Mankind is in peril. The Imperium needs you. Embody the superhuman skill and brutality of a Space Marine, the greatest of the Emperor’s warriors, unleashing deadly abilities and devastating weaponry to obliterate the relentless Tyranid hordes.
There are many players including myself that know how powerful and realistically overpowered the tactical grenade launcher on the bolt rifle is when combined with the perk that allows it to recoup all its ammo ever 30 seconds. I've played over 500 hours in SM2 across all classes, I have all achievements, all weapons fully leveled, Neo Volkite Pistol included and it is clear the grenade launcher on the tactical stands a league above the rest. Players rarely like nerfs however the game becomes a walking simulator when playing with this setup in your squad. I used to main tactical but now find that weapon overly boring even playing lethal.
With the right perks the grenade launcher can hold 11 grenades or 14 with a heavy ally. This number of grenades can all be shot out in quick succession even though it is clear that the weapon could not hold such capacity.
The weapon looks like it holds about 4 grenades and that is the perfect amount for the weapon to consider a 'magazine or clip'. This change would mean the weapon would hold 2 to 3 'magazines' of 4 grenades depending on load out. 4 grenades is still enough to kill any group of majoris enemies without reloading so doesn't drastically change how the grenade launcher plays however it does mean that it requires a proper reload so that the weapon can't simply destroy terminus enemies like the Hell Drake in 5 seconds flat. This also means the grenades cant be your primary weapon for 90% of an operation as majoris kills would only replenish 4 grenades.
This change wouldn't nerf the burst damage to most enemies but does mean players have to take the time to reload the weapon allowing other classes to have a chance to fight the enemy and even uses the Tactical's starting perk and other reload perks which are under used to greater effect.
This would make the operation experience much better for players and still leave the bolt rifle with under-slung grenade launcher as a highly effective gift from the Emperor.
Is the wep option a problem? yes. Does it need a nerf to the ground to make the rest of the mode playable? yes.
But any situation where you alter or give it the ability to be re supplied, will not solve the problem, it needs a huge flat nerf to the point where it has nearly 0 damage but a crap ton of stagger. (like 10% dmg and 90% stagger, idea would be that they work like the melta; low damage, large pushback effect) I doubt many are like me and ignore the bolter for how stupid OP it is, just to play with the plasma. Is it broken to have infinite supply of plasma ammo using emperor perk as it has no magazine?, yes, but atleast on that weapon you have to use two full charge-ups to kill a majoris, so it is a bit more fair for the rest of the group.
Is the wep option a problem? yes. Does it need a nerf to the ground to make the rest of the mode playable? yes.
But any situation where you alter or give it the ability to be re supplied, will not solve the problem, it needs a huge flat nerf to the point where it has nearly 0 damage but a crap ton of stagger. (like 10% dmg and 90% stagger, idea would be that they work like the melta; low damage, large pushback effect) I doubt many are like me and ignore the bolter for how stupid OP it is, just to play with the plasma. Is it broken to have infinite supply of plasma ammo using emperor perk as it has no magazine?, yes, but atleast on that weapon you have to use two full charge-ups to kill a majoris, so it is a bit more fair for the rest of the group.
I think you're just having a knee jerk reaction to this issue as your statements don't really show any level of consideration has been taken. Firstly, any ability to refill the grenade launcher would not solve the problem is obviously untrue. If the weapon only got refilled once every 20 minutes there would be no issue so your statement is obviously asinine. Secondly, the idea to make it do less only 10% damage and thus less than a bolt pistol is capable of makes absolutely no sense in game or in lore and is so monumentally over the top that I've never heard of anyone call for such a thing.
It's these kinds of statements that don't help the devs come to a proper fair solution that retains the weapon as something fun for players to use.
Gl is fine.. Its the rest of the weapons which are just bad by comparison Stop thinking nerfs are needed - Buff the bolt weapons.
