who have unlocked the Assault kit would have access to it.
D'oh! Well, we'll have to find a way to work around that in the future.
Paladin-X
Retired PR Developer
Posts: 592
Joined: 2005-06-12 16:00

Post by Paladin-X »

Should they still explode on impact?
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

'[R-DEV wrote:Paladin-X']Should they still explode on impact?
Yep!
Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

'[R-DEV wrote:Paladin-X']A lot higher. 15m radius. Lethal radius 5-10m. I should lower damage then?

As for using the unlocks, if I were to set that up, only people who have unlocked the Assault kit would have access to it.
please dont make it weaker. Just wait for limited grenadier classes or make it not explode when fired at close ranges.
Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

'[R-DEV wrote:Paladin-X']Should they still explode on impact?
Of course.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: M203 / Gp30

Post by Smegburt_funkledink »

LOL MajorBagle, you do realise how old this poll is don't you?

The fact that you've never posted tells me that you dont. :lol:

Poll is outdated, this issue has been resolved.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: M203 / Gp30

Post by crazy11 »

Let it die in peace Smeg.
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