Conqueror MGL
- iRobot
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Conqueror MGL
Everything felt fine on this weapon except for the range. Grenades have too high arm time so they just bounce uselessly past the person you are attempting to hit. Needs to be at least half what it is currently.
Ammo is low, but it restocks with 6 grenades on each kill. Either increase the stock and remove the resupply, or just leave as is.
Just some feedback.
Ammo is low, but it restocks with 6 grenades on each kill. Either increase the stock and remove the resupply, or just leave as is.
Just some feedback.
- pilau
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Re: Conqueror MGL
I strongly agree, this weapon can be vastly improved, and made for great fun as a primary weapon (in the vein of the grenade launcher in Soldat, in case you're familiar with it.)
I do think it has a too long range (it's a grenade launcher, not a rocket launcher), but it's greatest caveat is definitely it's stock. Way too small.
I do think it has a too long range (it's a grenade launcher, not a rocket launcher), but it's greatest caveat is definitely it's stock. Way too small.
- pilau
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Re: Conqueror MGL
Any response/feedback/opinion/comeback/acknowledgement?
- Azarael
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Re: Conqueror MGL
I balance weapons from online testing. While it's possible to make an educated guess at how balanced a weapon is from offline testing, the true potential of a weapon is only revealed when players fight players.
- Jiffy
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Re: Conqueror MGL
Weapon Special 2 should manual detonate them, or a Proximity detonation like the M46 Prox grenade.
- Azarael
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Re: Conqueror MGL
The Conqueror already has a manual detonation facility.
- pilau
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Re: Conqueror MGL
I just think the primary mode should be percussion ("on strike") instead of delayed explosion. Would make the weapon more useful and fun.
I'm curios to know according to what do you infer possible improvements/balancing of weapons? Thanks.Azarael wrote:I balance weapons from online testing. While it's possible to make an educated guess at how balanced a weapon is from offline testing, the true potential of a weapon is only revealed when players fight players.
- Azarael
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Re: Conqueror MGL
At the moment, due to balance reasons, the Conqueror's primary mode (Impact) has an arming delay at close range, but will explode if hitting a player. This kind of thing is what I mean when I say there are some changes in Pro which don't make sense from a realistic point of view but are necessary to serve balance and gameplay.
Weapon balance comes from observing the weapons' prevalence online, using the weapon against others, having the weapon used against oneself and from the feedback of other players. The main problem with trying to balance against bots or weaker players than oneself is that one doesn't get a proper idea of the potential of the weapon. Bots and humans are worlds apart when playing Ballistic Weapons. As a human, I am obviously partial to bias, and there have been a number of cases where a weapon I used at some point and thought was fine turned out to be overpowered.
Weapon balance comes from observing the weapons' prevalence online, using the weapon against others, having the weapon used against oneself and from the feedback of other players. The main problem with trying to balance against bots or weaker players than oneself is that one doesn't get a proper idea of the potential of the weapon. Bots and humans are worlds apart when playing Ballistic Weapons. As a human, I am obviously partial to bias, and there have been a number of cases where a weapon I used at some point and thought was fine turned out to be overpowered.
- pilau
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Re: Conqueror MGL
The arming delay actually is very realistic (except for the "unceremonious" explosion when hitting a player) - for example every 155m shell fuze has a physical arming safety mechanism: the shell rotates as it's fired, and a rotation across 70m at normal muzzle velocities (500-900m/s depending on shell and propellant charge size) releases the safety and activates the arming mechanism (percussion, delay, Doppler, etc.).[/quote]
This actually makes a lot of senseAzarael wrote:Weapon balance comes from observing the weapons' prevalence online, using the weapon against others, having the weapon used against oneself and from the feedback of other players. The main problem with trying to balance against bots or weaker players than oneself is that one doesn't get a proper idea of the potential of the weapon. Bots and humans are worlds apart when playing Ballistic Weapons. As a human, I am obviously partial to bias, and there have been a number of cases where a weapon I used at some point and thought was fine turned out to be overpowered.
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