Jump to content

Recommended Posts

hi guys

would be great in the game the M79 granade launcher(it was widely used during the vietnam war)it's in line with the time and not too heavy in an effective action,it could throw granade (stun or smoke furthermore) at higher ranges and with more accuracy..

what do you think??

Share this post


Link to post
Share on other sites

Not really... to understand why not, alter the "range" of standard grenades to near-infinite, and you'll see why it's a bad idea to be able to equip every solider with a weapon that can spam grenades over the map from a position of safety.

Share this post


Link to post
Share on other sites

If you made it direct fire like the rocket launcher it would be OK. That's how I'd do it anyway. It would be like a "lite" rocket launcher.

Share this post


Link to post
Share on other sites

no, the bit that starts

"As title says, grenade launcher. Design taken from the M-79 and converted to X-com look" - some scrolling that I should have typed may be required. It does look cool.

Share this post


Link to post
Share on other sites

But the auto-cannon in XCom was a grenade launcher remember? You could load explosive rounds into it. I remember, explosive, incendiary and armor piercing were the clips available. There was that heavy cannon too.

Share this post


Link to post
Share on other sites

:) Yes, but that's not the grenade launcher you're looking for. Move along...hang on, wrong sci-fi.

there's a specific m-79 grenade launcher on that page, for people who think that the autocannon (my favourite. D'oh another wrong reference) isn't enough.

Share this post


Link to post
Share on other sites

there's a specific m-79 grenade launcher on that page, for people who think that the autocannon (my favourite. D'oh another wrong reference) isn't enough.
Well, I'll try to mod one up along with my other level 1 weapons when the game is "done".

Share this post


Link to post
Share on other sites

I would be more interested in adding something like the little wireframe grenade-holders of WWII, that would use blanks to propel hand grenades at enemy positions: It would allow you to use generic hand-grenades as ammo, and likely be slightly more balanced.

(I have a weapon that will have this trait when clip-size becomes a magazine trait.)

Share this post


Link to post
Share on other sites

yeah,the idea is not to tweak the game but increase realism..the granade launcher could be easily balanced..ex x2 granade range but 3/4 or 1/2 the damage of the granade(it fires the std 40mm granade)with a straight fire(not curved like mortar or howitzer) because the idea of equipping an entire squad with M79 mean the creation of a mobile artillery position..

Share this post


Link to post
Share on other sites
yeah,the idea is not to tweak the game but increase realism..the granade launcher could be easily balanced..ex x2 granade range but 3/4 or 1/2 the damage of the granade(it fires the std 40mm granade)with a straight fire(not curved like mortar or howitzer) because the idea of equipping an entire squad with M79 mean the creation of a mobile artillery position..

It could be implemented as curved if you allowed the aliens to have a simlar tech (plasma grenade launcher) which you later research into. You could also include underbarrel upgrades but would no doubt have to increase the hit points of everything ground related and rework the damage settings. It was implemented well in the After***** trilogy.

Share this post


Link to post
Share on other sites

It would be somewhat balanced as a single shot weapon. I mean it would nearly an entire turn to reload it plus you would probably classify it as "heavy" so you would need to be stationary to fire accurately. Ammo would be limited too.

Share this post


Link to post
Share on other sites

Hand grenades have a TU cost of 20, + 12 if your hands are full.

And accurate launcher that fires what are basically handgrenades, at a TU cost of 30+4 (Reloading) for an accurate shot, wouldn't be imbalanced:

We have a rocket launcher that laughs at our hand grenades already...

I feel a totally realistic design for a tube based grenade launcher would be too bland, but still xenonauts.

Edited by WalrusJones

Share this post


Link to post
Share on other sites

of course it will be a single shot weapon..but not a heavy weapon,it was intended to be used by a GI..in the game i have intended a weapon usable in med-low range by generic soldiers in rapid cover movement..

Share this post


Link to post
Share on other sites

Grenade launcher is easy to balance IMO (just look at Jagged Alliance 2): Long range, but clumsy reload, small grenade (less effective than hand grenade), inaccurate... OTOH with option for "beehive" round for close-in work.

Share this post


Link to post
Share on other sites
Grenade launcher is easy to balance IMO (just look at Jagged Alliance 2): Long range, but clumsy reload, small grenade (less effective than hand grenade), inaccurate... OTOH with option for "beehive" round for close-in work.

They would also have to give the m79 a different scatter formula ... 50% chance to go long/short as opposed to a random scatter in any direction. A longer range shot might tend to lean towards an overshot.

Also, they would need to have a min range which should be about 10 tiles since that's about average throwing range for a hand grenade and the m79 was developed for use beyond throwing range. The min range would be helpful for the AI when using a weapon with a damage radius unless of course we all think the AI doesn't care about self preservation.

Share this post


Link to post
Share on other sites

JA2 is a very different game and its grenade launcher doesn't even have a high arc of fire (behaves more like a direct fire weapon), it's almost the same as the Xenonauts' missile launcher in fact so there's little point to it except for flavour.

To be truly different it'd need to me more like JA2's mortar which, as mentioned many times before, is contrary to intended game design.

Share this post


Link to post
Share on other sites

A light (No movement penalty) explosive weapon is something both difficult to balance, and not really worthwhile as a standalone deal.

Got it.

Share this post


Link to post
Share on other sites

JA2 is a very different game and its grenade launcher doesn't even have a high arc of fire (behaves more like a direct fire weapon), it's almost the same as the Xenonauts' missile launcher in fact so there's little point to it except for flavour.
I was just using the M79 in JA2 last night (very nice.) The animation lobs the grenade in an arc then it hits the ground and bounces forward. So, I'm not sure I agree with you. That being said, I didn't try to fire OVER anything. All I know is it a very effective weapon in JA2.

Share this post


Link to post
Share on other sites

I was just thinking about this, too. 40mm grenades would have a much better flight characteristic than a standard thrown grenade, but they would have a smaller bang. Notably, the M-203 40mm grenade launcher was introduced in 1968.

Although I have no idea if the game has any code for variable fire modes. Seems like all you would need to do is add another mode onto the end when you right-click through the various modes, just add one that's grenade launcher.

Share this post


Link to post
Share on other sites

The M70 later underbarreled to the M16 and variants as M209 have the same killing range and rate as hand grenades, but goes further and once armed allow a faste shot but slower to reload compared to a re-lob.

The ammo need 1second of flight o be armed + - 20 meters (lets say the nade blast radius+1 tile) and can reach up to 150m.

The ammo are:

HE, High explosive

IN, Incendiary

EX, Fragmentation

SM, Smoke

I suppose there s probably more than that those are classic ones (Orange agent, Sarrin gas, etc).

To be really usefull in this game, beyond flavor, without overpowering it, it would have to have straight line of shooting, minimum range, high scatter probability from yellow on, M16 range, 1 shot per round.

This would make it usefull at a very restrict range, but very usefull in this range and it would avoid a M79 squad due to bad medium and long range and no point black firing.

Anyone knows how grenade precision is calculated in this game as there s no nade skill ? It would have to use the same skill.

Share this post


Link to post
Share on other sites

I was thinking it would be nice to have an M-79, since I find that the rocket launcher is sometimes "too much" and a thrown grenade is "not enough"

Share this post


Link to post
Share on other sites
I was thinking it would be nice to have an M-79, since I find that the rocket launcher is sometimes "too much" and a thrown grenade is "not enough"

Indeed but a lot of aliens can take a full rocked in the chest and keep walking. (until alenium maybe, haven t got there again yet.)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×