Amadeu5 said: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.
liquidh2o said: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.
Plague said: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.
-Striker- said:Or even better, make is so that if grapple points take a certain amount of damage, they disengage. If you could disk people's line off the ceiling, it would be pretty easy to return the flag.
Plague said:I thought it already could be broken by any projectile? Seems like it's been that way for a long time.
LostAngel said:I just think the ammo option is a quick fix for something much more complicated.
Hobbiticus said:I'm against it right now, mainly because if you are holding the fire button down while grappling and your grapple breaks, it automatically fires again. That and it can take 5-7 shots to get to the enemy base and another 5-7 to get back. Then you're really limited unless you go back to an inventory station, which is silly because you havn't fired an actual weapon.
Hologram said:I am for the hook ammo. I am not in the beta. It forces people to watch where they shoot it and think ahead. The ammo can always be set to "infinite" in a modded server.