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Give the LAW a minimum arming range

Anbyway the Law is ok like that ... i never have see a game with the gun need to be used ina certain range
Call of Duty's rifle grenades don't arm for a certain distance, a safety feature that all launched explosives have IRL. I'll be quick to add, I'm not advocating this change because it's more realistic, I'm advocating it because it would be an improvement to gameplay.

I know my english stink but anyway i cant talk you more correctly :S
The ... isn't used everywhere in English. It's used to indicate a long pause, or a sentence that trails off.
 
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Argh. Who left the cage open? The troll is soiling the threads again! :rolleyes:

Anyway, I think LAW should have that safety feature like Man And a Half described. Actually, I think the LAW should have a laser sight / distance measurement unit that would measure the distance to the target / obstacles under the dot and not fire if there is something within a certain distance interfering with the trajectory. For situations where extreme measures or sacrifices have to be made to save the rest of the team they could add a safety override option as the alt-fire that enables the LAW to be fired even if there is an obstacle within the safe zone.

This would be a fairly good compromise between the way it works now and the safety feature, and everyone would be happy. Right? :)

Seriously, who would want to blow himself up with the LAW? :eek:
Seriously, who would want to blow up at all? :confused:
 
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Its a bad idea cuz it give more problem then it save ...
What problems does it cause? None.

What problems does it prevent?

1. It stops you from accidentally blowing yourself up when a player intentionally or unintentionally walks in front of you, or a specimen.

2. It stops you from blowing up a team mate that walks right in front of you (if he is that close you won't be able to see him soon enough to know not to fire).

But I realise you're just trolling. :(
 
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Stop falling for the obvious troll.

For the love of god, ignore him. Nothing he says will do anything but rot your brain... Your anger and frustration feed him...

Anyway, yeah, I've advocated this change for a long time. To save the LAW, it needs 3 big things:

-Big damage boost against EVERYTHING except the Patriarch. Keep the small area-of-effect, though. This is a precision anti-tank weapon, not a grenade...

-Lowered cost/weight. Right now it's too expensive, both itself and it's ammo, and it weighs so much that only a Support can carry it and any other weapon, thus making it worthless to the other classes in all waves but the Patriarch wave (Which it isn't good at anyway...)

-Not arming itself until it's at least 10m-15m away from the firer. Before this arming range, it's gas propelled and won't explode. If it hits anything, what's hit takes minor damage and the rocket falls harmlessly to the ground. Beyond the arming range, the rocket booster kicks in and the rocket goes EXTREMELY fast to the target and explodes on impact.

The minimum arming range is good for a variety of gameplay reasons and realism reasons. The big one is that almost all real-life anti-tank weapons have this feature. The LAW is a long-range weapon, folks. Not the Quake-style rocket-at-your-feet stuff...
 
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I like your suggestions Nanostrike, but I think there's two ways to look at the LAW. You can either look at it like a crowd-killer which has big splash damage, or you can look at it like a piece of anti-heavy (Scrake, Flesh Pound) equipment that does little splash damage but does a lot of damage to anything it hits. As much as I think it'd be cool with your suggestions, a lot of other weapons already fill that roll. I'd like to see it possibly made more expensive but with reduced splash damage and some more seriously increased target damage, enough to take out a Flesh Pound in a couple of hits in harder difficulties in fact.
 
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I think for starters, TW needs to make the LAW useful to begin with.

As it stands right now, no matter what perk you're using, the LAW does absolute garbage damage when compared to rank 5 perks with their weapon of choice. That includes the bullpup.

If you go by damage per shot/amount of ammo/cost of weapon/cost of ammo, the LAW comes up short in just about every category. It takes like 5 LAW rockets to drop a fleshpound on 6 man Hard. You can carry a total of like 12 rockets, 15 if you're rank 5 support (I think, don't quote me on it).

For the price of a LAW, you can get combat armour, a hunting shotgun, and a regular shotgun, and have some change leftover if you're rank 3 or 4 support specialist.

I think for the LAW to be useful, it should do what the crossbow does, only with pushback if it doesn't outright turn the specimens to giblets. Make it have infinite piercing until it hits a wall, in which case it explodes for like double the damage it does currently. Right now there are so many better options for 1500 pounds and max weight blocks.

Your post just sparked an idea... Well I was thinking that there should be another class, we can call it the Pyrotechnician for starters.

