Grenade Launcher Ground Assault - Star Citizen Gameplay

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  • Опубликовано: 1 окт 2020
  • In this video, a friend and I take to the ground to assault a bunker using the new grenade launchers. The results were really fun and informative, so I wanted to share them directly with you!
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    / morphologis
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    Music provided by Pedro Camacho and EpidemicSound.com
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Комментарии • 526

  • @Creal_Star
    @Creal_Star 3 года назад +340

    The Grenade Launcher can be balanced out properly once ammo takes up inventory space... And those Grenade mags take up a lot of it. Just like in a lot of other FPS games that include strong weapons, make it strong but limit the amount of ammo carried so they really have to make it count before a rearm.

    • @Morphologis
      @Morphologis  3 года назад +66

      Yes, I think this might be the best solution actually. Unfortunately, they don't currently have a limit to how many magazines you can carry. You can only equip as many slots as you have, but you could literally have hundreds of magazines in your global inventory to just equip after you're out.
      They're going to need to add in some important features first to balance it in this way, like.... icache T_T.

    • @SwedishYouthHumanist
      @SwedishYouthHumanist 3 года назад +5

      Good idea! If you can only equip the 'nade launcher and ammo and no other primary weapon, it's not as viable as your daily driver any more. It's only good if you have other people running other loadouts with out.

    • @zak9129
      @zak9129 3 года назад +5

      This is the way! Until then embrace the NOOB TUBE!

    • @Taladays37
      @Taladays37 3 года назад +3

      That won't be enough. They need to add a timer/delay to the grenade actually going off (you know like an actual grenade) and probably even a minimum arming distance. How many magazines you can carry is irrelevant when its has 10 in a drum and its 1-2 shot aoe anyone with minimal effort. It will literally everyone's second primary if it remains the same. Its purpose needs to be more of area denial/splash damage, not just a universal 1-shot noob tube.

    • @hallgrimd
      @hallgrimd 3 года назад +4

      Maybe let the grenade launcher not use a mag system and the character need to load each empty slot in the launcher. Plus let the ammo take up the grenade slots on the character inventory?

  • @LupusAries
    @LupusAries 3 года назад +223

    An easy way to fix the Grenade launcher would be treating it like Arma, keep the lethality, but make ammo bulky and heavy so that you can't carry much.
    Icache will help with that as you suddenly can't have 30 clips in a magic bag of holding.
    You will have a very deadly weapon but one that you will have to use very judicously.
    Also do it like arma with the arming distance which is 2-10 meters depending on type.
    Oh and a kill range of 3 metres with a wounding range of ten metres, so you don't use them at five meters range yourself.
    Oh and cap max range at 400 like real ones.
    Also an underbarrel launcher would be nice, a single shot one, but with multiple rounds per Magazine Slot.

    • @Erik3E
      @Erik3E 3 года назад +8

      It is planned to add weight to items so that you cant carry unlimited amounts :)

    • @LupusAries
      @LupusAries 3 года назад +4

      @@Erik3E That would help too, I mean we have it in limited quantity right now, with heavier armor slowing you down, as well as carrying more weapons.
      Am I right in thinking that you mean the magazines actually weigh more and the more you have in the global inventory, the more the weight affects you?
      Could be an interesting stopgap until Icache.
      (From this point on I'm just thinking about further ways to fix this, feel free to add further input.)
      The main difference is that if you load yourself down too much in arma you can't even sprint. ;) And you'd be very slow on foot.
      Which means you either have to pack light or stay close to say a vehicle which can carry more ammo.
      This makes some weapons a bit of a team effort, if you are away from vehicles, for example at least some people the Squad tend to carry ammo for the Squad automatic weapon or Machinegun, because the weapon is a) heavy, and b) uses a lot of ammunition.
      The Milkor MGL on which this is based is not as heavy as an MG, but not as light as a rifle either. (It's about 2 kilos heavier than an M16/M4, at 5.3 Kg and about 2 kg lighter than an M249. It's about 5-7 Kilos lighter than an M240 depending on type.)
      So a Grenadier might need an assistant due to the weapon being heavy and because the magazines are bulky and heavy, due to being a drum.
      And as Gun Jesus tells us, drums are heavy and bulky and very hard to carry! ;)
      This one especially, as a current 40x46mm HE round weighs around 0.23 kg each which makes the ammo in a full drum weigh about 1.38 KG...not counting the drum.
      It would be about 10 centimetres (0.01 meters) deep, and I guess about 0.8 to 1 meter wide. (Very rough guess based on the calibre and looking at the Milkor cylinder.)
      You could do the same for machine gunners.............but that would need Icache and Item Sharing. ;)
      Could also be a bit too much "realism" , because I think some people wouldn't like having to have another person lugging around their ammo or be that person. ;)
      Well they could then lug it on their own, but would need to sacrifice something else, you know, maybe they can't carry a full size rifle alongside, maybe a carbine or SMG only.
      Or maybe just a Pistol.
      Or less Armor.
      All that would make smaller, single shot under barrel or standalone grenade launchers viable, and make this very powerful weapon availlable at full power without being OP.
      The Milkor also hasn't got a detacheable magazine, it's more a cylinder like on a Revolver.
      So reloading it takes a bit, because you have to wind the spring up, this would be another way of balancing it.
      That also allows (IRL) for loading different types of ammo, in theory.
      ruclips.net/video/3GdB9wCNIho/видео.html
      Edit: You could also vary ammunition, especially for the single shot ones. You could have a CQB ammo with less muzzle velocity and less lethal range, as well as less wounding range, like 2 metres lethal to 6 metres wounding for CQB, whith a short activation timer/range for about 7-10 meters.
      Then you could have the standard one 4 metres of lethal and 10 meters of wounding, with an activation timer/range equal to 20 meters.
      Then you could have a full power one (equal to current real life ones) about 5-8 meters of lethal* and 20 meters of wounding.....but with an activation timer of equal to 40 meters.
      This would take care of using an OP round in enclosed enviroments.
      If necessary you can give them flechette rounds for fighting close in, that's basically a dart-based 40mm shotgun.....but a very slow firing one. ;)
      Cuts down on the HE though. ;)
      *Lethal Radius is a guesstimate, as the fragments usually kill you. You can survive 2 metres from it or it can kill you at 50 by going through your eye.
      P.S. Yeah I played Grenadier in Arma...... ;)
      Alongside sniper, artillery, Pilot (In combat flight as well) and a few other roles... ;)
      I don't have to make things go boom, but I like doing it! ;) :P

