Nade launchers underpowered?


(Kurushi) #21

I’ve only used it a bit but it seemed to be hitting a lot of people at a good range. I’d say it did its job when I used it. It didn’t get many kills but it was satisfying dealing some damage, forcing them back


(A.i) #22

grenade launchers are a pain when trying to setup turrets at a choke point or hack/do objective - one time the security guy was keeping the whole resistance team from hacking on sec tower map by spamming with grenade launcher for couple of minutes, allowing his team to take over.


(its al bout security) #23

i just want to blow people up and this gun aint doing the trick


(Nikto) #24

[QUOTE=chamber666;324857]its about finding the appropriate strategy for each weapon. are you going to kill anyone with a grenade? probably not. knock them down? thats a little more likely. are you going to flush someone out of cover with a well placed grenade? yes. are the GLs faster and more accurate than throwing? yes

that is the role of the grenade launcher

[/QUOTE]

are you going to kill anyone with a grenade? not the slightest chance
knock them down? if you mean knock down, unlikely, if you mean incapacitate, highly unlikely are you going to flush someone out of cover with a well placed grenade? yes.
are the GLs faster and more accurate than throwing? faster, yes, more accurate? hah! i wish!

the role of the grenade launcher(as with all heavy weapons) is to intimidate.
however, it’s like intimidating by acting as if you carry a gun, it only works as long as they think you have a gun.
it takes only one encounter to lose the T-rex expectation and after you had that encounter, you’ll actually seek them out since they’re much easier prey than those mediums or fellow-lights.

heavy is crowdcontrol, however, crowd-control in fps’s requires endurance, something the heavies lack; their higher hp hardly balances it’s much bigger hitbox, let alone it’s slower speed and higher spread+lowerdamage


(SphereCow) #25

[QUOTE=Luddens Desir;324911]
Grenade launcher also needs sights that grenade launchers would have that make use of the code that causes the gun to pitch when too close to objects, or something similar.[/QUOTE]

The solution.

Also, instakill headshots.


(Atavax) #26

i don’t know, it seems like a gun is broken if you can’t effectively kill people with it. it seems like the ez nade is effective because people over-estimate it. It’s good at injuring people and getting no kills, because it is too weak to get kills, if it can’t get kills, then why hold back when someone is fireing it? you shouldn’t be. something that does more damage and can get kills, is better at injuring, because its doing more damage…


(Bodo_Fraggins) #27

I get plenty of kills with EZ-nade … only use it when enemy is an enclosed space like a narrow corridor or small room … hold down fire to unleash all 6 nades quickly and focus on bouncing the nades off the wall so they land near your enemy.

The main advantage of the nade launchers is that you can kill shoot at your enemy while remaining out their line of site by bouncing your nades off walls … this involves either using your radar to pre-shoot or quickly backing up around a corner before bouncing your nades at enemy.

The other main tactic is to quickly switch to AR/smg when you get a knock down, a guaranteed kill if you get the timing right … lobster is good for this


(Kalbuth) #28

You’re thinking 1on1, here. You don’t get kills with nades, your teammates will. A crossfire would be more effective, but nades can hit without LoS. It has its use, and thank god is not instakill spam thing. I’m fine with that implementation


(Metal-Geo) #29

[QUOTE=Bodo Fraggins;325291]I get plenty of kills with EZ-nade … only use it when enemy is an enclosed space like a narrow corridor or small room … hold down fire to unleash all 6 nades quickly and focus on bouncing the nades off the wall so they land near your enemy.

The main advantage of the nade launchers is that you can kill shoot at your enemy while remaining out their line of site by bouncing your nades off walls … this involves either using your radar to pre-shoot or quickly backing up around a corner before bouncing your nades at enemy.

The other main tactic is to quickly switch to AR/smg when you get a knock down, a guaranteed kill if you get the timing right … lobster is good for this[/QUOTE]

Read this. This is the truth.

Leave the Lobster alone!


(pelisilma) #30

Imagine fighting against 8 heavy team with “fixed” grenade launchers and 3-4 of those heavies are soldiers too… fun?


(Butcher Rabbit) #31

I once fell in love with the Lobster. It was when my team was escorting Necheyev out of Sec Tower, and we got to that big open courtyard just before the outer courtyard. I posted up on the walkway overlooking the direction the Security/Enemy force was coming from (as med soldier) with a Lobster and a Bulpdaun. That Lobster never killed anyone, but it did make the enemy worry about where they were standing, and they started to focus on me instead of Necheyev and my team. Even the sniper across the way wasn’t immune to Lobster flung nades.

