Grenade Launcher

Discussion in 'PlanetSide 2 Gameplay Discussion' started by DatSoldierTho, Apr 22, 2014.

  1. DatSoldierTho

    I'm not sure about you guys, but after using the grenade launcher for quite some time, I've been beginning to notice the ineffectiveness of the attachment. This applies for the under barrel shotgun too. I feel that both of these weapons need a bit of love so they are up to par with other weapons and so they actually gain some attention from players. Here are some Ideas to improve the weapons that I thought of.

    Grenade Launcher: Here are some changes that I believe should be done to the grenade launcher, to make it more desirable.
    • Decrease minimum detonation range from 10 meters to 7 meters.
    • Increase projectile speed, the grenades travel way too slowly and it is hard to hit moderately distanced targets.
    • Increase max damage for both direct hits and from splash. Direct hits from grenades do not kill enemies (yes, even if it detonates).
    • Increase the maximum amount of grenade rounds from 2 to 3
    • Enable 1 more Assualt Rifle and Carbine to equip this attachment.
    Shotgun Attachment: Here are some changes I believe should be done to the shotgun attachment.
    • Slightly decrease damage from the shotgun.
    • Increase the amount of shells the shotgun can hold from 1 to 3.
    • Enable 1 more Asusalt Rifle and Carbine to equip this attachment.
  2. sucoon

    the ubgl was the spawn camping tool number one. ohk long times, so they nerved it to the ground
    • Up x 4
  3. MarkAntony

    when what they should have done is make engy ammo packs not rearm them. Try farming if you have to run back to your sundy or spawnroom every time you've shot it twice.
    • Up x 3
  4. Moz

    Maybe they could turn the into a consumable that requires the use of resources to restock.

    That way they could turn the GL and SG into useful items, only issue I can see is smoke. dot really want smoke to cost resources?
  5. OldMaster80

    The problems started when they made the ubgl reloadable. They should make it like it used to be but not sllow to resupply the ammo.
  6. Takoita

    I have no idea why they've decided to neuter the UBGL's arc. Yeah, people complained about spawncamping. Guess what? That new projectile arc makes it useless for anything else but spawncamping. I don't understand the logic.
    • Up x 1
  7. AltF4Fun

    The damn thing was always weird.Before patch it didnt reload properly and bugged out 90% of the time,and after patch its still a turd.To ne honest I dont see them making it somewhat desireable in the near future.Just see the RLs as the replacer.
  8. faykid

    Reading posts like this make me realize how long i've been playing this game :eek:

    Solstice SF is still my top kills weapon, even though it's been ages since they removed the OHK ability of UBGL. I still remember the last days before the nerf, when everyone was using it like no tomorrow, trying to get the most kills while it lasted :D

    I do agree that it needs to change, but not back to where it was.

    The grenades must feel like grenades: fall, roll a little, explode. Half the damage of frags, maybe, and can only be resupplied from the terminal (but not cost resources).
    • Up x 1
  9. ShinBreaker

    UBGL is dead and gone. Smoke Launcher is the new fad (It's actually useful)
  10. Tuco

    Stupid battlefield classes and magic powers.
  11. EvilKoala

    I doubt they have any intention of fixing it. Ever since release, they've tried to make it less and less useful. Now its a water balloon launcher and no one uses it. Success.
  12. SuperMedicated

    *make it 1 hit ko, but with small splash
    *need to reload at terminals
    *more drop
    *make a lot more weapons able to use it, like if it was the LA's rocket launcher

    * ammo: 1/2

    *more damage to vehicles, but still a lot less than RL
  13. Modern Ancestor

    Leave it as is but add emp nade to take care C4:s and mines.
  14. Tobax

    The under barrel launcher was abused by so many people to just farm thousands of kills and even went through the protective shields half the time, it was pretty much the most annoying weapon in the game and quite frankly the less people that use it now the better, long may it remain dead.
  15. Kcalehc

    It was hilariously OP for a while, and yes I used it to farm kills while it was so. It's now considerably under powered, and its a shame.

    What I would have done:
    - Make the grenades it launches exactly like player thrown ones: they roll, they bounce, they go off with a timer, not on impact.
    - Allow a UBRPG Launcher - same damage as now, but with a much flatter trajectory and explode on impact.
    - Add a new Ammo pack type: Explosive Ordinance Pack. This goes in the Utility slot in place of other explosives. Regular ammo pack only reloads small arms ammunition (AR, Carbine, SMG, LMG, Shotgun, etc...). EOP reloads only explosive ammo (rockets, ubgl, ubsl, etc...). Thus an engy with an ordinance pack cannot also be carrying C4 or mines. (But the turret, alt fire option will still give them a regular ammo pack, so they can have both - the EOP icon is simply turned 90 degrees to the side so players can tell the difference).
    - Otherwise keep the reload and resupply rates the same.
    • Up x 3
  16. Cirevam

    That's a good idea and it gives people a reason to run dual ammo packs, as well as making cert lines like Munitions Pouch more desirable. Not many engis would want to give up their mines or C4 just to drop rockets and grenades, but the ones that did would be getting even more resupply XP.
  17. SuperMedicated

    Quick everyone like that post and the one he quoted because this is the best idea i've seen so far
  18. Hoek


    Typical SOE solution. They will rather address the symptom (=the easy farming for UBGL due to the gameplay revolving around the spawns all the time) than the cause (=the pathetic game design which forces the battles to the spawns in the first place). I don't understand the logic.
    • Up x 1
  19. Eyeklops

    Addendum.
  20. Eyeklops

    Before the damage and velocity nerf the UBGL could 1 shot out to an unacceptable range. In order to keep the damage reasonable they nerfed the velocity. However, a few very skilled players excelled at dropping on bio-labs roofs and farming the snot out of the empire attacking from the airpad. Instead of improving the map design they nerfed the damage output to "mostly useless."