Buff the grenadier

Discussion in 'Game Play' started by Aurora, May 30, 2006.

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Read my post and vote about what you agree:

  1. Increase GL damage

    34 vote(s)
    50.7%
  2. Satchel charges

    31 vote(s)
    46.3%
  3. Normal grenades

    8 vote(s)
    11.9%
  4. Other

    14 vote(s)
    20.9%
Multiple votes are allowed.
  1. Private Sandbag

    Private Sandbag Member

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    sorry, but it's no fun getting no points for a kill if you only killed them when they had 10 health. still, if people like the idea, it might work. what you need is a bar showing your status until next level, what i mean is that it goes up a tiny bit for each point you repair/damage. that way you can watch it increase when you build stuff.
    ------------------
    Out of topic: we should get experience for building, like when an engineer does. this helps balance it so that people who work as a team and build the base get as many points as those who just rush the enemy team.
     
  2. Gunnery Seargent Hartman

    Gunnery Seargent Hartman Member

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    I didn't make my exact idea very clear. Sorry.
    I was thinking this way:

    Killing someone (destroying a tank and thus killing the driver) gives 1 point (no point for damage dealt, only the kill), regardless of class.

    Additionally, Grenadiers should get 1 point for every 150dmg they deal to either building HP or vehicle armor/HP (not infantry, infantry is 1 point for the kill at best).
    This should only apply to damage dealt with the Grenade/Rocket Launcher, maybe Nades, Mines, Satchel Charges, too. Can be balanced this way.
    The Engineer does only get construction/deconstruction points for using his calculator.

    There is no point in awarding a Scout or Rifleman 1 point for 150 vehicle/building damage since they aren't supposed to fight those things, and basicly can't seriously damage them anyways
    (except Rifleman nade-spam but that's not really intended and shouldn't be)

    ..

    Regarding building points for every class, well, doesn't really matter imo.
    Since an Engineer with build upgrade can build 4 times faster than other classes there's no point in having other classes building.
    When I'm commanding and see a Rifleman building something it annoys me.
    The other classes should have better things to do, since they get points faster and can do other things better anyways.
     
    Last edited: Jun 7, 2006
  3. PHASER8

    PHASER8 Member

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    Either make them more anti tankish or make a whole new class thats specifically for anti tank. Pretty useless against tanks or even apcs unless you got an ammo box.
     
  4. Private Sandbag

    Private Sandbag Member

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    OOT again:
    yeah, but there are times when every class needs to build, namely for refineries and helping to make turrets double quick.
     
  5. Bishop Gantry

    Bishop Gantry Member

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    built an entire outpost as a rifleman once cuz all our engineers where just dicking around...

    Com disabled the VF and only built veichles for me:p
     
  6. mr_quackums

    mr_quackums Member

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    i kill tanks all the time with my trusty mortor, and help from another nader or ML. 2 naders killing 1 light/med tank is balanced i think.
     
  7. Revolver

    Revolver Member

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    For the person who complained about the ammo, really the first upgrade you should get as a Grenadier is the increased ammo. It makes a WORLD of difference. You can drop TONS of mines, have ammo to take out plenty of wet paper LTs, and drop plenty of stuff with your mortar. It really is the only way to make the Grenadier useful.
     
  8. Private Sandbag

    Private Sandbag Member

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    as a team player you will probably have an engineer near you anyway; he'll restock you. yet another reason why you should stick in squads. or you can restock at the nearest APC, by selecting seats 3 - 8 if you didn't know.

    remember kids: victory through teamwork! huzzah!
     
  9. pickjaoe

    pickjaoe Member

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    My thoughts:
    Increase the damage of the rockets so it doent take 2 rockets to kill 1 man.
    Add an option to choose satchel charges or mines.
     
  10. dizzyone

    dizzyone I've been drinking, heavily

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    it doesnt take 2 rockets to kill 1 infantry
     
  11. Bishop Gantry

    Bishop Gantry Member

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    wich is the key issue with the grenadier amo uppgrade is the only skill that makes the grenadier better at tank hunting...
     
  12. Hikuso

    Hikuso Member

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    how about a homing missiles skill... or increased missile speed and damage by 10%?
     
  13. dizzyone

    dizzyone I've been drinking, heavily

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    extended range :o
     
  14. x3x3non

    x3x3non Member

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    What? i am suprised! you guys think the grenadier is weak?

    I have almost become an Empires grenadier specialist :D. In the beginning i spawn as an engi, but the rest of the map i am a grenadier. Once you get the ammo upgrade (which you can get right away) you are able to deal out massive amounts of damage. The rockets fly in a straight, dead-on, path so you can take out a building ONCE IT IS IN THE LINE OF SIGHT. Most teams are too lazy to do anything when they hear "the vehicle factory is under attack". I have taken out so many light and artillery tanks with my grenadier its rediculous. Most of the time there will be 3 guys crowded around the VF pad, each eager to buy a vehicle. So they will buy the cheapest shit just to get a tank before the other guy. That means most arty tanks (even end game) use cheap ass plain armor. 2-3 rockets = bye bye.
     
  15. thelonetaco

    thelonetaco Member

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    I agree with x3. In capable hands, the gren can do more damage than any other class.

    1. Easiest class to ninja comm
    2. Easiest class to take out buildings
    3. Easiest class to kill vehicles
    4. Immune to mines
    5. Has mines
    6. Vehicle skills make them the best arty-drivers

    But I voted for increased GL damage because it doesn't make much sense to have the mortar and rocket do different damage (should both be 120). Only time gren really suffers in late game when every tank has 6 layers of the best armor...have 120 damage/rocket would help even out the score
     
  16. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    Perhaps replacing the pistol with a micromissile launcher that does as good as no damage to to infantry, but leeches away tank armour so a Grenadier can deliver a devestating blow to a tank with nihilated armour, and the grenade launcher replaced by a Sub-Machine Gun, this would be a great idea and the Grenadier would have as much survival capabilities as the Engineer, and he could be very effective in taking out tanks, whereas the mortar would be mostly used to single-shot tanks, and take down buildings.
     
  17. MOOtant

    MOOtant Member

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    Bullshit. :P

    It's the most valuable class in the early game. Quick 2-3 grenadier rush (or more) with one engy to the center by BE and they can destroy NF barracks even easier than with APC rush.
     
  18. MOOtant

    MOOtant Member

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    That would be awesome. I don't think that it should be just a skill. It should be activated after commander researches Homing Missiles tech. Maybe then when gren activates that skill he would get kind of homing missile available in tanks.

    At the moment grenadier's guided missiles are useless. You can't really predict where the guided missile will go.
     
  19. Hikuso

    Hikuso Member

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    Or perhaps give the scout somesort of laser designator that, when used on a vehicle or building "illuminates" the target (target is shown on the minimap, all grenadiers close enough and with line of sight to the target gets homing missiles on that target (target is shown on the hud, pressing sec fire then will launch a homing missile) and if there are ML turrets that are just beyond fireing range they will fire aswell) would make the scout useful aswell ;)
     
  20. Nutcase

    Nutcase Member

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    Awww satchel drop on in the middle of an entence sitback and wait for a noob to drive a nice heavy right over your satchel, push the button and enjoy the smell of flying burning metal and ammo:D
     

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