    • @Psychobob
      @Psychobob 3 года назад

      Tarkov does weapon balance better than any other game.

    • @Erik3E
      @Erik3E 3 года назад +2

      @@LupusAries ok im tired right now so admit I did not read all as I just got home from long nights work.
      But on your first few lines yes that was what I meant. All inventory will also have slots so you wont be able to carry an unlimited amount.
      For example you will have a sertain amount of space in your backpack. But unlike most games with inventory its not just the weight that determins if you can put something there. It is also its length and with. So a sniper rifle could not be packed in a backpack but would have to be carried.
      On top of that you have the weight. Armours will also in the future have limits like not being able to sit down in sertain seats. For example a pilot would need a flight suit or a light armour at most to fit.
      So the fact any weapon is overpowered now is pretty much a temporary issue in my mind. A machinegunner would for example maybe need a loader that carries a bacckpack with extra ammo in it. Not to mention that the troops will need to leave space for medical supplies as well as food and water.
      But I think shrapnel should be a bitt harsher on the player. It is what kills not the explosions themselves. Speeking from experience here as ex army mortar :)

    • @matrixarsmusicworkshop561
      @matrixarsmusicworkshop561 3 года назад

      +10

  • @Dysputant
    @Dysputant 3 года назад +142

    Armors should have explosivity resistance.
    Full body heavy armors should be very resistant against reaction shock and shrapnels.
    And all flying ground vechs could have "docking" mode when it goes just above ground and very slow. It would help a lot

    • @anonymousd5582
      @anonymousd5582 3 года назад +12

      Granade launchers and other obviously miliatry warfare oriented weapons should be limited for the military and not available to citizens in normal shops, they should be exclusive to the military and rarely found on the black market.
      Sometimes i feel like there's no boundry between personal defense weapons and military warfare weapons, everything is available to everyone :/

    • @EddyKorgo
      @EddyKorgo 3 года назад +1

      Proximity explosion ignores shields and structs internals with a shockwave.

    • @WeirdPros
      @WeirdPros 3 года назад +10

      @@anonymousd5582 Meaning everything is as it should be, in a setting where every tom,dick and harry can board your ship mid-jump and take your cargo, your money, your crew or your life.
      We don't have time for the NFA during a Pirate Age, lad.

    • @WeirdPros
      @WeirdPros 3 года назад +6

      Honestly, this is the most obvious answer. Armors already are understood to have dampeners at certain grades so we don't splatter quite so easily in zero G boosting situations, why wouldn't that extend to shockwaves? Et cetra

  • @SwedishYouthHumanist
    @SwedishYouthHumanist 3 года назад +99

    This is just awesome but you should use in game coms, I think. They sound much cooler.

    • @pierreo33
      @pierreo33 3 года назад +3

      @@Trillineatus haven't heard the effect but i'm guessing it's added static?

    • @maxkraus7063
      @maxkraus7063 3 года назад +3

      Yep. He is playing the game wrong

    • @OneBiasedOpinion
      @OneBiasedOpinion 3 года назад +3

      max kraus no, he’s playing the game the way he wants to. In-game comms are an option, not a requirement.

    • @sciencewizard8805
      @sciencewizard8805 3 года назад +6

      I get what you mean. I use discord too, but I prefer in game. It's more immersive. Idc what you use in videos, but I suppose it would make sense to show in game comms at least sometimes, for those that haven't heard it.

    • @OneBiasedOpinion
      @OneBiasedOpinion 3 года назад +8

      @@sciencewizard8805 I agree in-game comms are more fun, especially now that they're not consistently breaking every time you use them. That said, I feel their purpose will end up being more for in-game communication with other players and factions that you randomly encounter than for talking with your personal group or squad. Makes no sense not to use 3rd party comms for team operations or even just playing with friends, but if you come across some people in the 'Verse who are not in your Discord/TS3 group, then I see in-game comms becoming very valuable.

  • @MissSanctus
    @MissSanctus 3 года назад +112

    Honestly, here's an idea:
    Grenade launcher, while it can be bought in every single store, the only ammo you could get for it is non- lethal, stun grenades, flashbangs, maybe even less than lethal rounds.
    However, explosive rounds for it can only be obtained by less-than-legal means, or off of enemy pirate NPC corpses, or sold at places for a high price like Grim Hex.
    This would also open up a means of smuggling grenade launcher grenades to different places in more law-controlled systems. Could do the same with the rocket launcher, making it have different rockets only for disabling ships.

