Maveric
Oct 7 2004, 07:25 PM
This idea has been tossing in my mind for a while now, and it's fixed-up enough to put here.
The idea is to remove the explosive aspect from the grenade launcher, and turn it into something like a flare. Not emiting light, but rather burning so intensely it cleanses the area quite nicely of kharaa buildings, but not the kharaa players themselves... Usually. To be honest, i think that the Grenade launcher has fallen from it's purpose of killing off buildings quickly to killing off buildings quickly
and aliens
too easilly. A marine can launch some grenades at his feet and be bathed in a semi-warm forcefield of high-explosive detonations. A nade can be shot at a leading skulk and wipe out all the other skulks behind him.
The idea of changing from a explosive effect to a burning effect would change all that. The GL maintains it's ammo count of 4, as well as it's fire rates, max ammo, etc. However, the way the grenade acts changes entirely, shifting the purpose of the weapon from the "skulk, gorge, lerk, and building pwner" to "building pwner" and keeps it there.
When shot, the grenade - now a flare - will not activate for 5 or so seconds. Once activated, it exists for only 20 seconds. Durring those 20 seconds, it does a powerful 400 damage; 20 damage per second. However, the radius which it effects is just big enough to cover a standard vent snugly;
and this is all that is required to destroy buildings.
You fire at a enemy building.
The flare bounces abit and lands by the building.
The flare activates and burns the building to hell with it's 400 damage.
You continue on your building-pwning march.
If it isn't good enough then this:
A upgrade can be made for the grenade launcher at the advanced armory for a meager 15 res to make the flare stick to a enemy or enemy building, wether or not the flare is active. Not explode on contact, but STICK to the enemy. This means that if you can get a flare to stick to a skulk, he'll die in... 6 or so seconds. But he WILL die, rest assured. As well, if the flare hits a hive, it will always stick to the hive; it just wont stick to the other chambers. Multiple flares can stick to one alien and building, to a max of 4 (the entire magazine of the launcher) However, while the grenade is stuck to the alien the flare will live out the rest of it's life, until the enemy dies and drops the flare. Of course, at this point another alien can run over it and get himself owned too... and it will continue to do damage to your friendly's armor.
Oh, i forgot to mention that the flare will do half it's damage to a friendly's armor, until that friendly moves outside of half the damage radius. For example, if the radius was 64 units, then the marine would have to move 33 units AWAY from the flare (thus outside half the flare's damage radius) to stop getting his armor damaged by 10 every second. However, with such a small radius it shouldn't be a problem to dodge and pass by. Flame thrower? Bah, send a flare through the vent and it'll work all the same.
As well, the grenade would have reduced damage against both fades and onii, by 50% (200 max damage - still significant for the fade) and 75% (100 max damage - nothing but shruggin' off.) respectively. Why? upgraded HMGs are there to take the big baddies down, while shotguns are there to take out the smaller ones. LMGs are there for backup. And with this, GLs are there to clear up any road block, and take down the hive quickly.
On top of that, Hand grenades have a actual use as being the direct opposite of this "Flare" Launcher; A large explosion radius with lessened damage over all. A lethal but
avoidable threat for the smaller aliens, a dangerous and impassible pathway for the larger aliens. And you can STILL spam all you like!

It's just that it might not work that well.
-=You can stop reading here and reply=-
A little extra to make it all seem a bit more interesting, particle effects could be placed onto the flare to make it seem as if it's actually burning. No model changes on anything, but adding a small particle effect to the projectile would really make it noticeable. Maybe even have the alien which the grenade is attached to have the same effect placed on it, so that marines will know to avoid that alien at all costs lest the beast damage you and your allies' armor. All client-side, of course. Otherwise a simple sprite placed on the projectile/alien would work.
BulletHead
Oct 7 2004, 07:32 PM
I like it! But, rather, I'd just make it burn the **** out of whatever it touches (aka, stick it to an onos, and it does 50 burn dmg / second for 20 seconds) but ONLY affects what it has impacted!
Faskalia
Oct 7 2004, 07:55 PM
It's a good idead (imo) but it has a major flaw.
How do you handle stacked towers

Cause currently you are burning everything, that has contact with the ground and the stacked chambers dont have that.
And how do you kill hives
They also dont have contact with the ground.
the_x5
Oct 7 2004, 07:59 PM
Nah no flare I just want to light things on fire with my flame thrower.
interesting idea, but...
