Grenade Launcher - Page 8

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View Poll Results: Does the Grenade Luncher need to be nerfed or removed?

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  • Yes - Nerfed

    14 26.42%
  • Yes - Removed

    26 49.06%
  • no

    13 24.53%
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  1. #71
    Dominating Krikor's Avatar
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    Quote Originally Posted by |uK|B|aZe//. View Post
    if anything it should be nerfed not removed
    0 aporte

  2. #72
    Dominating DANGERBOY's Avatar
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    nerf CHIMP

  3. #73
    Killing Spree ~V~'s Avatar
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    Well I haven't played siege at all lately but I do see how it can do massive damage to the other team.

    It is massively overpowered and it can end a game quickly when used right, but then both teams have the option of using it, so I vote to keep it.

    I will play again some time as soon as I get some code bugs worked out (famous last words).
    http://www.unrealize.co.uk for XConsole, ServerLog, StealthAdmin and other Unreal Tournament mods.

  4. #74
    Killing Spree deluxeorgasm's Avatar
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    In my opinion the changes got worse I mean only ape canon in mid which no one is using

  5. #75
    Moderator |uK|kenneth's Avatar
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    lets spawn this in mid

  6. #76
    Whicked Sick Higor's Avatar
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    Ape cannon is the best weapon for crowd control where you need to defend your base against heavy spam and a mass push, can get you godlike sprees if used well but it's completely useless for offensive purposes.
    The GL is imba early on, but it's a vital tool around overtime to prevent game stalling.

    I'll say it over and over, taking the GL out was a mistake.
    Going that route instead of a nerf (which was present on the default profile) is simply going from one extreme to the other, going around the same problem:
    - Games are not fun if ended by a very early strong spawn.
    - Games are not fun if a stupid strong defense takes you two hours to break because you lack means to do so.

    ============
    Also, in games with less than 20 players the RU increases at a greater rate to increase momentum and keep the game flowing so that teams can properly build the base and try to attack.
    The default SiegePub profile goes as far as enabling ContainerX and normal Guardians as means to counter the late GL, Buildable EMP, Flame, Ape and Damage Amp that spawns more often after overtime.

    Basically with default SiegePub the games 'were' intended to go crazy and become more volatile with lots of options to go.

    Code:
    [ItemSpawner]
    bHasConfig=True
    InitialWaitSecs=300
    WeightToExtraTimeScale=1
    BaseRespawnSecs=45
    InitialWeightCap=0
    WeightIncPerSpawn=3
    bRealSeconds=True
    InventoryList[0]=SuperWRU15?minw=0?maxw=40
    InventoryList[1]=SuperWRU30?minw=2?maxw=50
    InventoryList[2]=MegaHealth?minw=4
    InventoryList[3]=HyperLeecher?minw=5?maxw=70
    InventoryList[4]=SuperWRU60?minw=8?maxw=100
    InventoryList[5]=Botpack.UDamage?minw=10
    InventoryList[6]=ApeCannon?minw=12?maxw=120
    InventoryList[7]=AsmdPulseRifle?minw=15
    InventoryList[8]=SuperWRU120?minw=19
    InventoryList[9]=SiegeInstagibRifle?minw=23
    InventoryList[10]=WildcardsRubberSuit?minw=32
    InventoryList[11]=WildcardsMetalSuit?minw=32
    InventoryList[12]=FlameThrower?minw=45
    InventoryList[13]=sgGrenadeLauncher?minw=45?properties(pickupammocount=21)
    InventoryList[14]=SuperWRU240?minw=55
    InventoryList[15]=sgShrinkerTimer?minw=120
    InventoryList[16]=AsmdPulseRifle?minw=35
    InventoryList[17]=WildcardsRubberSuit?minw=52?properties(charge=50)
    
