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Old 10-10-2008, 09:12 AM   #11
$kelet0r

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Default Re: nade launcher broken?

Quote:
Originally Posted by V4.SKUNK View Post
I think it's ridiculous, since when have grenades needed a minimum distance to arm it's self???
Since, like, forever. The M203 grenade needs to complete a minimum amount of rotations (usually equivalent to 100 feet travelled) in order to fuse - otherwise it will not explode.
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Old 10-10-2008, 09:15 AM   #12
Halfyon
Default Re: nade launcher broken?

M203

# Minimum safe range:

* Non-Direct Fire: 115 feet (35 meters)
* Training: 427 feet (130 meters)
* Combat: 102 feet (31 meters)

M203 grenade launcher - Wikipedia, the free encyclopedia

---

The Marine fire team leader/grenadier employs the grenade launcher in the offense to destroy groups of enemy personnel and to provide close fire support in the assault in conjunction with, and to supplement, other supporting fires. The fire team leader/grenadier personally selects targets and delivers the fire of the grenade launcher during the attack. In the last 35 meters of the assault, when the fires of the grenade launcher may endanger friendly assaulting troops on the objective, the fire team leader/grenadier employs the multiprojectile antipersonnel round. The multiprojectile round can be fired from the assault skirmish line without endangering the other assaulting Marines. The fire team leader/grenadier can fire high explosive rounds at targets which are far enough away so that the exploding HE round will not endanger the assaulting squad. HE rounds require an arming distance of approximately 30 meters.

http://www.globalsecurity.org/milita...round/m203.htm
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Old 10-10-2008, 09:43 AM   #13
cyberzomby
Registered User

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Default Re: nade launcher broken?

This also shows that the tactic of using nade launchers as personal mortars for things a click away or so is an exploit in the game or a gamey tactic and not how they use it in real life.
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Old 10-10-2008, 10:38 AM   #14
Th3Exiled
Default Re: nade launcher broken?

The grenade launcher is to be used for removing enemies where a rifle would be less desirable. It is designed to deliver a grenade at ranges exceeding the effective range you can throw a grenade.
The grenade launcher is not to be used to kill an enemy within 2 metres of yourself, if you want to take that approach when utilizing this weapon, then this, or any other limited kit, may not be the best choice for you to take.
The grenadier is not a close combat soldier, he is to use his grenade launcher to kill, wound or rout enemies that are both in cover and in the open. However that doesn't mean you should use it all the time, you have been issued a rifle for a reason, use that to engage enemies unless the situation would be more favourable to the use of your UGL.
You shouldn't be the leading element while clearing buildings with the grenadier kit either, using a grenade launcher in a confined space is both unrealistic and hurts game play, adding to the fact that you are now issued with some form of scope with most grenadier kits, which is a hindrance at close ranges, and you are at risk of losing your limited kit.
People must learn to use their kits for what they are intended to be used for, and overall must take much more care than what they currently do. Doing stupid things such as wasting kits or other assets, especially when they are not needed, is a great way of damaging the gaming experience of others.

The Grenade launcher as it is currently implemented is far from useless. For those of us who used the grenadier kit as intended and those who ran across the people who frequently used it as a CQB weapon, I’m sure we all approve and appreciate the change.

Exiled.

How awesome is this weapon? Even the elevation knob and magazine have rails.
-[R-CON]nedlands1

ANd jesus christ is everyone quoting me in there sigs LOL
-[R-DEV]coderedfox
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Old 10-10-2008, 11:06 AM   #15
cyberzomby
Registered User

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Default Re: nade launcher broken?

Thank you very much for that explanation Another argument against the personal mortar carrier.
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