*vote no thank you*
PS: You know... a liquid nitrogen (or helium) thrower would be much more effective against the Kharaa than a flamethrower... Ssssh! *whisper* Don't tell the TSA that, they might win the war
Krad
Oct 7 2004, 08:03 PM
*vote no*
If we wanted to roast the aliens into submission, we'd all use space heaters.
the_x5
Oct 7 2004, 08:25 PM
| QUOTE (Krad @ Oct 7 2004, 03:03 PM) |
| heaters. |
*shifty eyes, whispered voice*
Hey, um. Just between you and me. Freezing is more effective against Kharaa than burning. Kharaa have most of their stuff coated in a surface mucus (hive for example) and they are also descended from methanogen-thermophiles. Thermophiles means heat lovers. While Kharaa have lost most of their thermophilic adaptations to the point where heat can hurt them (and fire is way hotter than that), freezing them is more effective. Not to mention Kharaa have high dependence on water and by inducing formation of water crystals you cause the cells to lyse.
Krad
Oct 7 2004, 08:32 PM
| QUOTE (x5 @ Oct 7 2004, 02:25 PM) |
| QUOTE (Krad @ Oct 7 2004, 03:03 PM) | | heaters. |
*shifty eyes, whispered voice*
Hey, um. Just between you and me. Freezing is more effective against Kharaa than burning. Kharaa have most of their stuff coated in a surface mucus (hive for example) and they are also descended from methanogen-thermophiles. Thermophiles means heat lovers. While Kharaa have lost most of their thermophilic adaptations to the point where heat can hurt them (and fire is way hotter than that), freezing them is more effective. Not to mention Kharaa have high dependence on water and by inducing formation of water crystals you cause the cells to lyse.
|
Yes, I know, but what Fask is suggesting is that we burn them all to hell with flares, so I'm just suggesting that we use space heaters instead of a "special" heat grenade.
BobTheJanitor
Oct 7 2004, 08:48 PM
You mean all this effort to wipe out the alien menace could have been avoided if we just turned on the A/C? Boy the TSA won't be happy when we this news gets out...
WishCow
Oct 7 2004, 08:57 PM
I like the idea, /me votes yes.
WarningForever
Oct 7 2004, 09:26 PM
*Likes idea*
PvtBones
Oct 7 2004, 09:30 PM
/votes yes
cookman
Oct 7 2004, 09:31 PM
This is brilliant. Not only will it clear out the problem of atmosphere: Right now the grenades are absurd, bizarre, stupid, lame, idiotic, and absurd. This would balance the game at the point where aliens can only take 1 building out at a time, where marines can clear a whole hiveroom of buildings at the same time. And the skulk wouldn't get menaced so much because even though they'd die, they wouldn't die instantly enabeling them to strike back at the GL bafore they die. Making GL not as an effective weapon against skulks and lerks. Back to the realism (And yes, both realism and gameplay can infact both be improved at the same time), the current grenades would never be used in a spaceship wished to preserve, and in this situation nanites is not an explanation. Burning flares would be much more realistic.
If they want to preserve the installations why do they then stuff mega high super nuclear grenade launchers in there?
Maveric
Oct 7 2004, 09:32 PM
| QUOTE (Faskalia @ Oct 7 2004, 12:55 PM) |
It's a good idead (imo) but it has a major flaw. How do you handle stacked towers  Cause currently you are burning everything, that has contact with the ground and the stacked chambers dont have that.
And how do you kill hives They also dont have contact with the ground. |
| QUOTE |
| A upgrade can be made for the grenade launcher at the advanced armory for a meager 15 res to make the flare stick to a enemy or enemy building, wether or not the flare is active |
| QUOTE |
| As well, if the flare hits a hive, it will always stick to the hive; it just wont stick to the other chambers |
| QUOTE |
*vote no*
If we wanted to roast the aliens into submission, we'd all use space heaters |
Is that the best argument you could come up with?
Im sorry, but you'll have to do better then that.
[edit - for anyone wanting a scientific reason or something for a backstory, i'll say that the flare's core is similar to a road flare and the metals in the sodium and potassium family. the highly-reactive stuff.]
cookman
Oct 7 2004, 09:46 PM
| QUOTE (Faskalia @ Oct 7 2004, 02:55 PM) |
It's a good idead (imo) but it has a major flaw. How do you handle stacked towers  Cause currently you are burning everything, that has contact with the ground and the stacked chambers dont have that.
And how do you kill hives They also dont have contact with the ground. |
Read his post:
THE NADES STICKS ON IMPACT
| QUOTE (Krad @ Oct 7 2004, 03:32 PM) |
| If we wanted to roast the aliens into submission, we'd all use space heaters. |
(Current GL)
If we wanted to blow the aliens into oblivion, we'd all use nuclear bombs.