    [CategoryRules]
    bHasConfig=True
    Rule[0]=RULE(NeedSupplierXXL?class=sgSupplierXXL)
    Rule[1]=RULE(20Mines?class=Mine?min=20)
    Rule[2]=NOT(MineLimit?20Mines)
    Rule[3]=RULE(TwoSuperContainers?class=WildcardsSuperContainer?min=2)
    Rule[4]=NOT(SCLimit?TwoSuperContainers)
    Rule[5]=RULE(ActivePG?class=WildcardsPoisonGuardian)
    Rule[6]=NOT(PGLimit?ActivePG)
    Rule[7]=RULE(OneFF?class=WildcardsForcefield)
    Rule[8]=NOT(FFLimit?OneFF)
    Rule[9]=RULE(TwoTeles?class=sgTeleporter?min=2)
    Rule[30]=CATEGORY=Fortification
    Rule[31]=CATEGORY=Supply
    Rule[32]=CATEGORY=Special Items
    Rule[33]=CATEGORY=Weapons
    Rule[34]=CATEGORY=Teleportation
    Rule[35]=CATEGORY=Explosives
    Rule[36]=CATEGORY=Suits
    Rule[37]=
    Rule[40]=B=sgContainer
    Rule[41]=B=sgContainerX?properties(MaxEnergy=5500)
    Rule[42]=B=WildcardsSuperContainer?SCLimit
    Rule[43]=B=sgBooster
    Rule[44]=B=sgSuperBooster
    Rule[46]=B=sgSProtector
    Rule[47]=B=sgGuardian
    Rule[48]=B=WildcardsPoisonGuardian?PGLimit
    Rule[49]=B=sgPlatform
    Rule[51]=B=MiniShield
    Rule[52]=B=WildcardsForcefield?FFLimit
    Rule[60]=B=sgSupplier?C=1
    Rule[62]=B=sgSupplierXXL?C=1
    Rule[63]=B=sgHealthPod?C=1
    Rule[64]=B=sgHealthPodXXL?C=1
    Rule[65]=
    Rule[70]=B=sgItemShieldBelt?C=2
    Rule[71]=B=sgItemJumpBoots?C=2
    Rule[72]=B=sgItemSpeed?C=2
    Rule[73]=B=sgItemInvisibility?C=2
    Rule[74]=B=sgItemDamageAmp?C=2
    Rule[75]=B=sgItemDampener?C=2
    Rule[76]=
    Rule[80]=B=sgItemLeecher?C=3
    Rule[81]=B=sgItemApe?C=3
    Rule[82]=B=sgItemAsmd?C=3
    Rule[83]=B=sgItemEMPLauncher?C=3?cost=800
    Rule[84]=
    Rule[90]=B=sgTeleporter?C=4
    Rule[91]=B=sgItemTelenetwork?TwoTeles?C=4
    Rule[92]=B=sgItemTranslocator?C=4
    Rule[94]=
    Rule[100]=B=Mine?MineLimit?C=5
    Rule[101]=B=SuperMine?C=5
    Rule[102]=B=sgExpRocketCannon?C=5
    Rule[103]=B=sgExpMortarBomb?C=5
    Rule[104]=B=sgExpBioBomb?C=5
    Rule[105]=B=sgWarhead?NeedSupplierXXL?C=3
    Rule[106]=B=sgIWarhead?NeedSupplierXXL?C=3
    Rule[107]=
    Rule[110]=B=sgItemJetpack?C=6
    Rule[111]=B=sgItemSuperJetpack?C=6
    Rule[112]=B=sgItemToxinSuit?C=6
    Rule[113]=B=sgItemLavaSuit?C=6
    Rule[114]=B=sgItemScuba?C=6
    
    [CoreModifier]
    bHasConfig=True
    LeechMultiplier=1.000000
    RuMultiplier=1.000000
    BaseUpgradeCost=80.000000