    • @Morphologis
      @Morphologis  3 года назад +27

      Interesting take. They don't have ammo types in yet, but it is a planned feature. They even have switch ammo type hotkeys in the game! I think this might be one option for sure.

    • @xhammy6174
      @xhammy6174 3 года назад +1

      But that doesn't make them balanced, that just makes them scarce. So then you run into someone with it and they get free wins on you. You notice @morphologis shot a guy with it, and it wasn't the explosion that killed them, but the grenade itself killed them and then kept flying.

    • @MissSanctus
      @MissSanctus 3 года назад +6

      @@xhammy6174 While very much true, for the damage aspect, armor could be that, heavier the armor, the more blast resistant, these armors would be more common in the verse then grenades. While you can't do it for every single situation or just wear a big bulky suit all the time, the option being there, and knowing your possibilities of what you're up against would just provide more of a balancing act with what you find the most useful to you.
      If you feel like you're gonna encounter explosives of any kind, the bomb suit might be a good go-to.

    • @Morphologis
      @Morphologis  3 года назад +3

      @@xhammy6174 I don't think direct grenade strike hits would be a concern, there are a number of rifles in the game that 1 shot kill already to the head and chest that are far easier to use for that purpose. I don't believe that the grenade launcher would kill someone if it passed through their arms or legs.

    • @xhammy6174
      @xhammy6174 3 года назад +1

      @@MissSanctus I liked the idea of making it a utility device with things like EMPs and smoke grenades.

  • @koftinho
    @koftinho 3 года назад +6

    This is excellent news.
    I have always said that AA turrets should be an absolute nightmare/near impossible to successfully take out from the air, because they wouldn't actually be "Anti-Air" if anything else was the case.
    This paves the way for ground combat situations which we really need to start seeing.

  • @NLoGBB
    @NLoGBB 3 года назад +11

    When introducing friends to the game I set them down in a Ursa to take out the towers themselves and let me land safely. It's some spice to the mission to go there on ground.

  • @Attaxalotl
    @Attaxalotl 3 года назад +55

    You should post more of this kind of video! It's Awesome!

  • @TheInvisibleOne
    @TheInvisibleOne 3 года назад +24

    They need to track the distance they've traveled. Just like in real life so the shooter won't get injured at all. That way the grenade launcher won't be effective below 20m distance because it just doesn't detonate if the travel time is too short. That and a buff for big armor to be shock and shrapnel resistant would nerf the grenade launcher in a good way I think.

    • @izarscharf7845
      @izarscharf7845 3 года назад

      how do you make armor shrapnel resistant while still having effective small arms ?

    • @EricWilliamsCG
      @EricWilliamsCG 3 года назад

      @@izarscharf7845 You don't. By the looks alone of some of the heavy armor I'd imagine in real life all you would do is piss the guy off shooting him with small arms.

    • @mattmcmillan3573
      @mattmcmillan3573 3 года назад

      Distance vs time.. yeah under 20m, a delay with a couple bounces would be ideal, and give people a chance to scatter.

  • @FreeManSaysAll
    @FreeManSaysAll 3 года назад +3

    From my understanding of the room system grenade launchers and any explosive munition will have a chance of igniting or short fusing the various materials and equipment found around ships and locations. It’s one thing to blow everything up but another when you could potentially start a fire and could burn out any O2 or spread to other explosive things in the area.

  • @Cornerboy73
    @Cornerboy73 3 года назад +5

    Regarding grenade launcher strength, maybe a way to mitigate it is to simply add a concussion/blast damage value to armor, making some suits/armor pieces highly resistant to explosive damage. Thanks for the video )

  • @Deva-Jufan
    @Deva-Jufan 3 года назад +6

    Yeah, what if we could use ground vehicles? Well, that's what they're there for! It's actually real fun gameplay to deploy an Ursa or Cyclone TR to go ahead and take out the turrets before the mothership gets there.

    • @LordBeef
      @LordBeef 3 года назад +3

      This is literally what I’ve always done...

  • @Maknez
    @Maknez 3 года назад +3

    @
    Morphologis
    Hey Man
    You do have a way of controlling how high you are riding you Dragonfly, all you need to do is scroll down like you would in a spaceship and hold CTRL for going down.
    That way I can ride my Dragonfly way smoother into my Carrack and Connie with no problems. Also by doing that you will of course move slower but have WAY more control over your Dragonfly, I hope this can help you and your ORG mates as I don't see a lot of people knowing that you can do that.

  • @Baleur
    @Baleur 3 года назад +14

    3:20 you can, hold CTRL (duck) to fly lower, hold Space (jump) to fly higher.
    Doesnt work in zero-g though, only when it hovers.
    Also, the grenade launcher isnt op. Its MEANT to be powerful, i hope CIG doesnt nerf it because i cant stand when games nerf every weapon to pointlessness. The thing is, the ONLY missions ingame right now are perfect mid-range grenade launcher room-clearing missions. Once we get longer range "outdoors" missions, snipers will be "OP", and your grenade launcher will be useless as it takes 5 seconds to fly through the air and the enemy moved 200 meters before it hits..
    And if the AI actually reacted, your grenade launcher would be useless as an AI sprints at you from the side 10 meters away, if you shoot you kill yourself too, thats a pretty big risk vs reward. The problem NOW is that the AI just stands still like barbie dolls.
    You cant call something "OP" just because you're using it in its most OPTIMAL combat scenario that it was literally designed for.
    Like if you use a machine gun while prone in a long corridor, lets say the only missions in SC were missions to "defend a corridor", you'd say the machine gun was "OP", right? No, its meant to be powerful in THAT combat scenario.
    The problem is SC only has room-clearing short-mid-range combat scenarios right now.
    THAT is the problem, not the grenade launcher being FUN and GOOD.
    Dont nerf whats FUN. Add more locations instead where it isnt as suitable.
    This weapon was the best addition to FPS combat CIG has made in years, they better not nerf it.