Alkiller
Oct 7 2004, 10:04 PM
| QUOTE (BobTheJanitor @ Oct 7 2004, 04:48 PM) |
| You mean all this effort to wipe out the alien menace could have been avoided if we just turned on the A/C? Boy the TSA won't be happy when we this news gets out... |
hahaha
Who needs an HMG? Call Sears.
Redford
Oct 7 2004, 10:10 PM
DoT is not an excuse to make a weapon abusrdly overpowered, my friend. 2 GLs = 8 "flares". If each flare burns for 400 damage, that means two GLs shooting off one clip onto the hive would do 3,200(!) damage over the next 20 seconds. Three would cause 4,800. Four would cause 6,400. But wait. The hive only has 6,000 hp. So, if the marine commander gave four marines jetpacks and GLs, and they all got ONE CLIP into the hive before they died, then the hive would die and there would be virtually nothing the aliens could do about it except heal with a ton of gorges and hope. But wait. The flares do proximity damage. So gorges couldn't heal the hive without being fried. So in reality, the aliens could do absolutly nothing and then watch their hive fall apart. That would be 1.04's jetpacking situation all over again, and we don't want that.
Maian
Oct 7 2004, 10:26 PM
I like the damage over time flare idea.
However 20 seconds is a long time - it should deal that 400 in 10 seconds or less. 20 damage (50% of 40 blast dmg) per second still isn't that lethal to skulks.
What about lerks? The primary counter to lerks is grenade launchers. Turning them into flares eliminates that role. They need to remain just as effective against lerks.
Stickiness sounds like a good idea, but I think it will be hard to implement flares that stick to moving targets (i.e. alien lifeforms). Nevertheless it's good for areas with sky-high hives.
the_x5
Oct 7 2004, 10:26 PM
| QUOTE (BobTheJanitor @ Oct 7 2004, 03:48 PM) |
| You mean all this effort to wipe out the alien menace could have been avoided if we just turned on the A/C? Boy the TSA won't be happy when we this news gets out... |
Ssssh!
PS: To a large scale change unless it was fast enough the Kharaa could adapt to make a resin to decrease the freezing point in the water. Here is an example of some of the things us egg-head scientists talk about in which several (it's things like these which allow me to get ideas of how things work and then write them up in the new guides/manuals)
| QUOTE |
We have recently experienced some problems with frozen tissue samples being damaged at some point before they are sectioned. We are looking at teeth that have been fixed in aldehydes then decalcified in formic acid/formate before freezing and sectioning. I suspect that the culprit is either the freezing procedure or the storage of the frozen blocks. The tissue that has disappointed us was frozen in OCT slowly in the cryostat and then stored there. I realize that for unfixed tissue 'snap' freezing is usually advocated but thought that gradual freezing was kinder if the tissue had been stabilized by chemical fixation. I realize this is a nieve point but we may be missing something obvious. I would appreciate hearing what other people use even if it is mundane and routine. Rex Holland rholland@umich.edu
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Rex, What is the damage and which type of microscopy are you doing? The problem might be the formic acid solution, very very rough on tissues. Is the calcium all removed? Ed Calomeni emlab@opus.mco.edu
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Rex, Snap freezing will give better results even for fixed tissue. Fixation usually will further improve morphologic detail over that obtained with unfixed samples because of greater resistance to crystalization of fwater. Slow freezing allows formation of more and larger ice crystals within the tissue. For example, slow freezing of vibratome sections helps antibody penetration by ripping big holes in the membranes. Although formic acid solutions are better than other acids for preservation of detail, you might experiment with warm EDTA for better results. Further discussion of decalicification techniques may be found in "Preparation of Decalcified Sections" by Edward B. Brain, pub. by Charles C. Thomas. Glen MacDonald glenmac@u.washington.edu
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Although I am not an expert in the theory and methods of freezing biological tissues, I do know that the techniques used to prevent ice crystal formation are not trivial. Vitrification (freezing without ice crystal formation), although theoretically simple, is not easy to achieve in practice if cryoprotectants are not used. The theory is to remove the heat so fast that the water has no time to form a crystal. To remove the heat this fast requires special equipment and very small specimens. Snap freezing, which I assume means plunging a specimen into a beaker of liquid nitrogen or pentane, is not usually sufficient to freeze large histological specimens without ice crystal damage. Neither will fixing the specimen prevent ice crystal damage. The simplest solution for preventing freezing damage in routine histological specimens, which are to be sectioned in a cryostat, is probably to cryoprotect the fixed material before plunging in liquid nitrogen. Tokuyasu has shown that sucrose solutions that are over 1.6 M can be frozen by immersion in liquid nitrogen without ice crystal damage. As an aside, I thought that the discussion about being able to quantify the number and size of ice crystals in frozen tissue was effectively closed in the 1980's by the work of Dubochet, Unwin and others. My advice to any histologist worried about the enormous tissue damage that occurs when freezing fixed or unfixed specimens in cryogenic liquid, is to cryoprotect before freezing, then freeze by immersion in liquid nitrogen. Sucrose will easily penetrate fixed tissues but should not be used as a cryoprotectant for unfixed material. Paul.Webster@quickmail.yale.edu
