The Noob Tube and the real way to fix it

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  • Bravo Six

    #1

    The Noob Tube and the real way to fix it

    This has bothered me for a while I just kept my mouth shut about it, but now since most people seem to think nerfing this thing is the right thing to do I feel the need to speak up.

    If you don't care stop reading now, and save us all the flamatory replies.

    Ok so as it is the grenade launchers are broken, theres no denying it but for reasons most people don't think of.

    First Problem: it's main problem is that it does little to no damage to it's wielder, this is really a problem with all explosive projectiles in the game. It's the same with the AT rockets you can fire it at your feet a theres a good chance you'll live to tell about it.

    Solution: Very simple to fix, make it so that the wielder of explosive projectiles (AT Rockets/ Grenade Launcher) take full damage from their own rounds. It's both more realistic and it all but removes the noob tube sindrome of running into an assault guy and getting insta killed by a point blank grenade. People are less likely to resolve to this action if it will kill them too.

    Second Problem: No arming distance, real launched grenades have a "safety distance" that the grenade must travel before going off. Usually about ten meters BF2 grenades don't have this allowing point blank shots.

    Solution: Thankfully this is being implemented *sort of*, they're adding a timer so that the grenade must be in the air for a minimum amount of time before it will explode on impact. At least thats how I interpreted the patch notes, the scary fact is that you never know what DICE is going to do in patches. They seem to lack logic sometimes, my fear is that the launched grenades will be fused based rather then impact based, making them basically long range hand grenades with a really small splash damage radius. Which leads into the next problem...

    Third Problem: The grenade from the grenade launcher has next to no radius on the splash damage. This is a problem since it limits there usefulness to nube tube tactics (ie: shooting point blank) rather then long range elimination of infantry. Apparently this is going to become even worse in the last patch notes DICE stated that the radius would be reduced. This is a BAD thing. You may not like getting killed in one shot by a grenade launcher, but due to it's limited ammo count it doesn't happen all that often and espeically not at longer ranges since it requires skill to land a grenade even close to the target at 30+ yards. Also do we really need another part of the game rendered useless? I feel that if they are going to reduce the already tiny explosion radius of these grenades DICE might as well remove them completely. As it stands you already have to land a grenade pretty much dead on to kill someone with it, I've landed grenades literally 2 feet on either side of my target and have it deal little to no damage. If they shrink this radius even more you'll probably have to actually hit the target in the chest with the grenades to kill them which anyone will tell you is next to impossible.

    Some of you may be saying "good for them" but aren't you being just a little hippocritical? Someone complains about one of your tactics or weapon choices and you say "LOL it's part of the game, cry more learn to play etc.." but then someone uses something you don't and you call them "nube toob! other retarded internet insult here". The fact is if they make the grenades nigh useless it just removes another thing from this game that makes it so great. BF2 is great because of it's choices, because you can play pretty much any way you want. Rendering the grenade launcher weaker/ less useful will render the assault class so, I don't think anyone really wants the assault to be nerfed.

    Solution: Double the radius, now this is a tricky one it could potentially break the grenades more. BUT if they implement the arming timer and the 100% damage to wielder as noted above then it will be fine, since it will discourage close range grenades even more. Whose going to fire a grenade at close range if it will kill or seriously injure you 5 feet out? Also if the timer is implemented it won't go off at close range anyways.

    With these changes I've suggested I think the grenade launcher wielders could become less "nube toobers" and more "grenadiers" since the launcher would require more skill to wield effectively. Now before going "no moron, the radius doubling will make it more nubish [god I hate that word]", think about it concider how they would be if all the above were implemented.

    Sure you wouldn't have to land the grenade as close, but you'd have to be further away from your target to ensure the grenade will arm in time and so that you won't kill yourself in the process (just like in real life). With the game's farely good implementation of ballistics, it would actually take MORE skill to wield the grenade launcher. You would need to learn how to properly arc the grenade to hit long range targets not to mention targets on the run. You also wouldn't be able to do the annoying point blank grenade kill, which I think is where the whole hatred of the so called "nube tube" really comes from.