The issue with the grenade launcher is it trivialities even lethal difficulty and makes the game far too easy. You have literally suggested making every weapon trivialize the game which would makes it utterly boring. Even by your own words you think every weapon by comparison is just bad, so do you think it's likely this one weapon is the issue, or that every other weapon in the game has an issue? Some people actually want a challenge in this game, if you don't, then stick to lower difficulties, but don't suggest ruining the game for everyone else because you want the game to have the challenge level of beating a 6 year old cripple in a full contact MMA match.
If they limited the grenades to 4, upped the damage very slightly to compensate and, most importantly, removed the ability for it to replenish ammo through perks, then I think things would be more reasonable than they are now.
If they limited the grenades to 4, upped the damage very slightly to compensate and, most importantly, removed the ability for it to replenish ammo through perks, then I think things would be more reasonable than they are now.
if you could only get 4 grenades back from an ammo drop and no perks would work on it, the weapon would be garbage. Your suggestion largely defeats the purpose of having the weapon have magazines for the grenades if the perk didn't even work on it.
I unloaded 5 rounds into a Majoris and only got it into an executable state.... it's most definitely not overpower
You missed or they somehow blocked because I've spent dozens of hour with it and never not put one into execution state at a maximum of 4 grenades. II mean this politely and honestly but f you don't find it overpowered, I'd say it comes down to your utilization of it which is mirrored in your firing 5 grenades at a target without killing it.
If they limited the grenades to 4, upped the damage very slightly to compensate and, most importantly, removed the ability for it to replenish ammo through perks, then I think things would be more reasonable than they are now.
if you could only get 4 grenades back from an ammo drop and no perks would work on it, the weapon would be garbage. Your suggestion largely defeats the purpose of having the weapon have magazines for the grenades if the perk didn't even work on it.
Not really. You'd essentially have 4 direct impact grenades on top of the regular 2 or 3 grenades. That's plenty impactful. I'd maybe restore the ability to refill at ammo crates as well but either way, it's not like it'd be inert. You just wouldn't be able to spam them all the time all willy nilly like you can now.
If they limited the grenades to 4, upped the damage very slightly to compensate and, most importantly, removed the ability for it to replenish ammo through perks, then I think things would be more reasonable than they are now.
if you could only get 4 grenades back from an ammo drop and no perks would work on it, the weapon would be garbage. Your suggestion largely defeats the purpose of having the weapon have magazines for the grenades if the perk didn't even work on it.
Not really. You'd essentially have 4 direct impact grenades on top of the regular 2 or 3 grenades. That's plenty impactful. I'd maybe restore the ability to refill at ammo crates as well but either way, it's not like it'd be inert. You just wouldn't be able to spam them all the time all willy nilly like you can now.
I disagree with your solution but I do see your point and understand your thought process, so on that we are on the same page. I think the weapon would be very low tier with that setup, similar to other bolters. Players hate nerfs so I think most players who use the weapon would dislike that change a lot. I was trying to keep the weapon as a top tier one that players would still enjoy using without it being in it's own tier and trivializing lethal difficulty if you're half decent with it.
I mean I think we all recognize the fact that it's currently pretty significantly OP. It is also true that other weapons are underpowered and still need further baseline buffs. I think making it a slightly weaker bolter variant that instead of giving you powerful primary rounds gives you serviceable primary rounds with the option of additional grenades for greater crowd control or directed damage would make it more or less balanced, obviously pending some internal testing. I think it makes sense as a direction to take it. It's not really nerfing the ability itself, it's just reducing the amount of times you can use it, which I don't imagine would be all too controversial if; A - other weapons were buffed to reasonable levels and B - it's readily apparent to most people that the current iteration of the UGL bolter is noticeably OP.
I could be wrong, but I suppose we'll just have to wait and see.