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30% sucrose in PBS is a good cryoprotectant for lungs and would probably work for hard tissues, also. Fix the tissues first, then remove fixative in three changes of PBS (10 minutes each for lungs, probably longer for your tissue). Soak tissues in cryoprotectant at least overnight, at 4C. Blot off excess liquid, then snap-freeze the tissues in embedding medium. I found that tissues embedded in Lipshaw's medium were easier to section than those embedded in OCT. You might give the Lipshaw medium a try. I also concur with the comment about your decal solution - I think EDTA is considered to be a "kinder and gentler" decalcifying agent than acid treatments. Good luck! Jane A. Fagerland, Ph.D. FAGERLAND.JANE@igate.pprd.abbott.com
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I don't know if your interest in freeze substitution is to actually try it out before buying a machine but if it is, here is a neat way to do it. Fix the biological material (either by freezing or by chemical means). If you choose chemical fixation you must then cryoprotect the material by infiltrating with 2.0M sucrose and then freezing on metal pins, by dropping them in liquid nitrogen. Once frozen, transfer the material to dry methanol (just open a new bottle) which is being held in a tube, in a styrofoam box filled with dry ice. Keep the material in the cold methanol overnight. Remove the methanol and replace with fresh methanol, leave for a few hours, and replace with a methanol-Lowicryl mix (1:1). If you want to keep the tubes on dry ice you can use Lowicryl HM 23, otherwise, transfer the tubes to a freezer. Keep increasing the amount of resin in the tubes until you are in 100% resin. Leave overnight, replace with fresh resin and polymerize with UV light. Great embedding (I have pictures) with low cost. Variations include adding 1% osmium tetroxide or 1% uranyl acetate to the methanol. The contrast is subtle but significant and the osmium does not affect polymerization or immunolabeling. Paul Webster Paul.Webster@quickmail.yale.edu
|
just FYI
Maveric
Oct 7 2004, 10:55 PM
| QUOTE (Redford @ Oct 7 2004, 03:10 PM) |
| So gorges couldn't heal the hive without being fried. |
The radius on the flare is nothing more then a vent's width. Take two vents and put them side-by-side width wise and you'd have the diameter of the flare's damage area. [think viaduct vent entrances for width.] as well, it's only 20/sec for 20 seconds at the central point. the exterior edge would be something like 1/sec for 20 seconds.
Anyways, jetpack reasearch, 4 JPs, and 4 GLs cost HOW much?
400 was just a stand-in figure. It's so high as to compensate for the small, small radius. I'm sure it'd end up being something like 300 or 250. As well, 20 seconds is a good amount of time, because once the nade is stuck to a building or a low-level alien, it doesn't really matter because their regen is so weak; however, the 20 seconds give the bigger and faster regenerating aliens a advantage over GL-weilding marines. However, if the damage is reduced to 200 or something then the seconds the flare lasts would have to be adjusted accordingly (so it will still kill smaller life forms easier)
[10 damage a second for 40 seconds and 20 damage a second for 20 seconds is quite a different thing.]
As well, you still have hand grenades to do your blasting work on taking lerks out. A small increase in damage so that it was a good chance that the lerk will die, and it'd be even better.
And for the love of god stop derailing my post with this "freezing" stuff!
<3
especially if they made it look purdy

[edit] oh jesus christ i wasted my 1337th post with this ****.....

[/edit]
Maian
Oct 7 2004, 11:30 PM
| QUOTE |
| 400 was just a stand-in figure. It's so high as to compensate for the small, small radius. I'm sure it'd end up being something like 300 or 250. As well, 20 seconds is a good amount of time, because once the nade is stuck to a building or a low-level alien, it doesn't really matter because their regen is so weak; however, the 20 seconds give the bigger and faster regenerating aliens a advantage over GL-weilding marines. However, if the damage is reduced to 200 or something then the seconds the flare lasts would have to be adjusted accordingly (so it will still kill smaller life forms easier) |
If they don't stick, they will really need to deal damage faster.