    My thoughts, thanks for reading. If your going to reply please BE CIVIL let's try to contain moronic internet arguments to the World of Warcraft forums where they belong :P!
  • Roothax

    #2
    Re: The Noob Tube and the real way to fix it

    Honestly I only thought they had to put in a minimum distance, the reduced splash damage radius seems like an exessive nerf. As you pointed out the GL is already difficult enough to use a medium to long range.

    Comment

    • Mayhem

      #3
      Re: The Noob Tube and the real way to fix it

      Easiest solution is,,,
      Remove it,

      But er i dont mind it, everyone uses it so

      Comment

      • WarGimp

        #4
        Re: The Noob Tube and the real way to fix it

        Originally posted by Bravo Six
        Second Problem: No arming distance, real launched grenades have a "safety distance" that the grenade must travel before going off. Usually about ten meters BF2 grenades don't have this allowing point blank shots.

        Solution: Thankfully this is being implemented *sort of*, they're adding a timer so that the grenade must be in the air for a minimum amount of time before it will explode on impact. At least thats how I interpreted the patch notes, the scary fact is that you never know what DICE is going to do in patches. They seem to lact logic sometimes, my fear is that the launched grenades will be fused based rather then impact based, making them basically long range hand grenades with a really small splash damage radius. Which leads into the next problem...
        Fuse based GL rounds exist. Digital Fuses, in fact.
        Probably the most interesting thing I've read about the subject is a two stage digital fuse for GL rounds. The first stage (.5 seconds) arms the impact detonator and the second one (5 seconds) simply explodes the round. The idea is to ramp up the flexibility of the round without having to switch between different types of ammunition. This system alows for direct fire via mid-air arming, while mitigating accedents from bounce back or close range miss-haps. The second stage allows the same shell to be used indirectly. Ie, you can bounce it off of things. It also makes sure that the round detonates even if it has become victem to in-flight wobble.

        These devices are not standard issue as yet, but it's been proven that production costs would be lower for digital timers (simple circut) rather than the complex physical rotation fuses currently in use.

        IOW, there's a "realistic" cop-out for dice either way.

        Blast radius is another issue. Yeah, I think it should have been ramped up, not down, with this patch.
        An ideal system would be to have a 2 tier damage radius. A 2 foot killzone with extreamly high damage and a second larger fragmentation zone starting with aprox 75% health damage, ramping down to none.

        This would allow them to be effective in their intended role as anti-light-armour as well as in their real-world role as area-suppression (spam) weapons.

        That's my thinks anyways.

        Comment

        • AmishSlayer

          #5
          Re: The Noob Tube and the real way to fix it

          I say their changes are fine. I would go so far as to say remove the crosshairs from it and make launcher users use the iron sights as well. Even DICE said they intended the launcher to be used vs vehicles NOT infantry so the changes they made are definitely going towards that purpose.

          Comment

          • Bravo Six

            #6
            Re: The Noob Tube and the real way to fix it

            Thanks for the civil replies guys, was worried I was going to get flamed.

            Devman I agree with you somewhat, I think that if they put in the minimum distance the grenade launcher would be fine not perfect but good.

            Mayhem, no offense man but removing it isn't a solution it's more of a problem. Its a problem since it removes one of a classes main abilities. Assault already can't do much, removing the grenade launcher would just make them worse and give them even less they can do.

            Comment

            • Bravo Six

              #7
              Re: The Noob Tube and the real way to fix it

              Wargimp those digital fuses sound interesting, I think DICE would do good in implementing it. It would give assault more options in combat, which they need the class is a tad bland as-is. It also solves the nube tube problem.