Your low tier weapon to buy would be some sort of revolver/grenade launcher. (I was thinking of an RG6 Grenade Launcher)

And the High tier of course would be the L.A.W.

But like any other perk, at lvl 5 the Pyrotechnician will have bonuses that regular holders of the explosive weapons do not.
 
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I agree with the arming range.
Just make it so the fire button doesn't do anything like when you're not scoped in if you have a teammate withing x number of meters and close to your crosshair.

I think they should make the damage of the LAW related to number of players and difficulty setting, as well as making it more expensive, maybe $4500?

That way, no matter what setting you're playing on and with however many people, the LAW will always do consistent and effective damage and only be available in the later waves.
 
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I agree with the arming range.
Just make it so the fire button doesn't do anything like when you're not scoped in if you have a teammate withing x number of meters and close to your crosshair.

I think they should make the damage of the LAW related to number of players and difficulty setting, as well as making it more expensive, maybe $4500?

That way, no matter what setting you're playing on and with however many people, the LAW will always do consistent and effective damage and only be available in the later waves.

That still gives it a very small usage potential, especially on higher difficulties where it can be a nightmare to get and keep money.

It needs to have a role or niche to fall into, and 'big-target takedowns' would be it, most definitely. Make it so that it has low ammo or something so that it's a SERIOUS waste to use it on anything but a big target... I'm talking maybe 4 or 5 shots, but with enough damage to level whatever it hits (Except the Patriarch, who still takes sizable, but greatly reduced damage from it!). It'll keep it's tiny area-of-effect: This isn't an area-plastering rocket launcher. It's a precision anti-tank missile.

If you want something that smacks down everything in an area, ask the devs for a doom-style rocket launcher (More of a "realistic" version would be the typical "RPG") or a Grenade Launcher...
 
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That still gives it a very small usage potential, especially on higher difficulties where it can be a nightmare to get and keep money.

It needs to have a role or niche to fall into, and 'big-target takedowns' would be it, most definitely. Make it so that it has low ammo or something so that it's a SERIOUS waste to use it on anything but a big target... I'm talking maybe 4 or 5 shots, but with enough damage to level whatever it hits (Except the Patriarch, who still takes sizable, but greatly reduced damage from it!). It'll keep it's tiny area-of-effect: This isn't an area-plastering rocket launcher. It's a precision anti-tank missile.

If you want something that smacks down everything in an area, ask the devs for a doom-style rocket launcher (More of a "realistic" version would be the typical "RPG") or a Grenade Launcher...

I wouldn't oppose the lower ammo amount, it would help balance it out.
Honestly, 15 rockets? I don't think in any game I've played it was possible for that much extra ammo. But then again no game I've played had such a weak most expensive weapon.

4 rockets total would be enough in my opinion.

To make it so it would be a "big no no" to miss your target, you could make it so you can't get ammo for it. That really draws the line on laziness and making the shot count.
And possibly, in suicidal, make the Patriarch rage or something when he gets hit with a rocket. That way, the team needs to decide when the best time to hit him with it, or to hit him with it simultaneously.

And like I said, maybe make it so the damage is relative to the size and difficulty of the game so it's always balanced. In beginner and normal it might not even be worth using it. But that way, in hard and suicidal it'd be quite beneficial.

As for the money problem, that's why it's called hard and suicidal isn't it? ;)
 
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I wouldn't oppose the lower ammo amount, it would help balance it out.
Honestly, 15 rockets? I don't think in any game I've played it was possible for that much extra ammo. But then again no game I've played had such a weak most expensive weapon.

4 rockets total would be enough in my opinion.

To make it so it would be a "big no no" to miss your target, you could make it so you can't get ammo for it. That really draws the line on laziness and making the shot count.
And possibly, in suicidal, make the Patriarch rage or something when he gets hit with a rocket. That way, the team needs to decide when the best time to hit him with it, or to hit him with it simultaneously.

And like I said, maybe make it so the damage is relative to the size and difficulty of the game so it's always balanced. In beginner and normal it might not even be worth using it. But that way, in hard and suicidal it'd be quite beneficial.

As for the money problem, that's why it's called hard and suicidal isn't it? ;)

Good idea, that way you can't afford to miss with the rocket launcher but when you DO hit, it does massive damage.
 
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