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M203 / Gp30

Posted: 2005-11-29 20:03
by Poofyfinger
Has this been discussed before? I couldn't find it.

Anyway, this will be short and sweet.

Reduce the effectiveness of the m203/gp30 and / or make it more realistic like in real life. The M203 in fact in modern warfare, doesn't carry lethal projectiles but smoke grenades and tear gasses. AND for a grenade it takes at least 31m for it to explode properly and safely, not 1ft. I can't stand walking around a corner getting blasted in the face with a grenade-launched projectile and dying while they are reloading and laughing at the same time.

This isn't HL2DM nor Quake 4.

Just a suggestion!

Posted: 2005-11-29 20:08
by Rg
They are going to make some sort of fix, I just don't know what they're going to decide.

PS. plently of topics on this matter, lol.

Posted: 2005-11-29 20:11
by SiN|ScarFace
The m203 can fire many projectiles and they ARE using M406 rounds in combat to this day.

M406 has a radius of 5 meters.

This topic has been addressed a few times.

Posted: 2005-11-29 20:31
by Beckwith
there are many types of lethal rounds still in use for the M203 that being said im certain it is a issue the Devs are looking into its been discussed many times in many threads

Posted: 2005-11-29 21:06
by {GD}geogob
Well they just should be made more realistic. They will, naturally, become less effective and arcadish.

Posted: 2005-11-29 21:14
by Happy
{GD}geogob wrote:Well they just should be made more realistic. They will, naturally, become less effective and arcadish.
Not necessarily less effective because that would make them less realistic.

Posted: 2005-11-29 21:41
by dawdler
If its going to have a 30m arming range, is it going to have a 150 meter target range?

Forget about that sniper rifle, I want me a realistic grenade launcher! ;)

Posted: 2005-11-29 22:00
by Cerberus
As do I

I'm a complete beast with the 203 (those of you that have played with me would know)

A vodnik was driving away from me at top speed after I shot it once with an HE... I fired when it was about 200 feet away and hit it when it was 300 feet away. It was a brilliant hit of epic proportions

Posted: 2005-11-29 22:12
by e.trent
It hardly requires skill.

Posted: 2005-11-29 22:33
by Cerberus
But when my HE hit the Vodnik, I couldn't even see him anymore

Posted: 2005-11-29 22:39
by Happy
Don't you change the range by twisting the thing at the bottom.

Posted: 2005-11-30 04:25
by USAF-Marshall
Only real issue I have with the 203/gp-30 is the fact that the shooter can shoot the ground right in front of them, killing the person 3 meters in front of him but not the shooter who is at the same distance from the blast.

Posted: 2005-11-30 04:29
by Happy
Dice made splash damage almost none exsistent.

Posted: 2005-11-30 04:56
by GRB
Project Reality MM increased the splash damage big time.

The problem is, a lot of servers have turned off Friendly Fire. That means that a guy on MEC could make a circle of C4 around himself in the Sqaure on Strike at Karkand, wait until a whole squad of USMC troops converge on the outpost, then BOOM! Blows everyone sky high, inlcuding himself, but there is no friendly fire damage and spec-ops guy goes, weeee, way up in the sky.

I think the best possible solution wouldn't be to make them LESS effective, so to speak, but instead, less ACCURATE but still just as deadly.

The biggest problem, IMO, with the TLGrenades is how accurate they are. All you do is judge the arch, fire, boom! They are almost the equivilant of a small rocket launcher.

Of course, in a way, by making them less accurate it WOULD potentially make them less effective but, in a much more realistic way. I know damned well, that IRL, you can't fire a grenade 100ft in the air and not have it be affected by wind...And a TubeLaunched Nade is NOT weak. Those things are like mortar rounds if used correctly.

I strongly feel making them less accurate is the way to go...Unless there's a more creative way that's still somewhat reality based..

Posted: 2005-11-30 05:04
by Poofyfinger
By decreasing the amount of M203's an assault can carry from 3 to 1 will dramatically decrease the wh*rage that plagues this wonderful and great mod :)

excuse my lang.

Posted: 2005-11-30 05:07
by DEDMON5811
I say again the 203 is a very effective weapon when used as it should be like the shotty there should be gas and smoke rounds to choose from maybe 1 frag 1 smoke and 1 gas per spawn. The 203 should not work at less than 10 feet. I think that is reasonable. It shouldnt be a noob cannon.

Posted: 2005-11-30 05:08
by GRB
Poofyfinger wrote:By decreasing the amount of M203's an assault can carry from 3 to 1 will dramatically decrease the wh*rage that plagues this wonder and great mod :)

excuse my lang.

True..

That is another good way to do it. IRL, Tube Lanched Grenades are rarely used, so less of them may be a very good solution AND it can be considered in best interest of a very unique realistic experience.

Posted: 2005-11-30 05:09
by GRB
DEDMON5811 wrote:I say again the 203 is a very effective weapon when used as it should be like the shotty there should be gas and smoke rounds to choose from maybe 1 frag 1 smoke and 1 gas per spawn. The 203 should not work at less than 10 feet. I think that is reasonable. It shouldnt be a noob cannon.

I'm curious if that is possible. That wouldn't be a bad idea either!

Posted: 2005-11-30 05:15
by Armand61685
guys, there's nothing wrong with the physics of the weapon. Just make a limited grenadier class. Not everyone gets a GL.

Posted: 2005-11-30 05:44
by Poofyfinger
OFFTOPIC, but not really...
Has anyone discussed class limitations? It seems when a sqaud advances on to another flag and caps it with a few HMVV's enemy would respawn as 10 anti-tanks. Or if you are far away, there would be 10 snipers. Slightly exaggerated, but...

Get my idea?