              AmishSlayer if that is DICE's intention they definately need to double if not triple or quadruple the grenade's damage. As it stands you can barely take out Humvees with them effectively. Also no offense to DICE but that's retarded, why limit the grenade's uses like that? Leave the anti-vehicle work to the AT class and give assault a versitile weapon that can be used anti-vehicle or anti-personel. Since assault is supposed to be a general assault class anyways, it doesn't make sense to limit one their main weapons uses assault's weapons/tools should be as versitile as possible.

              Comment

              • Bob Toblerone

                #8
                Re: The Noob Tube and the real way to fix it

                I have a feeling the grenade launcher is gonna be useless in the coming patch. Your solution is a good one, i think that if its implemented correctly it could fix the "noob tube". The smoke grenade needs to be fixed aswell its almost useless, it needs to last longer and be thicker.

                Comment

                • Sloi sauce

                  #9
                  Re: The Noob Tube and the real way to fix it

                  Cogent post. I agree...

                  Comment

                  • Bravo Six

                    #10
                    Re: The Noob Tube and the real way to fix it

                    I'm worried that you and I are right about the GL becoming useless in the coming patch Jack. But that's DICE for you, they tend to just change things without fully concidering how it will affect the game's overall balance.

                    You have a point about the smoke grenade too Jack.

                    Comment

                    • MidnightOps

                      #11
                      Re: The Noob Tube and the real way to fix it

                      Yes I think adding a timer on the grenade so that it's just like a thrown grenade, but only difference is being projected out of the bottom of a gun.

                      As far as I know, that's how it is in real life.

                      Comment

                      • LoganX

                        #12
                        Re: The Noob Tube and the real way to fix it

                        I'm sorry bravo but I have to disagree with the 'Increased Blast Radius" Proposal.
                        This will only once again promote assault class abusers to use the GL as their primary weapon...even if they have to use it at a distance. It will not stop the current abuse of the weapon but possibly make it worse as it will allow it to kill MORE people in one shot than it does now. Just yesterday I landed a shot 2-3 feet away from a target and it killed him fine. I'm certain the reduction in splash in the patch will not be that drastic. They've stated that they want to 'limit' it's usefulness against infantry but not remove it.
                        Now the GL will be 'somewhat' less effective on infantry and still effective against vehicles from a short distance (Which is how they intended it).

                        Increasing the Radius is not the solution.
                        Reducing it is not a Nerf...it's a fix to an unintended use.

                        Comment

                        • parish

                          #13
                          Re: The Noob Tube and the real way to fix it

                          I agree with increasing the radius, not shrinking it. The other stuff is good food for thought IMHO. I think we will see a difference in others style of play due to this though.

                          Comment

                          • Pilioka

                            #14
                            Re: The Noob Tube and the real way to fix it

                            Good fix is to not give you 5 shots with it.

                            Comment

                            • AmishSlayer

                              #15
                              Re: The Noob Tube and the real way to fix it

                              Originally posted by Bravo Six
                              AmishSlayer if that is DICE's intention they definately need to double if not triple or quadruple the grenade's damage. As it stands you can barely take out Humvees with them effectively. Also no offense to DICE but that's retarded, why limit the grenade's uses like that? Leave the anti-vehicle work to the AT class and give assault a versitile weapon that can be used anti-vehicle or anti-personel. Since assault is supposed to be a general assault class anyways, it doesn't make sense to limit one their main weapons uses assault's weapons/tools should be as versitile as possible.
                              They're not talking about the grenade launcher being for heavy armor. They're talking about using it against humvees, buggies, FAV's, etc. The grenade launchers already do plenty of damage to these vehicles.

                              Originally posted by Armando Marini of DICE
                              The grenade launcher was designed to give the assault soldier increased ability to fight against vehicles; however it is ever increasingly being used against infantry. We didn’t want to lose this ability, but it is necessary to limit its usefulness against the infantry.
                              AT class has the perfect equipment for doing their job. ANTI-TANK is their name for god's sake. They deal with heavy armor, assault is supposed to easily deal with small vehicles...NOT infantry.

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