Krad
Oct 7 2004, 11:38 PM
I agree that right now the grenade launcher is completely and utterly demented, but I don't think that completely destroying the GL as it is now so that it launches space heaters in a can is a very good solution. Also, what is this nonsense about "sticking" to whatever you shoot at? This would ruin any onos's day, as it has ridiculous amouts of damage that can't be avoided because you have a huge branding iron stuck to your rear. Four marines with flare launchers + full clip + healthy medspam from the commander = dead anything.
Maveric
Oct 8 2004, 01:12 AM
| QUOTE (Krad @ Oct 7 2004, 04:38 PM) |
| This would ruin any onos's day, as it has ridiculous amouts of damage that can't be avoided because you have a huge branding iron stuck to your rear. |
Oh for the love of...
| QUOTE |
| As well, the grenade would have reduced damage against both fades and onii, by 50% (200 max damage - still significant for the fade) and 75% (100 max damage - nothing but shruggin' off.) respectively. Why? upgraded HMGs are there to take the big baddies down, while shotguns are there to take out the smaller ones. LMGs are there for backup. And with this, GLs are there to clear up any road block, and take down the hive quickly. |
...
| QUOTE |
| Four marines with flare launchers + full clip + healthy medspam from the commander = dead anything. |
20 Damage for 20 seconds; 400 damage in total. damage is reduced by 50% against fades (so that's 200 max damage) and then 75% max damage for onii (that's only 100. get shot with a level 0 LMG ten times) Their regen would further reduce the damage done. The projectile still has the physics of the current grenade. The radius is small and avoidable for the smaller classes, though the smaller classes will die easilly if a nade is stuck to them. As well, it's fairly obvious when a flare is there because of a sprite or particle effect emited by it. A normal building can only have 4 flares attached to it at a time. this means a max of 80 damage a second for 20 seconds -- causing only 1600 damage total. As well, once the building is destroyed the flare isn't going anywhere. Couple that with the fact that the damage declines greatly as you move even a small distance away from the flare, and it isn't much of a problem.
[edit - in fact, the fade's metabolize ability could nullify one flare entirely... but as soon as two are damaging the fade he'll lose health.]
schkorpio
Oct 8 2004, 02:27 AM
its a long post, not sure if i understood it correctly.
basically - its the grenade laucnher only, instead of the grenade blowing up and dealing 400 damage instantly- the grenade instead detonates and burns dealing 60 damage per second till it reaches 400 (6-7 seconds of burning) ?
I would like that

or did i get it completely wrong?
Deus_Ex_Machina
Oct 8 2004, 03:11 AM
I'm not sure if this is the solution to nadespam, but it sure sounds cool.
I can just imagine a flare gun rush on a hive. Aliens walk into hive room to find their hive glowing like a bug-zapper. You could have some pretty sweet effects with this too.
Maveric
Oct 8 2004, 03:33 AM
| QUOTE (schkorpio @ Oct 7 2004, 07:27 PM) |
| or did i get it completely wrong? |
The grenade becomes a flare with this idea.
The flare will be inactive for 3 seconds.
Once those 3 seconds have expired, the flare lights up and lasts for 20 seconds.
Durring that 20 seconds it does a total of 400 damage.
This means that it does 20 damage per second to a total of 400.
The radius is very small, nothing more then 32 units. Damage drops severely if you move even a few units away from the center (origin) of the flare.
Flares will always stick to a hive, however, they will not stick to other chambers - or aliens - until upgraded. Up to four flares can be stuck onto one building or alien. However, more may stick to the hive, if it needs ballancing.
If the thing that has the flares stuck to dies, the flare drops off and lives out the rest of it's life span until becomming stuck to something else.
The flare, if stepped on by a ally for a full 20 seconds will suffer 200 points of armor damage. This means that allies will take 10 damage per second if they're near the flare. Aliens who have the flare stuck to them can get back at YOU by staying close and biting at you. If it's a skulk, it will die quickly enough, but flaring a onos four times is not wise as the damage stacks. 20, 40, 60, 80 damage per second to enemies; 10, 20, 30, 40 damage per second to allies' armor.
cookman
Oct 8 2004, 10:37 AM
| QUOTE (Redford @ Oct 7 2004, 05:10 PM) |
| DoT is not an excuse to make a weapon abusrdly overpowered, my friend. 2 GLs = 8 "flares". If each flare burns for 400 damage, that means two GLs shooting off one clip onto the hive would do 3,200(!) damage over the next 20 seconds. Three would cause 4,800. Four would cause 6,400. But wait. The hive only has 6,000 hp. So, if the marine commander gave four marines jetpacks and GLs, and they all got ONE CLIP into the hive before they died, then the hive would die and there would be virtually nothing the aliens could do about it except heal with a ton of gorges and hope. But wait. The flares do proximity damage. So gorges couldn't heal the hive without being fried. So in reality, the aliens could do absolutly nothing and then watch their hive fall apart. That would be 1.04's jetpacking situation all over again, and we don't want that. |
Listen up closely:
Give 4 marines JP and GL and you will kill the hive in much less than 20 seconds, because 6000 / 250 / 4 = 6 grenades each, and that's a dead hive. You can fire 6 grenades in 5 seconds. You might then say: "But not all grenades will hit!" Well, neither will the flares.