    • @pierreo33
      @pierreo33 3 года назад

      As someone who has never played the game, how good are FPS weapons vs vehicles and spaceships?

    • @aithemed
      @aithemed 3 года назад +1

      Well If we already had TOW we can be able to stop guessing and actually testing.

    • @AntiAntagonist
      @AntiAntagonist 3 года назад +3

      Agreed. 2 extra points:
      There should be missions where delicacy is required. Hostage rescue missions, lab missions where important research/data/materials could be destroyed, and bomb disposal missions.
      Traps would be a great counter to players that like to go in guns-blazing. Grenade launchers aren't going to help if the enemy has laid down trip-mines or have control of the base security system (cameras, doors, etc).

    • @harlankovacs6276
      @harlankovacs6276 3 года назад +1

      they removed the the ctrl option on the gravlev bikes and the jump is way less impressive than before.

    • @Jimmy_Firyh
      @Jimmy_Firyh 3 года назад

      As the guy in this video, i can confirm that you cannot hold CTRL to go down, and Space has a very ver minimal effect. I do wish it was a feature though

  • @sgtrpcommand3778
    @sgtrpcommand3778 3 года назад +2

    Using ground vehicles for those clearing missions is one of the best things to do. Especially if you can do a Mako-style drop like from Mass Effect, it looks awesome.

  • @NoobieNetcode
    @NoobieNetcode 3 года назад +15

    easy, make explosives to what it should be in real life, they have large shock waves, metal fragments and heat generated range which is why you dont see the military use these weapons in CQC and or indoors for obvious reasons.

    • @Muckylittleme
      @Muckylittleme 3 года назад

      This
      Make it so it can't be used at short range (let's say nades don't arm and explode at less than (30 meters) that way lethality and use will be reduced and it will take more skill to get kills at greater distance with splash damage more likely than a straight kill.

    • @animationspace8550
      @animationspace8550 3 года назад

      @@Muckylittleme thats atmospheric explosions. Space explosins would be way more boring with just debris, lol

    • @Peagaporto
      @Peagaporto 3 года назад

      @@animationspace8550 until you remember that in space shrapnel has infinite range

  • @AlexG207
    @AlexG207 3 года назад +1

    I really love the little details like how the iron sight folds back when using a red dot.

  • @wackysparrow1768
    @wackysparrow1768 3 года назад +15

    They could seriously limit the amount of ammo we're able to carry with it. I'm guessing one magazine of 6 rounds takes the same slot as a small pistol mag. They could balance it by making the GL mags take several mag slots not only limiting the amount of ammo you can carry for it, but also making a huge trade-off for the other ammo you'd be carrying.

  • @thalidin
    @thalidin 3 года назад +1

    Another way to balance the GL is, like in real life, have it have a minimum arming distance. This means that there is a small optimum range to engage a target at where the thing will explode, and if your too close, its like using a gigantic arcing slug from a shotgun.(also for anyone reading, a grenade launcher Grenade is NOT the same thing as a hand grenade. they don't bounce, or act like a hand grenade at all. their more like a mini artillery shell)

  • @Sleepi_H8
    @Sleepi_H8 3 года назад

    Love the raw gameplay, would like to see you do more of it or even a series

  • @aguspuig6615
    @aguspuig6615 3 года назад

    i love how there has to be a tracking shot of a fast ship in every video so even in this one some fighter goes by at the end its like a trademark of your cinematic kind of video at this point

  • @2exSquared
    @2exSquared 3 года назад +1

    This is where realistic inventories would come in handy - with a grenade launcher perhaps your secondary couldn't be more than a pistol. Or perhaps just make the grenades themselves large so you can only carry say 6-12 on your person.

  • @DustinHarms
    @DustinHarms 3 года назад

    I love your cinematics, but I also love your streams. This is a nice taste for those that don't watch. :) Love it!

  • @supperEisMan
    @supperEisMan 3 года назад

    Finally a YT Video which fits natively on my screen :)
    Great video!

  • @pogin3365
    @pogin3365 3 года назад

    I’ve done this a bunch with my mates where instead of landing we fly over the bunker about 2ks above and drop the dragon flys over, it’s fun as hell and you don’t explode upon impact

  • @billystylo8167
    @billystylo8167 3 года назад

    As always, great job 👍

  • @vectieba
    @vectieba 3 года назад

    Awesome video, love it!

  • @3dVisualist
    @3dVisualist 3 года назад

    Great video! Very atmospheric! Well done team!

  • @Peekofwar
    @Peekofwar 3 года назад +1

    What would be cool is if there were AI guards/soldiers that run out of the bunker to attack you as you're trying to destroy the emplacements, so you'd need to bring more ground units to protect you whilst doing this... Then after the emplacements are destroyed, reinforcements can come and drop in by air.

  • @dustfang5422
    @dustfang5422 3 года назад +1

    Real world weapons: 40mm is bulky. Infantry don't lob tons of 203/320 rounds because they're only carrying a handful, if they even have the launcher. Solve the ammo problem, though, like a mounted mk19, and yeah. Grenade launchers are the go-to.
    For game play balance? Perhaps have the drums take up 2 ammo slots on the armor. Its still a monster, but will encourage players to be thoughtful about how and when they use the weapon. Especially if they take a rifle in the second slot, further limiting ammo capacity.

