07-24-2021, 10:27 AM
Alright, i'll put in some HoS opinions on this whole issue.
Riot Launcher is pretty good where it sits right now, post nerf to how fast you can load things into it its a one shot secondary weapon. Given how you can purchase ammo for it from security utilities its a good backup weapon. Riot Launcher usually takes smoke grenades, flashbangs, stingers and an industrious scientists syndicate grenades (There are more, but when do you even see it?). Gone are the days of the nitro grenade. All of these grenades carry with them some stamina damage on hit by any grenade themselves, a good bit of brute (About 40?) and an embedded chance which can cause its own stun. You've been shot by something that is essentially a 40mm grenade, its going to hurt.
The big issue folks seem to have is flashbangs in the launcher, and honestly I don't even use the launcher anymore, just flashbangs. First Flashbangs are ridiculous because if you even want to use it as security, you literally have to throw it and then GET OFF SCREEN. Otherwise you'll disorient yourself for four seconds. If you're within about 5 tiles of the grenade, you'll take stamina damage. Dead center? You'll get an asswhooping amount of stamina damage because of the flashbang. This is where the riot launcher comes in king in a single target scenario. If you can shoot them and hit them, you instantly down them.... if they aren't wearing earmuffs and sunglasses. So what to do....
First, Flashbangs are not armory equipment. When you need them, a flashbang is a life saver. Revs rushing you when you're alone and you need to get to backup? Throw a flashbang and run off screen as fast as you can. Hope you don't get the disorient effect and they do, and you might be able to limp away. Nuke Ops defending the bomb? Blind their Marksmen forever because he wore thermals by throwing in all your flashbangs. You'll have given the crew some time because you've either downed or disabled the majority of the nukies in the room. Flashbangs are useful and god damn essential for security when they don't get hit by the flashbang themselves, but a death sentence when they do get hit.
Katzen has a good idea via grenade conversion, and it does sound nice since it adds extra time to the wielder to PREPARE, but it doesn't stop the reason this thread is up, being one tapped and knockdown by a grenade. Sadly the flashbang isn't even the only grenade to one tap knockdown because you got hit by it. Having a stinger grenade detonate on top of you causes you to be hit by every rubber bullet it has, and then you've got a ton of brute and a coma. I did this for a few shifts, and I put one wizard instantly into deep crit with it, didn't really use it after that.
Changes
-Holding a grenade in hand as it goes off causes brute damage with a chance to delimb you. You're holding a grenade in your hand, flashbangs are concussive and could still rip off your fingers. Stop folks from putting on earmuffs and priming two flashbangs and walking into a crowd.
-Flashbangs effect you on bullseye, regardless of earmuffs and sunglasses. Its a concussive grenade, it jiggles the brain and drop you anyways.
-Reduce the area of effect of flashbangs. Currently if you can see the damn thing, you're going to get hit by it. Reduce its range to 3-4 tiles from center, that way security doesn't flashbang themselves. To add to this, if the range is reduced, increase the effect of area damage slightly. Don't increase its max, just the area damage. Say bullseyes stay the same, 1 tile aoe is still a bullseye shot and then taper off from there. Make the thing actually usable instead of an emergency use when revs are tearing ass down the halls after you with bats.
-Either make converting grenades a possibility, or put two packs of 40mm Stinger and 40mm Flashbangs in the armory vendor, maybe four rounds each pack.
-Make it an actual 40mm grenade and give it a priming distance, so you can't point blank with it. Unless of course we bring back the 40mm Baton rounds which got swiftly replaced with paint rounds.
Riot Launcher is pretty good where it sits right now, post nerf to how fast you can load things into it its a one shot secondary weapon. Given how you can purchase ammo for it from security utilities its a good backup weapon. Riot Launcher usually takes smoke grenades, flashbangs, stingers and an industrious scientists syndicate grenades (There are more, but when do you even see it?). Gone are the days of the nitro grenade. All of these grenades carry with them some stamina damage on hit by any grenade themselves, a good bit of brute (About 40?) and an embedded chance which can cause its own stun. You've been shot by something that is essentially a 40mm grenade, its going to hurt.
The big issue folks seem to have is flashbangs in the launcher, and honestly I don't even use the launcher anymore, just flashbangs. First Flashbangs are ridiculous because if you even want to use it as security, you literally have to throw it and then GET OFF SCREEN. Otherwise you'll disorient yourself for four seconds. If you're within about 5 tiles of the grenade, you'll take stamina damage. Dead center? You'll get an asswhooping amount of stamina damage because of the flashbang. This is where the riot launcher comes in king in a single target scenario. If you can shoot them and hit them, you instantly down them.... if they aren't wearing earmuffs and sunglasses. So what to do....
First, Flashbangs are not armory equipment. When you need them, a flashbang is a life saver. Revs rushing you when you're alone and you need to get to backup? Throw a flashbang and run off screen as fast as you can. Hope you don't get the disorient effect and they do, and you might be able to limp away. Nuke Ops defending the bomb? Blind their Marksmen forever because he wore thermals by throwing in all your flashbangs. You'll have given the crew some time because you've either downed or disabled the majority of the nukies in the room. Flashbangs are useful and god damn essential for security when they don't get hit by the flashbang themselves, but a death sentence when they do get hit.
Katzen has a good idea via grenade conversion, and it does sound nice since it adds extra time to the wielder to PREPARE, but it doesn't stop the reason this thread is up, being one tapped and knockdown by a grenade. Sadly the flashbang isn't even the only grenade to one tap knockdown because you got hit by it. Having a stinger grenade detonate on top of you causes you to be hit by every rubber bullet it has, and then you've got a ton of brute and a coma. I did this for a few shifts, and I put one wizard instantly into deep crit with it, didn't really use it after that.
Changes
-Holding a grenade in hand as it goes off causes brute damage with a chance to delimb you. You're holding a grenade in your hand, flashbangs are concussive and could still rip off your fingers. Stop folks from putting on earmuffs and priming two flashbangs and walking into a crowd.
-Flashbangs effect you on bullseye, regardless of earmuffs and sunglasses. Its a concussive grenade, it jiggles the brain and drop you anyways.
-Reduce the area of effect of flashbangs. Currently if you can see the damn thing, you're going to get hit by it. Reduce its range to 3-4 tiles from center, that way security doesn't flashbang themselves. To add to this, if the range is reduced, increase the effect of area damage slightly. Don't increase its max, just the area damage. Say bullseyes stay the same, 1 tile aoe is still a bullseye shot and then taper off from there. Make the thing actually usable instead of an emergency use when revs are tearing ass down the halls after you with bats.
-Either make converting grenades a possibility, or put two packs of 40mm Stinger and 40mm Flashbangs in the armory vendor, maybe four rounds each pack.
-Make it an actual 40mm grenade and give it a priming distance, so you can't point blank with it. Unless of course we bring back the 40mm Baton rounds which got swiftly replaced with paint rounds.