So, are nades underpowered? They are if you think nades only come in lethal varieties. If you picture the nades in Brink more as non lethal concussion grenades, then they feel a bit better IMO.


(Kurnuttaja) #32

They might be a bit OP and annoying if they would act like underbarrel right now. And underbarrel needs a nerf I think, AR vs. AR is all about who shoots the nade first.


(Oschino1907) #33

Wow people on this game still shock me daily, what did everyone else expect from the Lobster Or EZ nade launcher? This isnt COD or whatever game you played before where grenades were Insta Kill every hit. I totally understood this day 1 cause they explained it before the game even came out, and have been using the Lobster as a secondary often (when heavy class mostly) and the EZ Nade if the situation and team i am on are right.

I mean come on it even gives you tips in the loading screen, if your gonna go for a direct hit first aim for the feet so it doesnt bounce as far afterwards and i find not much anyone can do when you get lobbing them back into the group one after another cause they barely even get a chance to stand up. Wait till your on the recieving end of someone using the Nade launchers correctly and you will see their usefullness and killing power.

And for Phucks Sake here people, its totally fine to ask questions about weapons or whatever but just casue you suck with it or dont have a clue how to use it effectively doesnt mean its “broken”, “underpowered”, “weak”, “useless”, etc… Get your head out of your ass and wake up and smell the coffee, this isnt whatever game you last played, so unless youre willing to adapt and learn some new strategies and tricks PLEASE GTFO and go play another game. The last thing this game needs is a bunch of douches whining and crying all day in an attempt to change the game becuase they PERSONALLY just dont get it or understand the way its meant to be played.


(Kraken) #34

I love the heavy GL. It’s great fun getting to a high vantage point and raining death on a group of th enemy. I also love bouncing the grenades around corners or behind an enemy’s cover. The only tweak I would like is get rid of the artificial spread the heavy GL has. Seriously, it’s hard enough to use already. And because the reload time is so long I think the clip size should be increased to atleasr 8.


(obliviondoll) #35

While looking through the customisation options this morning, I realised that (more because it’s crazy than because I thought it was a GOOD idea) I wished the Lobster would allow the underslung GL attachment. Because that would be hilarious.

On a more serious note, though:

GLs in Brink are great, as long as you use them for are denial/control. You force people to be not where you’re shooting. That can be rather important when you can maintain a fairly steady stream of them on top of an objective the enemy needs to reach. They either back off, or let themselves get killed by your “underpowered” weapon. And if they turn to fight you, then you have a “proper” weapon as a backup. If you’re Medium with a Lobster, then you can have a good SMG, if you’re a Heavy with Lobster as secondary, you can literally take any other weapon to pair it with. If you took the EZNade, you can still take an AR or shotgun.


(ataliba) #36

nade launchers are ponitless in brink… they would be slightly more usable if the granade explodes with contact instead of bouncing in the enemies…
actually… the heavy class is reeeeeaaally unbalanced at all…


(chamber666) #37

if i’m remembering right…i haven’t played it since 03, but rifle grenades in W:ET would bounce once then explode or explode immediately on contact with an enemy.

thats about the extent of possible changes to grenades i could live with


(jazevec) #38

I think the fact that grenade launchers are useful at all for intimidation is temporary. People will soon learn that you can just run past a grenade, take some minor damage and shoot the grenadier in the face. A lot like people did against flamethrowers in W:ET and RTCW, particularly medics. In Brink everyone is a medic in a sense, everyone will heal eventually.


(Atavax) #39

1 on 1 is not a trivial amount of the game. Also, nades don’t kill because they don’t do much damage. and ez nade nades don’t even knockdown. So how does the ez nade make it any more likely for your teamates to get kills then a tradition gun would, it doesn’t.


(iFork) #40

Lobster is awesome! Although i admit it might need some buffs but it’s particularly powerful when you bounce it off walls and indirectly damage people to weaken them(although I wish it has a bigger splash range) or trip them over and finish them with a carb-9.

Ez-Grenade sucks big balls don’t touch that piece of ****, it’s fun bombarding people as a soldier from range but you miss 90% of the time. Much more worth it using a chinzor and a lobster.