  • @Sitarow
    @Sitarow 3 года назад

    Nicely done.

  • @operator3rror836
    @operator3rror836 3 года назад

    Nicely done. I like the tactics.

  • @gariepdammerleclerq4807
    @gariepdammerleclerq4807 3 года назад

    That was a good video! Enjoyed it and you should do some more videos like this. Maybe the granade launcher should be a a reward that is only given to "friends of the state" and perhaps even the eclipse too.

  • @black2burn211
    @black2burn211 3 года назад

    love the video/format

  • @oO0Xenos0Oo
    @oO0Xenos0Oo 3 года назад +1

    If the enemy is wearing full body armor they should not be instant killed by the grenade shockwave/shrappnell. The main benefit should be to knock the enemy down, so your mates can approach them while they are disorientared and have to get up first, to be able to shoot back. Some damage is fine, but an instant kill bubble against armor is way op.

  • @simtechwestify
    @simtechwestify 3 года назад

    Well done video!

  • @123reivaj
    @123reivaj 3 года назад

    *Excellent video :D*
    To balance this weapon CIG should consider the following ingame:
    1) Heavy weapon with bulky and heavy ammunition that limits the amount of objects that we can carry in the inventory (You must choose between carrying a powerful weapon with little ammunition or a "normal" weapon with a lot of ammunition and other stuff)
    2) Wide blast radius and therefore not the ideal weapon to use in very closed places because you can damage your troops or yourself.
    3) Improve the aiming system of the weapon, and expand the variety of ammunition. It would have been great to use the grenade launcher from behind a mound or rock to hit the defensive turrets on the base with an EMP grenade.

  • @DZm94
    @DZm94 3 года назад

    Pro tip, holding ctrl or whatever you use for thrusting down will keep all the hover bikes from hitting the roof. It's also easier to maneuver interiors that way

  • @gordonaucie5092
    @gordonaucie5092 3 года назад

    Great video!

  • @slateer55
    @slateer55 3 года назад

    Man you playing with head tracking is a whole another story! Keep it up!!

  • @timothyt.82
    @timothyt.82 3 года назад

    A Cutlass and Freelancer duo fly by over a bunker, locked on by the turrets. As the Cutlass veers off to draw some of the fire away, the Freelancer deploys a Firefly before heading off to it's rendezvous.
    Little does the bunker know, however, that this is a diversion from the Cutlass, which is also deploying fireflies.

  • @ericwollaston5654
    @ericwollaston5654 3 года назад

    Great video, Morph, always glad to see your content pop up on my watch list. Grenade Launcher = OP Noob Tube, to be expected. We will have to see how they intend to balance it. My org has used a Valkyrie to drop a ground assault team on bunker missions with 3 Cyclone TR to do as you did in this video. Two people per vehicle with half the firepower versus your Dragonfly approach yet was fun to do nonetheless. Keep up the great work!

  • @tunstavern5838
    @tunstavern5838 3 года назад +1

    Balance = Proper planning
    Don't nerf weapons that are useful just because they are. Yes, I agree ammo is bulky, but it should neither be harshly limited, nor rare. It doesn't have to be.
    When going against a grenade launcher... Use GOOD tactics.
    1. Out number and overwhelm the target.
    2. Bring your own grenade launcher.
    3. One day, bring a Titan armor suit.
    I have never thought trying to balance one thing to be equal to another to be the answer, or fun. Balance should come in the form of decisions. Make wise ones.

  • @Atljeepboy
    @Atljeepboy 3 года назад

    Very nice!

  • @randomdeadbody
    @randomdeadbody 3 года назад

    in addition, adding NPC ground vehicles to the exterior (covered by the AA turrets) would make stuff like the grenade launcher more sensible: when your threat environment is just handweapons and body armor a GL is OP. when it includes light armor and size one and two ship-scale weapons it seems adequate.

  • @QuantumAscension1
    @QuantumAscension1 3 года назад

    IRL, 40mm grenades (explosive ones at least) typically have a safety mechanism that requires the round to rotate a certain number of times after being fired before their arming triggers are released and it can detonate, thus there is a minimum range it can be used as intended. This could translate to the game fairly easily with adjustments made as needed, making it mostly ineffective indoors/in close-quarters, while also preventing players from killing themselves with it.

  • @mazariamonti
    @mazariamonti 3 года назад

    There was a weapon in call of duty modern warfare 3 called the XM-25 that was a grenade launcher. It was pretty overpowered but it was somewhat balanced by one design choice - you had to set the distance the grenade would detonate at before firing. In COD this wasn’t a big deal really but in SC I could imagine this balancing the Behring Grenade launcher pretty nicely (in addition to ammo capacity and weight restrictions)

  • @lllDJTuxlll
    @lllDJTuxlll 3 года назад

    Prowler needs thous hover disk to work. Great vid.

  • @itechMako
    @itechMako 3 года назад

    Cool stuff

  • @Moddance19
    @Moddance19 3 года назад

    Best run i've seen yet.