    --- Updated ---

    Quote Originally Posted by |uK|kenneth View Post
    lets spawn this in mid
    The crazy complicated CacusTech profile already does that (suited for 16v16 minimum lol)
    BTW check that 3k ru container...
    Code:
    [ItemSpawner]
    bHasConfig=True
    InitialWaitSecs=400
    BaseRespawnSecs=20
    InitialWeightCap=0
    WeightIncPerSpawn=3
    bRealSeconds=False
    InventoryList[0]=SuperWRU15?minw=0?maxw=40
    InventoryList[1]=SuperWRU30?minw=2?maxw=50
    InventoryList[2]=MegaHealth?minw=4
    InventoryList[3]=HyperLeecher?minw=5?maxw=70
    InventoryList[4]=SuperWRU60?minw=8?maxw=100
    InventoryList[5]=Botpack.UDamage?minw=10
    InventoryList[6]=ApeCannon?minw=12?maxw=110
    InventoryList[7]=AsmdPulseRifle?minw=15
    InventoryList[8]=SuperWRU120?minw=19
    InventoryList[9]=SiegeInstagibRifle?minw=23
    InventoryList[10]=WildcardsRubberSuit?minw=32
    InventoryList[11]=WildcardsMetalSuit?minw=32
    InventoryList[12]=FlameThrower?minw=45
    InventoryList[13]=sgGrenadeLauncher?minw=45
    InventoryList[14]=SuperWRU240?minw=55
    InventoryList[15]=sgNukeLauncher?minw=80
    InventoryList[16]=Botpack.UT_Invisibility?minw=70
    InventoryList[17]=
    
