That is not only irrelevent, but also not true. The grenade launcher attachement did not interfere with the sights. Here is a picture of the garand with grenade launcher attached http://www.peleliu.net/USWeapons/Grlaunch.htm
In the case of hand grenades adapted to rifle use (as portrayed in ET) there was an additional adapter on the grenade, but it accompanied the grenade to it’s final destination. The ET animations don’t quite get this right.
I’m not particularly fond of the way the unscoped rifles are balanced. The garand is especially crippled. However, if they were made accurate like the pistols, and the damage left unchanged, they would be far too powerful. From a game balance point of view, they should be at a disadvantage, to counterbalance the grenade launcher.
If I were going to re-do the rifles, I would
- make the garand able to reload mid clip. This is unrealistic, but the ET reloading model is hopelessly unrealistic anyway.
- give the garand an exrta clip, to compensate for it’s smaller clip size
- give the rifles recoil, like the pistols.
- significantly reduce the spread
- reduce the spread and recoil if fired from crouch/prone
- possibly reduce damage
- make the grenade launcher fire slower projectiles with more of an arc.
IMO, this would
- bring the k43 and garand to reasonable parity.
- reward skilled players more, by giving you the potential to hit where you aim, if you use the weapon correctly.
- reduce the annoyance factor of the instant kill grenade launcher (by making it slightly more avoidable) This would be compensated for by the increased effectiveness of the rifle.
Obviously, the exact spread/recoil/damage values would have to be determined by playtesting.
Now where’s my copy of the game code ? :moo:
