Hook Ammo Poll

Are you for or against ammo for the Grappling Hook?


  • Total voters
    416
  • Poll closed .
After thinking about it, I recognized why people see unlimited use as being a problem, and how simply giving it ammo or just damaging the line would still be a poor way to correct the issue, since it won't resolve other ways people will be able to abuse it.

Giving it ammo is easily resolved since it doesn't address the problems with continuous use of one shot, or the actual runs from base to base that lead straight to inventory stations, or that don't require the totality of the set amount of ammo. Players will just make "grappler stops" to replenish themselves and will be off to abuse the system all over again. If you do give it ammo, you'll have to add in other variables to enforce it, which negates the purpose altogether.

So, I keep my vote of "no ammo," however...

You may want to consider something new, like an "energy capacitor" for the weapon, one that doesn't use jet energy for fuel, so it behaves like a pack's source of energy. You'd start off with, say, 100 units of energy in your grappler. Firing off a shot depletes 25 units, which means after four repeated shots (with no swinging involved), you have no "ammo." Remaining on an active line would drain 10 units per second, for an example. So, realistically, just swinging repeatedly on line after line won't be possible after about three shots. Swinging on a single line would afford you with only about eight seconds of use. It would recharge at something like 10 units a second when not in use, so you'd have to use your jets actively.

All those variables can be changed, of course. I'm not in beta, so I don't know how the game feels firsthand, so the variables I made up are based on conjecture. It may need more "ammo" than I gave it. The idea is to give it a limiting factor without limiting its usefulness in the field, which is the concept behind the grappler.
 
Decepti|<on said:
if the grappler in the t1 t:v mod is anywhere near the same physics as T:V itself then its horribly overpowered even if it had 20 ammo
None of the servers run my code atm.



And Plague, that's just about the same that I suggested. :p
 
Decepti|<on said:
20 ammo is such a shitload of ammo anyways, how often do you run out of disk ammo?
What's even worse is that it doesn't really stop anyone from swinging around as much as they want, as long as they hit an invo every now and then.


It's like whoring the CG next to an inv that resets its heat level.
 
Am., I got thrown to your edit a second ago and noticed that, until the actual solution with line strength anyway.

I was under the impression that each shot used a new rope/end though, since I never recall anything about the grappler retracting. Also, since it can snap, I assumed that it just regenerated.
 
whyhelothar said:
You forget that the capper will have LD covering him aswell...Not to mention the deployed turrets will chew you up way before you get near the capper. And, if by some stroke of bad luck a person is manning the base turrets, good luck getting your worthless pod into action.

Thats assuming the person is grapple hanging of course. 9 times out of 10 they are swinging around in a huge circle around their base (cavern) waiting for LD/Turrets to kill you. The only way I see to stop that cheapness is by setting ammo to the grappler like they did. If they cappers ammo runs low then he HAS to make a pitstop at an INV, which leaves him vulnerable to 100's of ways to die.


you'll have more than one person going on offense to retreive a flag. One shot to a deployable turret can disable it, and between a fighter pod/bomber and a heavy, manable turrets can be taken out pretty quick.

And if a capper is grappling around, I'd say that makes him even more vulnerable as his LD will have to keep up with him, not to mention if the capper is grappling, chances are he won't be shooting back at you.

My main point isn't regarding the ammo of the grappler, it's regarding the balancing of the game before it goes mainstream and how it'll affect things once people start playing more competitively.

p.s. you can grapple you way into most inv. stations, which(w/ the exception of emerald) are indoor.
 
After watching Jodos movies and counting his usage numbers I've come to the conclusion that 20 ammo is more than enough for my personal taste. IMHO I just hope that the devs don't do much other behaviour changes on the grappler.
 
Another idea that just popped into my mind...


If the use of the grappler must be limited in the long run (although I hope there won't be need for that), why not limit the length of the rope to be used instead of the number of shots? From my experience it's easier to mess up at shorter lengths, and it also takes you closer to the hook, which will be a likely target if it can be shot.
 
heh dead even split

i think it sounds like the grappler really does need some balancing, but in my opinion adding ammo isn't it.

This isn't something i view as a terrible game ruining chance, just not something I like the idea of.

Making the cable only able to be broken a limited number of times, or not grapple dirt, or something, would be my preferred option
 
Wow, talk about dividing a community
Dead-Even.bmp
 
Having ammo seems a bit odd to me.. I would be more for having the hook break if it gets hit by the splash damage of a disk..

That should throw the person off enough that they can be stopped without requiring ammo.

Although i may change my mind when i actually get to use it.
 
For those voting for ammo: Please keep in mind that vehicle turtling and base turtling have been removed. Also, flag throwing is a joke, and completely worhtless. Plus, turrets are being toned down in the next patch already.

This is one of the few semi-effective evasion tactics left. I say "semi-effective", because I dont believe enough effort has been done to try and counter it.
 
what if instead of ammo, if your hook got disconnected by someone shooting it...or say if it were possible to shoot the line and it broke....that the weapon wouldn't work....you would have to visit an invy/pinvy to 'reload' it ?
 
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