Your post just proves how inconsiderate you are.
| QUOTE (Maian @ Oct 7 2004, 05:26 PM) |
What about lerks? The primary counter to lerks is grenade launchers. Turning them into flares eliminates that role. They need to remain just as effective against lerks.
|
Jesus christ. I have never in my life heard about birdhunting with grenades. Lerks, should not be countered by GLs, ever.
Church
Oct 8 2004, 02:28 PM
umm then you must not be playing ont he right servers. I get half of my lerk kills with GLs. Think about how many times a lerk has hid in a vent and gassed your marines to death while your marines don't have JPs yet to chase it? Marines need a way to deal indrect damage ot lifeforms, and the GL is the only thing they have. My god..if GLs become flare guns, they better only cost like 8 res each and don't require an adv armory. A GL is part of the marine end-game tech, and should not be nerfed. I mean, how about if we nerf Onos so gore doesn't hurt marines, but only buildings? Hell, we might as well give Onos Bilebomb (which is not a bad idea in my opinion).
I vote no on this idea. GLs are not used enough as it is (shotguns can do the job of a GL better anyways, with the exception of killing a lerk in a vent). Nerf it some more and they'll never be used.
the_x5
Oct 8 2004, 02:30 PM
| QUOTE (cookman @ Oct 8 2004, 05:37 AM) |
| QUOTE (Maian @ Oct 7 2004, 05:26 PM) | What about lerks? The primary counter to lerks is grenade launchers. Turning them into flares eliminates that role. They need to remain just as effective against lerks.
|
Jesus christ. I have never in my life heard about birdhunting with grenades. Lerks, should not be countered by GLs, ever.
|
Unless it's that m-47 full-auto, belt-fed, on a tripod, contact grenade gun.
Seriously though I agree that saying GL is the ocunter to lerk is the dumbest logic I've heard in a long time. *cough* smart_bomb *cough* (he ride the short yellow dropship, yay.)
the_x5
Oct 8 2004, 02:34 PM
| QUOTE (Redford @ Oct 7 2004, 05:10 PM) |
| DoT is not an excuse to make a weapon abusrdly overpowered, my friend. 2 GLs = 8 "flares". If each flare burns for 400 damage, that means two GLs shooting off one clip onto the hive would do 3,200(!) damage over the next 20 seconds. Three would cause 4,800. Four would cause 6,400. But wait. The hive only has 6,000 hp. So, if the marine commander gave four marines jetpacks and GLs, and they all got ONE CLIP into the hive before they died, then the hive would die and there would be virtually nothing the aliens could do about it except heal with a ton of gorges and hope. But wait. The flares do proximity damage. So gorges couldn't heal the hive without being fried. So in reality, the aliens could do absolutly nothing and then watch their hive fall apart. That would be 1.04's jetpacking situation all over again, and we don't want that. |
He has a point guys.
*increased maginitude of vote no*
Church
Oct 8 2004, 02:51 PM
What does DoT stand for anyways?
cookman
Oct 8 2004, 02:52 PM
Damage over Time
cookman
Oct 8 2004, 02:58 PM
| QUOTE (x5 @ Oct 8 2004, 09:34 AM) |
| QUOTE (Redford @ Oct 7 2004, 05:10 PM) | | DoT is not an excuse to make a weapon abusrdly overpowered, my friend. 2 GLs = 8 "flares". If each flare burns for 400 damage, that means two GLs shooting off one clip onto the hive would do 3,200(!) damage over the next 20 seconds. Three would cause 4,800. Four would cause 6,400. But wait. The hive only has 6,000 hp. So, if the marine commander gave four marines jetpacks and GLs, and they all got ONE CLIP into the hive before they died, then the hive would die and there would be virtually nothing the aliens could do about it except heal with a ton of gorges and hope. But wait. The flares do proximity damage. So gorges couldn't heal the hive without being fried. So in reality, the aliens could do absolutly nothing and then watch their hive fall apart. That would be 1.04's jetpacking situation all over again, and we don't want that. |
He has a point guys.