  • @neojack333
    @neojack333 3 года назад

    for balancing this, my idea is to make the grenade explose after like 3s, not immediately. also it make rebound shots possible.
    also people should resist some damage with armor and posture. you should do little damage to a proned ennemy, unless direct hit.
    and used indoors, this should produce a shockwave

  • @SubduedRadical
    @SubduedRadical 3 года назад

    OP, UP, I don't care: I LOVED this video. A small mercenary strike team infiltrating to a planet to assault a bunker, all in one seamless universe?
    I know SC is a buggy, incomplete thing overall, but the potential of this is just so great. It's Halo but you getting to fly the Pelican as well as be the Master Chief on the ground, and unlike the Hornet missions in Halo 3/Reach, here you also get to fly into orbit, travel to other planets under your own power, even other solar systems in the future, etc.
    That mission run looked slick as all hell. I can see the potential for a massive amount of fun with this game long-term as they continue to bring more and more systems online.

  • @BreandanOCiarrai
    @BreandanOCiarrai 3 года назад +1

    grenade launchers are an OP nightmare in the real world, but they are niche weapons with some limitations. One of the best ways to limit it would be to have the close quarters channel the shockwave of the blast in a more realistic manner, making it extremely dangerous to fire them in close quarters such as boarding/counterboarding and bunker missions. Shrapnel kills on frag grenades (the most common type)- though holy CRAP you would not believe the wide variety of variable ordnance you can stuff into an M203, it's a bit disconcerting at times what the eggheads at DARPA come up with for us to send downrange- but shockwave is a factor as well. If you made the 15' radius real-world kill zone malleable based on corridors and such, people would be less likely to launch them in CQB like that. A second limitation would be damage to the environment. You're less likely to toss grenades around if you might blow a hydrogen tank and blow yourself up, or damage critical systems aboard a ship, for example. A third limiting element is ammunition- 40mm grenades are bulky and heavy, and there's only so many you can carry. Even if the armour had some sort of light exoskeleton strength enhancement- which IIRC most do not in the setting- there's still only so much space on a person to cram them.

  •  3 года назад

    I think it makes it more realistic to have to approach the secrete underground bunker from the ground / with a capital ship and all it's turrets manned. Rather than as before, you could show up in any old piece of junk and take out the turrets.

  • @Adam-vo6yl
    @Adam-vo6yl 3 года назад

    been doing these vehicle-borne ground bunker assaults with my dad for a while. Railgun has worked well in the past.

  • @Meuduso1
    @Meuduso1 3 года назад

    Simple fixes:
    1) Carrying weight, make them heavy as hell
    2) Minimal arming distance, that's a variable the devs can crank up or down depending on feed back and will also make them unusable in CQC so no accidental self-exploding.

  • @edrathyl1020
    @edrathyl1020 3 года назад

    I really liked the style of this video it was surprisingly intense

  • @Tomcatntbird
    @Tomcatntbird 3 года назад

    I used to do those missions on Hurston alot. I use a P4AR & Arrowhead sniper rifle with a coda pistol. All optics and suppressors.

  • @jordannash1299
    @jordannash1299 3 года назад

    Do more stuff like this, cool to see you actually playing rather than only reviewing

  • @benbevan1442
    @benbevan1442 3 года назад +1

    For the grenade launcher they shouldn't 'nerf' it such as in terms of damage output, or make it harder to obtain. What they should do is limit ammo carrying capacity, as you'd be pretty limited in how much a single person could carry. So a limit of say 10-14 rounds perhaps. Also it would be worth possibly increasing the distance the projectile needs to travel to detonate making it harder to use in CQB, but still viable for clearing chokepoints in long corridors etc, where the defender has virtually every advantage. The other option is to have other counter measures (maybe create defensive modules a soldier can carry that intercepts large projectiles and detonates them before they reach their target) and ensure other more basic weapons are equally as lethal (for example if I get the first shot on an enemy GL user with a rifle, the lethality is so low that despite being struck they're able to respond and kill me instantly).

  • @martialartsconcept1076
    @martialartsconcept1076 3 года назад

    It also can be balanced with some types of armot. So some armor is more effective against it. So you cant always rely on the granates. So it become a more rock paper shotgun type of gameplay. Thanks for your content by the way, and my the LAMP be with you!

  • @unicaller1
    @unicaller1 3 года назад +1

    I was wondering about the turrets all the sudden they started rocking my Cutlass Red.

  • @DraconixMahvri
    @DraconixMahvri 3 года назад

    Hiya Morph! Glad to see you’re still alive! Corona got me worried, dude.

  • @storqe
    @storqe 3 года назад

    Space Biking! I love this idea.

  • @brbrd102
    @brbrd102 3 года назад +1

    Make the grenades bounce and add a delay to detonation, instead of having them be sticky nades which instantly explode on contact. Basically hand grenades but fired from a launcher. Although the boss idea is good, it doesn’t address balance concerns. An OP weapon with exclusivity is still an OP weapon.

  • @jamiecoxe7327
    @jamiecoxe7327 3 года назад +2

    We should be able to turn off ship gravity @3:15

  • @psychshift
    @psychshift 3 года назад

    Reminds me of Titan A.E at the start where cale is working and hops on a space bike. That's cool though adds a tactical layer to attacking stations using the bike to get past turrets and sensors and having to either disable them from inside the station or blowing them up with charges to allow ship support. The freedom of creativity in tackling situations in this game is cool. hacking could be something they could add via skill or even device I mean if it's wireless it can potentially be hacked but that could be OP unless it was really hard unless done locally i.e using previous mentioned methods.