    
    [CategoryRules]
    bHasConfig=True
    Rule[0]=RULE(SupplierFirst?class=sgSupplier?finished?level=5?onceonly)
    Rule[1]=RULE(HealthPodFirst?class=sgHealthPod?finished?level=5?onceonly)
    Rule[2]=RULE(2L5Containers?class=sgContainer?min=2?finished?level=5?onceonly)
    Rule[3]=RULE(4Containers?class=sgContainer?min=4?finished)
    Rule[4]=RULE(SupplierXFirst?class=sgSupplierX?finished?level=5?onceonly)
    Rule[5]=RULE(NeedSupplierXXL?class=sgSupplierXXL)
    Rule[6]=RULE(GuardianFirst?class=sgGuardian?finished?level=2?onceonly)
    Rule[7]=RULE(ProtectorFirst?class=sgProtector?finished?level=3?onceonly)
    Rule[8]=RULE(ActiveCX?class=sgContainerX?finished)
    Rule[9]=RULE(ActiveProtector?class=sgProtector?finished)
    Rule[10]=RULE(ActiveSC?class=WildcardsSuperContainer?finished)
    Rule[11]=RULE(sgSProtectorFirst?class=sgSProtector?finished?level=5?onceonly)
    Rule[12]=COMBO(ProtectorNextLevel?ActiveProtector?sgSProtectorFirst?req=1)
    Rule[13]=RULE(ContainerXFirst?class=sgContainerX?finished?level=5?onceonly)
    Rule[14]=COMBO(CXNextLevel?ActiveCX?ActiveSC?ContainerXFirst?req=1)
    Rule[15]=COMBO(CanMakeSP?CXNextLevel?ProtectorNextLevel)
    Rule[16]=COMBO(CanMakePG?GuardianFirst?CXNextLevel)
    Rule[17]=RULE(ResearchedMine?class=Mine?onceonly)
    Rule[18]=RULE(30Mines?class=Mine?min=30)
    Rule[19]=NOT(MineLimit?30Mines)
    Rule[20]=RULE(SuperContainerFirst?class=WildcardsSuperContainer?finished?level=5?onceonly)
    Rule[21]=COMBO(CanMakeCX?2L5Containers?4Containers)
    Rule[22]=RULE(TwoSuperContainers?class=WildcardsSuperContainer?min=2)
    Rule[23]=NOT(SCLimit?TwoSuperContainers)
    Rule[24]=COMBO(CanMakeSC?SCLimit?CXNextLevel)
    Rule[25]=RULE(PoisonGuardianFirst?class=WildcardsPoisonGuardian?finished?level=2?onceonly)
    Rule[26]=RULE(ActivePG?class=WildcardsPoisonGuardian)
    Rule[27]=NOT( PGLimit?ActivePG)
    Rule[28]=COMBO(ResearchedPG?GuardianFirst?CXNextLevel)
    Rule[29]=COMBO(PGConditions?ResearchedPG?ActivePG?PoisonGuardianFirst?req=1)
    Rule[30]=COMBO(CanMakePG?PGLimit?PGConditions)
    Rule[31]=RULE(BoosterFirst?class=sgBooster?finished?level=3?onceonly)
    Rule[32]=COMBO(CanMakeSB?BoosterFirst?CXNextLevel)
    Rule[33]=RULE(PlatformFirst?class=sgPlatform?level=5?onceonly)
    Rule[34]=COMBO(CanMakeAGP?PlatformFirst?CXNextLevel)
    Rule[35]=COMBO(CanMakeShield?CXNextLevel?2L5Containers?SupplierXFirst?req=1)
    Rule[36]=RULE(ShieldFirst?class=MiniShield?onceonly)
    Rule[37]=COMBO(FFCondition?CanMakeSC?ShieldFirst?ResearchedMine?NeedSupplierXXL?req=2)
    Rule[38]=RULE(OneFF?class=WildcardsForcefield)
    Rule[39]=NOT(FFLimit?OneFF)
    Rule[40]=COMBO(CanMakeFF?FFCondition?FFLimit)
    Rule[41]=RULE(MotionFirst?class=sxMotionAlarm?level=4?onceonly)
    Rule[42]=COMBO(CanMakeMNS?MotionFirst?CXNextLevel)
    Rule[43]=RULE(MiniSirenFirst?class=NukeSiren2?level=5?onceonly)
    Rule[44]=COMBO(CanMakeSHP?HealthPodFirst?NeedSupplierXXL)
    Rule[45]=RULE(TwoTeles?class=sgTeleporter?min=2)
    Rule[46]=RULE(NeutronCooldown?class=NeutronBomb?timer=300?cooldown)
    Rule[48]=RULE(EMPCooldown?class=EMPBomb?timer=100?cooldown)
    Rule[130]=CATEGORY=#FORTIFICATION
    Rule[131]=CATEGORY=#SUPPLY
    Rule[132]=CATEGORY=#SPECIAL_ITEMS
    Rule[133]=CATEGORY=#WEAPONS
    Rule[134]=CATEGORY=#TELEPORTATION
    Rule[135]=CATEGORY=#EXPLOSIVES
    Rule[136]=CATEGORY=#SUITS
    Rule[137]=
    Rule[138]=
    Rule[139]=
    Rule[140]=B=sgContainer
    Rule[141]=B=sgContainerX?CanMakeCX
    Rule[142]=B=WildcardsSuperContainer?CanMakeSC
    Rule[143]=B=sgProtector
    Rule[144]=B=sgSProtector?CanMakeSP
    Rule[145]=B=sgGuardian
    Rule[146]=B=WildcardsPoisonGuardian?CanMakePG
    Rule[147]=B=sgBooster
    Rule[148]=B=sgSuperBooster?CanMakeSB
    Rule[149]=B=sgPlatform
    Rule[150]=B=XC_AntiGravityPlatform?CanMakeAGP
    Rule[151]=B=MiniShield?CanMakeShield
    Rule[152]=B=WildcardsForcefield?CanMakeFF
    Rule[153]=B=sxMotionAlarm?2L5Containers
    Rule[154]=B=NukeSiren2?CanMakeMNS
    Rule[155]=B=NukeSiren?MiniSirenFirst
    Rule[156]=B=sgContainer?cost=3000?properties(scalebox=5,maxenergy=15000,energy=4000,buildtime=140,DSofMFX=12)
    Rule[157]=
    Rule[60]=B=sgSupplier?C=1
    Rule[61]=B=sgSupplierX?SupplierFirst?C=1?properties(bSupplyAll=1)
    Rule[62]=B=sgSupplierXXL?SupplierXFirst?C=1
    Rule[63]=B=sgHealthPod?SupplierFirst?C=1
    Rule[64]=B=sgHealthPodXXL?CanMakeSHP?C=1
    Rule[65]=
    Rule[70]=B=sgItemShieldBelt?HealthPodFirst?C=2
    Rule[71]=B=sgItemJumpBoots?C=2
    Rule[72]=B=sgItemSpeed?C=2
    Rule[73]=B=sgItemInvisibility?CXNextLevel?C=2
    Rule[74]=B=sgItemDamageAmp?C=2
    Rule[75]=B=sgItemDampener?SupplierFirst?C=2
    Rule[76]=
    Rule[80]=B=sgItemLeecher?SupplierFirst?C=3
    Rule[81]=B=sgItemApe?SupplierXFirst?C=3
    Rule[82]=B=sgItemAsmd?SupplierXFirst?C=3
    Rule[83]=B=sgWarhead?NeedSupplierXXL?C=3
    Rule[84]=B=sgIWarhead?NeedSupplierXXL?C=3
    Rule[85]=
    Rule[86]=
    Rule[87]=B=sgItemToxicLauncher?SupplierXFirst?C=3
    Rule[88]=B=sgItemFragLauncher?SupplierXFirst?C=3
    Rule[89]=
    Rule[90]=B=sgTeleporter?CXNextLevel?C=4
    Rule[91]=B=sgItemTelenetwork?TwoTeles?C=4
    Rule[92]=B=sgItemTranslocator?C=4
    Rule[93]=B=sgHomingBeacon?TwoSuperContainers?C=4
    Rule[94]=
    Rule[100]=B=Mine?MineLimit?C=5
    Rule[101]=B=SuperMine?ResearchedMine?C=5
    Rule[102]=B=sgExpRocketCannon?NeedSupplierXXL?C=5
    Rule[103]=B=sgExpMortarBomb?NeedSupplierXXL?C=5
    Rule[104]=B=sgExpBioBomb?NeedSupplierXXL?C=5
    Rule[105]=B=EMPBomb?EMPCooldown?C=5
    Rule[106]=B=NeutronBomb?NeutronCooldown?C=5
    Rule[110]=B=sgItemJetpack?C=6
    Rule[111]=B=sgItemSuperJetpack?C=6
    Rule[112]=B=sgItemToxinSuit?C=6
    Rule[113]=B=sgItemLavaSuit?C=6
    Rule[114]=B=sgItemScuba?C=6
    Rule[115]=B=sgItemShrinkerSuit?C=6
    Rule[116]=B=sgItemSpySuit?C=6
    
