About rifle grenades

Before devs decided to “rebalance” rifle grenades they were quite powerful but slow to use.
But now they do less damage than they used to and are quite spammable due to reload speed.

Example (I wanted to link my own video but I found a better one on youtube):

Link to original video

Personally I’d prefer them to be stronger but slower/harder to use. This way they would be more of a tactical asset than a noobtube to spam more explosions into crowded areas.
At first I thought about increasing it’s reload by adding an animation of loading a propelling (dummy) round. But then it may not be suited for the fast gameplay.
So I think the best idea would be to remove current ADS and replace it with bracing.

Explanation of how bracing would work
  1. Weapon can’t be hipfired, needs to be aimed
  2. Aiming takes longer in comparison to other weapons

This way it will retain it’s fast reload speed but player won’t be able to just jump around a corner and hipfire it. Instead player will have to actually plan to use it and will be rewarded with a bit bigger explosion than now.


Also I’d like to have actual rifle grenades sights (they are already modeled on the guns) both for direct and indirect fire. This way rifle grenades will also serve as “makeshift mortar”.
I guess indirect fire can be done by switching the firemode in terms of controls.

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Literally had to go hunt down some dude who was just lobbing them inside the factory objective on Normandy.

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Due to the increase of people complaining about a “lack of power of the GL”, I began using them again as of about a month ago.

I really don’t understand how you guys are having so much trouble with them.

They seem to work EXTREMELY well for me. Each shot taking out at least 2-4 people with ease.

That could be interesting perhaps. Though I aim with mine very often to get them in just the right spot, rather than just lobbing indiscriminately (perhaps that’s why I’m having better luck with it?).

Personally I don’t think this is a good idea. Simply for the fact that it further removes what makes mortars their own unique thing. Radio operators already took so much from the mortar class, further giving their abilities to run-and-gun type characters is terrible for game balance.

Lastly, has anyone tried the difference between a normal rifle grenade launcher and one that has been fully upgraded? I could be wrong but it seems like it makes a pretty big difference.

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A yes, the noob tube.

honestly liked it better when it was strong and slow.

would prefer It belong to the AT class or its own class to keep the numbers down. Really hate players that run around with nothing but noob tubes. not because its effective (they mostly suck or are pretty easy to shoot) …but because of the special kind of Muppet it takes to play only like that.

By all means, they can play how they like, but they remind me of something that I occasionally pick up on my shoe in the gutter! Very unpleasant on a hot day

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I’ll make an educated guess and say you probably hit enemy soldiers. Am I right?

Except current ADS speed is 0.something seconds. With bracing it would be close to or maybe even higher than 1s.
So it would have a huge impact on it’s use.

I don’t think they will replace mortars.
They would have less ammo, less power and longer reload. But they will be more universal “just in case” type of thing.

Problem with mortars is that they don’t really fit the game.
The biggest issue is lack of info on enemy location. Spoting system is really crude and most ppl don’t use it anyway because they either don’t know about it or want points for themselves.
But I’m getting offtopic.

Ideally, players should be getting upgrades on their squads that allows them bring in other character types, so there will be less instances of people just bringing a bunch of riflemen with grenade launchers.

Though the other issue here is that it is quite difficult to defend against something like this in the first place. A single shot through a window can be very effective. However, if you were able to seal that window effectively, it would no longer be an issue.
Unfortunately, the sandbag walls within the game are also destroyed by just one or two of these shots, making them pretty ineffective against them.

The damage from these should ONLY be fragmenation (unless its the AT variant that Normandy Axis have), and sandbag walls should be made IMMUNE to fragmentation damage.

This would force players to really aim their shots to be effective.

I was thinking about a “grenadier” class but except for rifle grenades I couldn’t really find any weapons for them. Maybe restrict big grenade bags for those guys only but those are only 2 unique weapons. Kind of lame.

Also rifle grenades are the gimmic of the rifleman class.

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Tangent i know, but ill just say quickly as a mortar enjoyer, that spotting is uneccesary. I do my own spotting using the minimap yellow marker. Its not too hard to make a guess at where the enemy is in respect to the blue dots on the map :slight_smile:

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that job was already stolen by the paratroopers with the amount of mortars they’re carrying.

I guess I always thought the gimmick of the rifleman class was numbers (9 man squad). Huge objective capture weight. I personally dont really attribute the grenade launcher to them.

And I have alot of fully decked rifle squads, but only 1 that has launchers (and as it happens, my least favourite)

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Actually more often than not, NO, I’m hitting all around them. The ground, the wall, even some spots where I don’t think it will have the blast reach it still does.

  1. Define what you mean by brace. These were designed to be fired from the shoulder.
  2. Perhaps requiring you to be aiming for at least a moment before firing I could understand. As long as I can still use the sights to aim it I’m fine with it. I usually take a second or two to line up a good shot in the first place.

In this regard, I think the better solution is to push players back to working together again, rather than further down the rabbit hole of strictly solo play. Looking back at 8-15 years ago, players didn’t have much trouble working together in games like Battlefield, and a few others.
Even when they weren’t grouped up, even just being on the same team they worked together because the mechanics of the game were centered around using teamwork, rather than everyone for themselves. IT WORKED!

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I guess it’s one way to look at it. For me bigger numbers = explosives magnet more than anything.

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Then I need to see some videos.
Because I often only damage ppl I try to hit (note: I can’t aim).

By brace I mean:

  • no hipfire
  • longer than normal ADS time

I’ll start getting some clips then.

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Well that does happen…but when your whole rifleman 3 squad has

15% faster medkit
75% faster medkit
200% more heal or 35% more hp
50% more likely to be downed instead of killed

Its pretty impressive how much damage they can soak.

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I’m in the process of creating such squad.
And so far I’m quite happy. Only half of them dies upon contact with the enemy.

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Yup, exactly.

To further point out, I usually equip mine with the large backpack and have extra medkits.

Though with the new update to tank repairs, they each have 3 medkits and a toolkit.

If you add in increased run speed, you actually have an efficient squad to eliminate minefields with!

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Its very strong…
I have 3 of these rifle squads in my lineup lol

@61839981 yes mine have the large backpack for medkits and attached medic specialist also lol

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Personally I use less gun sway after turning. It’s supposed to make them a bit more deadly with guns and it seems to be working ok. Even dudes with BA can do some work.

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I build that one into my rifleman 1s. Cos they get the extra passive

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