  • @citizen_brimstone3113
    @citizen_brimstone3113 3 года назад

    I like the ideas everyone is sharing about limiting ammo. If the magazines can't be equipped on the armor or they take up two magazine slots, that would limit the usage. Extra rounds would have to be pulled from the inventory.
    I would have liked it better if the grenades were loaded one at a time like a revolver and each grenade took up a magazine slot on your armor. I remember a game (can't remember which one) where you loaded shotgun rounds one at a time, but you could fire at any time with however much ammo was already loaded. It was a fun mechanic. This gun should be super powerful but with the major draw back of leaving you vulnerable while reloading.
    They should also add smoke and flashbang ammo. I'd carry one without spare ammo just for that.
    On a separate note for balancing, I think explosive rounds should have a chance of causing hull breaches when used on ships and stations. Even a micro breach can be dangerous, so players will be cautions about taking grenade launchers into ship boarding actions.

  • @torazoul
    @torazoul 3 года назад +1

    Btw. the Scourge railgun can one-shot those turrets on the planets. EDIT: You still should approach with a ground vehicle as the turrets targeting is borked on those.

  • @fwg1994
    @fwg1994 3 года назад

    Give them an arming distance, so they don't explode if they hit something too close to the user, and give them bulky ammo that takes up most of your space. Could also make them slow to raise and lower, so swapping to a secondary weapon is more difficult. Essentially make them powerful, but specialized tools that are risky if you don't have teammates who can complement its weaknesses.

  • @ukwerna
    @ukwerna 3 года назад

    well done, clever idea as well

  • @DyingCr0w
    @DyingCr0w 3 года назад

    I'll give you something, no matter how much ppl joke about how SC will be ready to launch in 200 years, the immersion and scope factor is turning out to be absurdly high. And maybe, one day, those who scorned at those who were willing to open their wallets into a dream may come to the realization that they contributed to a game that made it huge into the history books. I'll personally face it, this is ambition unmatched. And that's a good thing.

  • @karel297
    @karel297 3 года назад

    Considering the reputation system coming in soon, they could make that only available to player who has a certain level of rep with certain militarized factions etc. Might make it more rare and valuable. Like Faction based shops that can only be accessed based on Rep Level.

  • @KenFromchicago
    @KenFromchicago 3 года назад

    As for the grenade launcher, you might have touched on the solution, it's OP in close quarters, as liable to hurt or kill you as your target. Also, it might cause structural damage that blocks your travel as well alert the enemy of your location vs quieter bullets.

  • @DubstepBoy1995
    @DubstepBoy1995 3 года назад +1

    i actually like the fact that you can't touch those size 10 cannons with a small or medium size ship... Brings difficulty to the table and makes you think about different ways to attack stations (and possibly the capital ships that carry them). A single gladius shouldn't be able to blow up those guns imho.

  • @nuclearpopsiclestand9245
    @nuclearpopsiclestand9245 3 года назад

    A way to balance the grenade launcher is its capacity, or rather, your ability to carry ammunition.
    If it was reloaded one round at a time, the damage per second would drop significantly.
    Combined with rounds taking up grenade or equipment slots of your armor, it limits the amount of ammunition you can effectively carry into the fight.
    (Might also give rise to wearable grenade belts or luggable ammo cans for resupply runs)
    TLDR: Reload one round at a time.
    Rounds use grenade slots.
    (they are grenades after all)

  • @Mackin7777
    @Mackin7777 3 года назад

    Perhaps having personal armour types for resistance to various damage types would be the answer. There could be armour that covers all damage types to a lesser extent, then specialised armour types that drastically reduce the damage taken from a specific source, e.g. explosive, energy, ballistic etc.

  • @tickledtrout8197
    @tickledtrout8197 3 года назад

    I love the video. Great job. Nice cinematics.
    I think they can make the grenade launcher ammo a lot more expensive. it should be more expensive than hand grenades since its more complicated to make I think. And obviously you wont be able to run around with 100 bags of grenade launcher ammo on you. So your are also limited by ammo. Both these factors will limit you from using the grenade launcher willy-nilly, but more tactically.

  • @Booozy3050
    @Booozy3050 3 года назад

    Launcher is fine no need to nerf it. It's a dedicated weapon and it works. I would say the environment in which it's used needs an addition. If reactive environments ever happen it would make using nades dangerous in places...overpressure ...fire...radioactive leaks, that would limit it's use.
    Any ammo nerf will affect all weapons, which is already in the cards once they take away our bag of holding. I doubt we will ever see wearable ammo carriers ,so having a bud be an ammo bearer is gonna need to happen for prolonged fights. Unloading enemy guns for the mags would help on those bunker crawls to.

  • @natalielyric2950
    @natalielyric2950 3 года назад

    I think the best way to balance this sorta stuff would be trying to make it more specialized. Increasing how much space it takes up, making it more difficult to use by increased travel time, slower ads and movement, etc. That way you would in theory get a grenadier, a guy carrying the grenade launcher, its ammo, and a pistol, mixed in with guys using more standard weapons.

  • @warrenmckenzie7379
    @warrenmckenzie7379 3 года назад

    Glad I watched this as I went to do a bunker mission and was cut down quickly. I thought it was me so glad you pointed out they are buffed. Not sure what to do to balance the gl, it is a grenade launcher after all. Perhaps armour should be buffed a bit more against ballistic damage

  • @R.JoshField
    @R.JoshField 3 года назад

    I tried using a Dragonfly for the approach in 3.9 and the turrets tore me to shreds. Glad that changed because it's a much cooler way to infil

  • @RoballTV
    @RoballTV 3 года назад +1

    I think that heavier armors should suffer 'splash damage' far less, also should weather softer rounds better too, atleast when the actual armor penetration mechanics are added. That way grenade launchers are for squishy smashing primarily.