As a GL enjoyer myself. Admittedly it does need some sort of nerf. 11-14 nades is at first absurd to fit on such a tiny launcher (unless you add a reload mechanic to it). Your proposition of separating the nades into magazines seems fair. Also adding maybe a 1-2 second cooldown between launches would be reasonable too as that would simulate the time the launcher spins to prime the next grenade.
I don't agree with your claim that it makes it into a walking simulator though. I've had plenty of GL tacs in pub games get swarmed and KOed because they were too trigger-happy with firing their nades. I guess it would be a different scenario on pre-made teams with coms.
On the contrary, GL doesn't need nerf, because let's face it, you're not going to kill that much even with 6 grenades, plus it's mounted on a bolt gun which isn't really all the powerful, we need all the advantage we can get. I honestly don't feel all that powerful with it and when I have 6 or more warriors charging me, it doesn't really stop them as easily as everyone thinks.
On the contrary, GL doesn't need nerf, because let's face it, you're not going to kill that much even with 6 grenades, plus it's mounted on a bolt gun which isn't really all the powerful, we need all the advantage we can get. I honestly don't feel all that powerful with it and when I have 6 or more warriors charging me, it doesn't really stop them as easily as everyone thinks.
I think if you get more experience with the weapon you'll change your mind. It's by far the easiest setup I've found at clearing Lethal solo. In a group with friend we all agree it's boring for everyone else if you're good with it. 11 grenades kills almost 4 packs of elites and then you simply replenish them every 30 seconds. Add to that it's on one of the better boltguns as well and the weapon is a tier above anything else on the tactical marine.
I don’t know what’s your problem with wanting everything to be nerfed and normalized.
If this game is too easy for you, play something else.
If the weapon and game mode are too easy for you, solo everything with level 1 weapon on map 4 lethal.
I don't know man, maybe if you had to deal with players using a cucumber gun that kill everything on their screen every 5sec you would not have much fun, and you to, would like to nerf that thing. Or maybe you would be one of those ? That is called balance, not "nerfing everything" or "buffing everything". And even if it will never satisfy all players at the same time, it can come damn close sometimes. Telling players to go play play something else cause they want balance adjustments is lazy, and definitely not a line from game devs who want to improve their game for the long term. I am sure "hardcore" players seeking challenge already started nerfing themselves to keep the game fun and interesting for them.
I don’t know what’s your problem with wanting everything to be nerfed and normalized.
If this game is too easy for you, play something else.
If the weapon and game mode are too easy for you, solo everything with level 1 weapon on map 4 lethal.
This is such a lazy response. By your metrics why not just have guns one hit kill every enemy and and then if we don't like it or find it to easy we can just "go play something else" if balance and challenge doesn't matter?
If you're not going to contribute anything constructive or of value, why even bother posting? I think clemsat summed it up well in his response to you.
On the contrary, GL doesn't need nerf, because let's face it, you're not going to kill that much even with 6 grenades, plus it's mounted on a bolt gun which isn't really all the powerful, we need all the advantage we can get. I honestly don't feel all that powerful with it and when I have 6 or more warriors charging me, it doesn't really stop them as easily as everyone thinks.
I think if you get more experience with the weapon you'll change your mind. It's by far the easiest setup I've found at clearing Lethal solo. In a group with friend we all agree it's boring for everyone else if you're good with it. 11 grenades kills almost 4 packs of elites and then you simply replenish them every 30 seconds. Add to that it's on one of the better boltguns as well and the weapon is a tier above anything else on the tactical marine.
CzechKnight wrote: What 11 grenades? The limit is 6.
It goes up to 11 with a Relic Weapon and getting the magazine perks for the bolt rifle.
ChickenTsunami wrote: In a group with friend we all agree it's boring for everyone else if you're good with it.
Of course it would be boring you're playing with a group, It's way different on pub games when you don't have friends where player skill is on a much broader spectrum. But you could easily just as well just not use it or just nerf yourself by launching 4 at a time to simulate your proposed changes and let us know if it does indeed feel more fair with that handicap.
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