    [CoreModifier]
    bHasConfig=True
    LeechMultiplier=1.000000
    RuMultiplier=1.000000
    BaseUpgradeCost=80.000000
    ------------------------------------- * -------------------------------------

  7. #77
    Administrator |uK|chiseller's Avatar
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    Quote Originally Posted by Higor View Post
    I'll say it over and over, taking the GL out was a mistake.
    Going that route instead of a nerf (which was present on the default profile) is simply going from one extreme to the other, going around the same problem:
    - Games are not fun if ended by a very early strong spawn.
    - Games are not fun if a stupid strong defense takes you two hours to break because you lack means to do so.
    Here's the thing. Even the nerfed GL was too overpowered. Everyone who tried it agreed on that. However, I still think an EMP launcher as mid spawn would be a great addition to the game and would enhance teamwork. Unfortunately, the current siege only allows it to be a buildabe weapon.
    Honestly, I haven't played much siege since the update - won't for the next 4 weeks either - to tell whether the games are lasting much longer than before or if the gameplay changed to the worse. Some input would be great regarding missing GL and nerfed trans.

  8. #78
    Moderator |uK|kenneth's Avatar
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    GL was a great weapon for simplex and niven i bet games will last much longer now. (talking about closed maps)

  9. #79
    Whicked Sick Banny's Avatar
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    Trans is nerfed too much , it shouldn't be.
    Also , I agree with the point of having an EMP Launcher weapon as mid spawn for maps like simplex.



  10. #80
    Whicked Sick HIGH[+]AdRiaN's Avatar
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    Quote Originally Posted by Banny View Post
    Trans is nerfed too much
    Trans is good

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