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Grenades and Grenade Launcher
Posted: 2006-05-22 02:16
by Doedel
What happened to the grenades?
I'll cut it short; grenades, I think, should be on Medic, Specops, Assault and Support. Assault kit should have 203 removed (isn't that unrealistic that all assault kits have 203s?) and have frags.
Thanks
Posted: 2006-05-22 02:49
by Elchewbacca
no grenades for support class they own to much
Posted: 2006-05-22 02:51
by Armand61685
I agree, but until we split the rifleman class into two (basic rifleman and grenadier-- a la America's Army), we have to stick with the assault having the GL.
Having a rifleman with hand grenades and grenedier class with the GL would be perfect.
Posted: 2006-05-22 04:10
by Deuce6
Uh, I was a grenadier in the Army and still carried hand grenades? What's unusual about that? You can't shoot a 40mm HEDP round into a room when your just outside of it. It won't arm and explode like it's supposed to.
Posted: 2006-05-22 04:26
by ghosty
for the support take away the grenades give back the pistol. berretta 98
Posted: 2006-05-22 06:48
by Malik
Yeah, I think the support class ought to have a pistol. I hate it when I'm laying down suppressive fire over a hill and I run out of ammo, get no kills for my effort and have to run around with a knife screaming for ammo because nobody's paying attention to the fact that they have ammo bags. I'm not really bothered about the frag grenades, just give back the pistol.

Posted: 2006-05-22 06:50
by A.J.Sawyer
All I want is smoke and HE Grenades for the Medic class
Posted: 2006-05-22 08:58
by Top_Cat_AxJnAt
I wanted that but i was told repeadly by Rhino "no", i tryed again, and got same answer, i cant be bothered to right reasons down.
But it wont unbalance the classes, odd change here and there can enable most changes to have a posative affect overall.
Posted: 2006-05-22 16:06
by Malik
I'm fine with the medic not having any lethal grenades. Yeah, I kinda do miss them in some situations but overall the fact that I can save a ton of people's asses with the paddles is enough to pay it off.
Posted: 2006-05-22 16:11
by Eden
If everyone had grenades you wouldnt need to rely on your team mates for support, removeing grenades from some classes means you have to work together more.
Ive never had a problem without any grenades as a medic I just ask someone in my squad to blow something up and its done 5 seconds later.
Posted: 2006-05-22 16:14
by TII
Deuce6 wrote:Uh, I was a grenadier in the Army and still carried hand grenades? What's unusual about that? You can't shoot a 40mm HEDP round into a room when your just outside of it. It won't arm and explode like it's supposed to.
In case anyone missed it the first go 'round.
Posted: 2006-05-22 19:51
by Iasthai
Why not give Flashbangs to one of the classes? or do the army not use them much?
Posted: 2006-05-22 20:12
by Cerberus
The Marines use flashbangs. It would be nice if the riflemen, grenadiers, and corpsmen/medics carried them in PR
Posted: 2006-05-22 20:16
by NikovK
What about most classes having one smoke and one frag, with exceptions made when balance is important?
Posted: 2006-05-23 05:27
by Neuromante
I think grenade launchers should be rebalanced a bit. It takes too much time to get a steady shot, and the blast radius is way too small.
Posted: 2006-05-23 10:32
by Eddie Baker
Deuce6 wrote:Uh, I was a grenadier in the Army and still carried hand grenades? What's unusual about that? You can't shoot a 40mm HEDP round into a room when your just outside of it. It won't arm and explode like it's supposed to.
We only have 6 equipment slots to deal with, and we'd like to have multiple round types for the grenade launchers (HE/HEDP, bounding HE, buckshot, marking smoke as appropriate; dynamic lighting is a pain in the *** so we might have to do without illumination rounds). The grenadier might have to do without either the HC screening smoke or the frags if we have more than two round types.

Posted: 2006-05-23 11:02
by A.J.Sawyer
Buckshot, room clearance, here I come, all we need are some indoor maps
Posted: 2006-05-23 15:33
by Malik
Only 6 slots? I presume you mean 2, 3, 4, 5, 6 and 8 (Knife being 1 and NV being 7). You could always do away with those tedious night maps, I'm sure everyone would prefer an extra weapon.

Posted: 2006-05-23 18:29
by NikovK
40mm Buckshot sounds like fun. Will the marking smoke create target marks for vehicles? We could use them to call in air strikes that way.
Posted: 2006-05-23 19:51
by Eddie Baker
Neuromante wrote:I think grenade launchers should be rebalanced a bit. It takes too much time to get a steady shot, and the blast radius is way too small.
The casualty radius of 40mm spin-stabilized grenades is significantly smaller than HE-fragmentation hand grenades in reality.
'[R-CON wrote:NikovK']40mm Buckshot sounds like fun. Will the marking smoke create target marks for vehicles? We could use them to call in air strikes that way.
Target marks on the minimap, you mean? They can certainly be visual points reference when you call for support, just type or say "Aim for (whatever color) smoke."
Malik wrote:Only 6 slots? I presume you mean 2, 3, 4, 5, 6 and 8 (Knife being 1 and NV being 7).
That's correct.
