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I have a newfound hatred for the GL grenade cannon. At a range of 170 or below, it doesn't miss unless the target OBs away or does something really fast in a split second to avoid it. (Which is usually dumb luck.) I was rushing a quad that was backpedaling me all night long (I don't blame em', given that I was using Delta most of the time) and the GL shots are so bogusly huge they couldn't be dodged.
On top of that, they seem to correct their launch path a split second after being fired. I've been fired at from a LONG range while strafing left, then juked to the right as soon as it was fired. (Keep in mind, I went right AFTER it fired.) Right as I'm about to land to my right, it HITS ME!
So naturally, I figured "Meh, lucky shot". Then it kept happening over and over.
...And over, and over, and over, and over, and over...
It didn't stop hitting me where I juked after it was fired! Literally every time! So after awhile, the quad user and myself decided to try other back-mounted cannons to see if it was true. Behold, the other cannons were missing horribly. But when that GL was used again, the grenade rounds seemed to have psychic powers all over again.
Few things have been this frustrating for me to rush against. Seriously.
At a range of 170 or below, you can't dodge the blasted things because they're just so friggin' huge in general. But to have seemingly magical homing powers is definately what got to me the most.
So for kicks, I tried usng the GL myself, and it was uber accurate in every way possible. I couldn't miss with it if I tried, seriously. It's that bogusly magical.
That's why I'm wondering if it's broken or not if used in the right fashion. I can understand the LADON being hard to dodge, but the GL is just far to 'good' in my opinion.
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Well I would definitely put GL at the top of the tier list together with weapons such as the RL, RS and 98L but I wouldn't call it broken.
It is definitely accurate particularly because of the large projectile.
GL is one of those things that you have to start initiating a dodging maneuver even before it's fired.
For example, if you're playing against a quad, you have to read their movements. If the quad is boost hopping or at least boosting, charge in because you can rest assured that it's their hand weapons that are engaged. However, if the quad is boost-sliding or just walking, you better run for cover or put some good distance between the two of you because you can be sure that they're trying to get that double-lock with their back cannon.
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Not to mention the weapon is heavy and has a Loooong reload cycle. I even think its underpowered given it has only 12 rounds.
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<!--QuoteBegin-NiX+Dec 15 2006, 12:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (NiX @ Dec 15 2006, 12:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the quad is boost hopping or at least boosting, charge in because you can rest assured that it's their hand weapons that are engaged. [/quote:3a64982314]
Not necessarily IMO. What if you charge in, only to find that the enemy has quickly cycled through his guns? That leaves you in very close proximity, enough for even the splash damage of the GL to hit, right? That means, aside from observing the quad's movements, you'll have to get to know the player's style as well, and kinda get a feel for his piloting. Then you can really begin to predict his moves before they even happen.
Aside from that, I agree with these two guys above me. GL is definitely not broken, it's just a really good backmount. It can have the advantage of being accurate within that range only because it's balanced by its awfully long ping time, which can really kill you especially when you're trying to change into the guns at the front. Happened to me a lot of times during the last PACT.
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<!--QuoteBegin-Grimlok+Dec 15 2006, 01:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> QUOTE (Grimlok @ Dec 15 2006, 01:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NiX+Dec 15 2006, 12:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> QUOTE (NiX @ Dec 15 2006, 12:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If the quad is boost hopping or at least boosting, charge in because you can rest assured that it's their hand weapons that are engaged. [/quote:3834e8848c]
Not necessarily IMO. What if you charge in, only to find that the enemy has quickly cycled through his guns? That leaves you in very close proximity, enough for even the splash damage of the GL to hit, right? That means, aside from observing the quad's movements, you'll have to get to know the player's style as well, and kinda get a feel for his piloting. Then you can really begin to predict his moves before they even happen. [/quote:3834e8848c]
Hahah well yeah that should have been obvious. Don't directly charge into ANY AC equipped with GL... They can blast you with it even without a double-lock if you're really close. What I meant was that if you do see them boost-hopping, you can then confidently engage them head-on at a relatively comfortable distance.
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its got a looooong barrel. thats why.
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like i said in the projectile velocities chart thread,
i think part of the problem is the projectile itself. IT'S BIG. . even if it's supposed to be clocked at the high 900s, the size of the fireball gives the illusion that it's travelling faster than it actually is and has an effect on your timing. it's huge surface area also demands that you jink harder.
i think Leperdude manage to dodge at least 3 shots at midrange while he was running my Bruiser against Grimlok's GL quad.
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Quote:like i said in the projectile velocities chart thread,
i think part of the problem is the projectile itself. IT'S BIG. . even if it's supposed to be clocked at the high 900s, the size of the fireball gives the illusion that it's travelling faster than it actually is and has an effect on your timing. it's huge surface area also demands that you jink harder.
I think this is part of the problem, but it still seemed to correct itself in midair when I last faced a GL-er. If you want an even bigger shot, look at the dual GL cannon. That thing is huge.
ಠ_ಠ
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<!--QuoteBegin-NiX+Dec 15 2006, 01:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> QUOTE (NiX @ Dec 15 2006, 01:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hahah well yeah that should have been obvious. [/quote:2a26f63eed]
Lol, sorry. I know you know that.
wanzer's got it right though. Underweighting can help dodge GL 'nades a lot. Bruiser showed one example. Remember cab's tourney AC? That one dodged quite a bit of GL shots too.
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Doesn't underweighting effect the stun?
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bruiser has 10000+ stab and at least 500-800+ weight points underweight. the lgl can't stop it.
plus, grim says it's banned in anywhere within NCR region.
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<!--QuoteBegin-Black Dragon+Dec 18 2006, 04:13 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td> QUOTE (Black Dragon @ Dec 18 2006, 04:13 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Doesn't underweighting effect the stun? [/quote:548c35ed78]
Naw, the stability point is all the affects Stun. I heard there were like 3 magic numbers of Stun where all the weapons fall, I believe that is true based on some things in AC. This is all a generalization but here is my take on it.
<5000, Everything virtually stuns
5000 - 7000, Linear shots and Grenades stun alot, Handguns, Rifles to a lesser extent
7000 - 9000 Handgun, Rifles dont stun anymore, Linear Shots and Grenades stun less
>10000 Nothing stuns as long as legs arent broken. (Well...weapons with slow ping time, suchs GL, MPX, and LX can still stun as Wanzer said.)
Again, this is all my take on it...dont take it as legitimate fact lol.
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Lol, true, but that is what I found from playing.
I guess that GL shots and the LX cannon (or anything that takes days to long on with...lol) can still stun at +10000
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