*increased maginitude of vote no*
|
Except he is trying to turn fiction into facts.
4 GLs with flares = Hive down in 20 seconds.
4 standard GLs = Hive down in 5 seconds
Tell me again, what is his point exactly? That DoT Nades would be power overwhelming? Ups, I guess he's pretty wrong.
Zunni
Oct 8 2004, 03:18 PM
| QUOTE |
Listen up closely:
Give 4 marines JP and GL and you will kill the hive in much less than 20 seconds, because 6000 / 250 / 4 = 6 grenades each, and that's a dead hive. You can fire 6 grenades in 5 seconds. You might then say: "But not all grenades will hit!" Well, neither will the flares. Your post just proves how inconsiderate you are. |
Let me start by saying since GL's have a 4 round clip, and it takes about 5 seconds (or so) to simply reload let alone fire the weapon, your calculations are incorrect..
Also let me say that there is NO flaming against other users on this board, so I'd watch the tone....
Grunt
Oct 8 2004, 03:37 PM
| QUOTE |
| Let me start by saying since GL's have a 4 round clip, and it takes about 5 seconds (or so) to simply reload let alone fire the weapon, your calculations are incorrect.. |
Yes, if there was only one GL.
In the examples they are both using, there are four people with GLs.
Zunni
Oct 8 2004, 03:40 PM
| QUOTE |
| QUOTE | | Let me start by saying since GL's have a 4 round clip, and it takes about 5 seconds (or so) to simply reload let alone fire the weapon, your calculations are incorrect.. |
Yes, if there was only one GL.
In the examples they are both using, there are four people with GLs.
|
However he is saying it will take 6 Grenades from each of those 4 people to destroy the hive.. It doesn't take 6 grenade shots to destroy a hive...
the_x5
Oct 8 2004, 03:59 PM
| QUOTE (|ds|meatshield @ Oct 8 2004, 09:51 AM) |
| What does DoT stand for anyways? |
lol. Ok ok i won't tease you, newbie.

Like cookman said, damage over time. (a DoT attack will do some initial damage but will continue to so some lingering damge for a period of time at a certain frquency and magnitude)
And AoE stands for area of effect, just advance fyi

(it's usually RPG terminology)
~edit~
btw, on this idea, still: *vote no*
Stavesacre
Oct 8 2004, 04:10 PM
Vote yes.
I never liked grenade launchers the way they are now, they are not specialist weapons, any noob can spam a hallway.
And besides, we will always have hand grenades if you like explody stuff.
krimson
Oct 8 2004, 05:54 PM
i vote yes on a change to the gls, but the overal "flare" idea, i dont really like it all that much... how does something AoE burning, not damage creatures? i think its on a good track, just kind of quirky. but, i dont think its the worst idea ever, like many people already stated =P
ive always wanted to see a reduction in gl damage, and the ability to switch whether or not they fire on a timer, or fire on contact.. but, that wont happen because then the gl would have an alt fire, and well, we know that cant be.
cookman
Oct 8 2004, 06:09 PM
I did a little test in my own server with sv_cheats 1:
Test 1: It takes 6 seconds to fire 6 grenades
Test 2: It took me (1 person) 24 nades to kill the hive. That means it takes 6 nades each for 4 persons to kill a hive.
Conclusion: It takes 6 seconds for 4 persons with GLs to kill a hive.
it takes 20 Seconds for 4 persons with FlareGLs to kill a hive.
---
I am pro flares, because right now the GL is in my eyes total cheese against building and minor forms. I'm not saying i only want flares, I just want a minorized GL than the one right now.
BobTheJanitor
Oct 8 2004, 06:24 PM
And it's nearly impossible for 4 people with GLs to get into a hive. A GL is a very inconvenient weapon, and for every marine with a GL you need another marine with a SG or HMG to defend him. And GLs are generally hard to aim if you're not standing stock still. Strafing and bouncing around while shooting tends to make your grenades bounce off in odd directions and miss the hive. And the splash damage will kill you if you're not a long way from the hive, so you can't just run up to the hive and plow away. And in the 3-4 seconds that you spend reloading, you're an easy kill for an anemic gorge. And if you switch to pistol to defend yourself, you now have to start reloading all over again. GL is not overpowered, or you would see mass GL rushes all the time.
Editt: Spellling
Zunni
Oct 8 2004, 06:31 PM
However, I'm not opposed to ideas about changing the GL...
So I'll move this so the discussion can continue without me.