    • @adamcarroll9613
      @adamcarroll9613 3 года назад

      They do. My understanding is that currently, even on point blank detonations, it'll take around 3 grenades to kill a player in heavy armor. IIRC NPCs are much more vulnerable to them, right now, though.

  • @themeddite2935
    @themeddite2935 3 года назад

    Make it not fragmentation but a concussion. Concussion rounds don't through much fregmentation but use the blast alone to kill. It makes small area a death trap but open areas not so much. They can also make it do less damage, instant kill near 4ft of center. 4-7ft is part damage and get knocked down, 7-12ft causes you to stumble or fall down.

  • @KenFromchicago
    @KenFromchicago 3 года назад

    Morphologis: The Architect ... of your destruction. Muwahahaha! 😱😱😱🤣🤣🤣

  • @kyuubey7688
    @kyuubey7688 3 года назад

    I feel like the grenades need a long detonation timer as they currently explode on contact. This would make them more tactical and less of a first strike weapon. For example you could bounce them around corners and down hallways forcing enemies to scatter. You could also hold the trigger to cook the grenade and shorten the detonation time. On a side note I'd love to see CIG make additional ammo like smoke, flash, and non lethal beanbag grenades.

  • @walleyedcoin
    @walleyedcoin 3 года назад

    Love the video :D

  • @rescuejake
    @rescuejake 3 года назад

    I’ve been waiting for the bunker defenses to get buffed to give ground vehicles purpose for a while now! Excited to see this happen!

  • @jw7156
    @jw7156 3 года назад

    I really like the idea of rolling up on a bunker with a couple of dragonflies or a cyclone.

    • @Jimmy_Firyh
      @Jimmy_Firyh 3 года назад

      It felt awesome, you really gotta try it.

  • @falcon3792
    @falcon3792 3 года назад

    @Morphologis You can vary the ride height of the hoverbikes by holding CTRL and modifying your speed limiter with the scroll wheel. This helps when entering the cargo bay of ships.

    • @Jimmy_Firyh
      @Jimmy_Firyh 3 года назад

      Scroll wheel helps yes that's well known in Star Citizen, but CTRL does not work on Grav Lev bikes anymore. Miss that feature

  • @T20674
    @T20674 3 года назад

    GOOD WORK!

    • @rajanrana3228
      @rajanrana3228 3 года назад

      How do you get all the cinematic shots? When I got into 3rd person mode I can never get it like that

  • @robotspartan9100
    @robotspartan9100 3 года назад

    the 'nade launchers need a minimum priming distance. this ensures that they aren't overpowered in CQB, but also doubles to protect the users.
    Another way is to make the mags take up two slots instead of one. pricing will also be a major factor

  • @tlove21
    @tlove21 3 года назад

    Yup, you did a good job, and I am not at the end yet. Expect a patch after this video. LOL. The grenade launcher may be banned in arena modes. But I agree to earn it is always something great to think about.

  • @jebnordost7487
    @jebnordost7487 3 года назад

    nice breach beates

  • @williamlewis1805
    @williamlewis1805 3 года назад

    To balance it all should come down to reload time. maybe two or three seconds between each shot, as well as maybe two or three shots per clip. It should be kind of like the rocket launcher in Halo where you can fire two shots semi quickly, but you really have to take your time to reload. That would also mean you could carry less ammo as well and you could do it but it was going to be the very effective weapon for a very short amount of time, you have to really decide when to use it

  • @harlankovacs6276
    @harlankovacs6276 3 года назад

    I think the easiest way to balance the gp-33 grenade launcher could be to add a delay on the grenade + the ability to bounce a little on the surface.
    After all, the role of this weapon is to clean the enemies behind covers .Being able to do some calculated bounces and have a grenade behind a cover could be great.
    A 1sec to 1.25 sec delay on the grenade explosion seems viable .it's offer opportunities to the enemies to flee from the cover (not too much time).But any way ,even if you don't kill the enemy with the explosion because he moved ,you have at least do your job and offer the opportunity for your allies to do a kill on an uncovered foe. (possible up the damage after this modification)
    The other possible modification (more complex) is to reduce the fire rate of the weapon by giving to the user a full control on the grenade detonation .Indeed in this situation the player can shoot with left click and do again a left click to detonate the grenade (even if the grenade still flying). If not detonate the grenade will not explode until a new left click or an extremly long delay.So the player cannot launch another one until the first one exploded.

  • @Solizeus
    @Solizeus 3 года назад

    Maybe there could be personal shields like a real warrior shield that could bounce those grenades back, so using a grenade launcher could be a double edge sword if you don't know your enemy's gear

  • @alistairbadger4413
    @alistairbadger4413 3 года назад

    I was also thinking about larger guns like grenade launchers, rail guns etc having a more pronounces effect on mobility, perhaps there could be a built in resistance in aiming the weapons or moving them. That might be annoying after a while, but it might be worth exploring.

  • @BerndmagsfettigX
    @BerndmagsfettigX 3 года назад

    I was often using ground vehicles for those missions just to get there faster without needing to kill the turrets.

  • @sguyouttanowhere6912
    @sguyouttanowhere6912 3 года назад

    It will always be OP if it is realistic. If the AI, after that first or second grenade explodes does what a good team would defensively do; Split into two man teams and arm one with a launcher and another with a covering weapon and fall back to cover past their own choke points (theoretically they know the facility better than you do), then it becomes a game of “two can play that game come dig us out A-hole (a fantastic wild-line BTW)”.