Maveric
Oct 8 2004, 07:29 PM
| QUOTE (BobTheJanitor @ Oct 8 2004, 11:24 AM) |
| And it's nearly impossible for 4 people with GLs to get into a hive. A GL is a very inconvenient weapon, and for every marine with a GL you need another marine with a SG or HMG to defend him. |
Exactly.
As well, keep in mind that there is a MAXIMUM amount of flares that can be stuck to a building at one time!
All buildings can have 2-4 flares stuck to them at a time.
Hives can have 4-6 flares stuck to them at a time.
If a flare hits a building which is already at it's limit, the flare will simply bounce off. And, because a hive is rarely close to the ground, the flare will bounce harmlessly to the ground below, unless it was shot at and stayed at the top of the hive.
Couple this with the fact that the flares will last about 20 seconds (they could ignite on their way to the hive) and that means you're doing to a hive:
4 Flares - 80 Damage per second to a maximum of 20 seconds, totaling 1600 damage.
5 Flares - 100 Damage per second to a maximum of 20 seconds, totaling 2000 damage.
6 Flares - 120 Damage per second to a maximum of 20 seconds, totaling 2400 damage.
Now, a hive has 6000 HP, correct?
And the flares last about 20 seconds, correct?
And the flares will not stick if there's already the max on that building, correct?
This means that if you shoot 13 flares at a hive - 3.25 magazines - and assuming you go to the highest possible stickable at a time (6) you'll finish it off in about ... 40 seconds to a minute.
So a single JP/GL marine can buzz around the hive room and shoot off 13 flares, but unless he waits for one flare to expire, he'll have some flares bounce off and be useless. As well, because he has to wait for a flare to expire, he has to wait 20 seconds until his next shot will stick.
If three JP/GL marines buzz into the hive and each shoot two flares at the hive, they'll have to wait 20 seconds until they can do that again; otherwise their flares will bounce off.
In the end, it would take about a minute with just GLs. And i'm quite sure that it takes more then a minute to kill a hive with seiges, too.

(because you have that setup time of the buildings and such)
| QUOTE |
| how does something AoE burning, not damage creatures? |
The GL isn't supposed to be used to kill creatures... Though it can do so if the creature has a flare stuck to them or was stupid enough to sit by a flare for a long enough time without regeneration.
Align
Oct 8 2004, 07:58 PM
But wait, won't that make it more useless rather than more balanced? Maybe 10 seconds would be better. One second is forever in NS, after all.
Maveric
Oct 8 2004, 08:37 PM
| QUOTE (Align @ Oct 8 2004, 12:58 PM) |
| But wait, won't that make it more useless rather than more balanced? Maybe 10 seconds would be better. One second is forever in NS, after all. |
True, but that's if there were only GLs firing at the hive. There will be shotguns, HMGs, and LMGs firing at the hive as well, if the marines really want that thing gone.
wascally_wabbit
Oct 8 2004, 09:31 PM
I lub this idea.
TommyVercetti
Oct 9 2004, 04:44 AM
I respectfully disagree with your idea. Grenade launcher is fine, and really it's supposed to kill lesser lifeforms.
cookman
Oct 9 2004, 03:19 PM
| QUOTE (TommyVercetti @ Oct 8 2004, 11:44 PM) |
| I respectfully disagree with your idea. Grenade launcher is fine, and really it's supposed to kill lesser lifeforms. |
No it's not. HMG, Shotgun, mines and LMG is supposed to kill lesser forms, GL is supposed to kill buildings.
Church
Oct 9 2004, 04:13 PM
Says who? You? Are you the expert on NS? GL is part of the marine's highest tech. It needs to at least be able to do what marine low-end tech can do (the shotgun can kill buildings just as well, AND can deal with lesser lifeforms very well). If grenade launchers shouldn't hurt lower lifeforms, then it better damn near instagib some structures.
cookman
Oct 9 2004, 08:42 PM
| QUOTE (|ds|meatshield @ Oct 9 2004, 11:13 AM) |
| Says who? You? Are you the expert on NS? GL is part of the marine's highest tech. It needs to at least be able to do what marine low-end tech can do (the shotgun can kill buildings just as well, AND can deal with lesser lifeforms very well). If grenade launchers shouldn't hurt lower lifeforms, then it better damn near instagib some structures. |
You ok, you got me there.
I agree with you now. GL should be all the other guns + more.
It should have LMGs firing rate, HMGs ammo, Shotguns pellets, and the GL damage + homing nades.
So we have a weapon with 125 shots of 10 nades per shot with 125 damage each.
I mean, it's only fair that high-tech should render all other guns useless and be uncounterable.