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Idea to make the LAW a bit better

Althamus

Grizzled Veteran
Mar 13, 2012
1,287
21
Give it penetration.

When a LAW rocket hits something small (crawler, clot, gorefast, stalker) it will instagib the specimen and keep going.
If a LAW rocket hits something bigger (bloat, siren, husk, Sc, FP) it will explode.

This means:

  • Less blowing yourself up on stalkers.
  • That scrake hiding behind a crowd of clots is less of a threat
  • You can use it to shoot a lot of zeds in a long line like a crossbow can.
  • You can place your explosions more centrally in a crowd by shooting the floor rather than the lead zed.
What do you think of it?
 
This is a co-op game. At least it is supposed to be. It is your teammates' job to clear the path for your LAW shot. If you have a good team of course. In pubs LAW shouldn't be used at all due to complete lack of self-defense.
Vanilla LAW has many issues, but this is not a case. Suggestions to make LAW more useful:
  • Slightly raise damage, so it could be possible to kill FP or SC with 2 rockets.
  • Lower weight by 1 block, so Machete could be carried along with it.
  • Prevent detonation in point-blank range, caused by other damage and add minimal damage threshold. It is stupid that even 1 damage point from Husk's fireball or teammate's flamer can detonate a rocket while it is still flying out of the LAW, blowing your *** up.
 
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What do you think of it?

You know what is the only thing that makes demo balanced?
Answer: Minimal distance requirement and risk of self-injury.


Slightly raise damage, so it could be possible to kill FP or SC with 2 rockets.
Sure.
Lower weight by 1 block, so Machete could be carried along with it.
Not so sure about that. People would carry Mk23 along with it, and that can easily change LAW demo to one-man army.
Prevent detonation in point-blank range, caused by other damage and add minimal damage threshold. It is stupid that even 1 damage point from Husk's fireball or teammate's flamer can detonate a rocket while it is still flying out of the LAW, blowing your *** up.
Other people's explosions, flames, etc. shouldn't be able to detonate your rockets (and M79/M32 grenades too fir that matter) unless there's FF on the server. Husks should still be a threat in my opinion.
 
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LAW damage is fine IMO. TW already tweaked it from being utterly useless to dealing a decent amount of damage to big zeds. Also, headshots yield extra damage (although the projectile still passes through the model but still registers). Only change i'd like is less weight so you could carry perhaps a handcannon/dual 9mms.

Penetration? Nah, it's fine as it is, explodes on impact.

All IMO of course.
 
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This is a co-op game. At least it is supposed to be. It is your teammates' job to clear the path for your LAW shot. If you have a good team of course. In pubs LAW shouldn't be used at all due to complete lack of self-defense.
LAW just plain shouldn't be used at all in its current state.

  • Slightly raise damage, so it could be possible to kill FP or SC with 2 rockets.
Yes please. Even the harpoon gun is more useful than the LAW for FP elimination.



  • Lower weight by 1 block, so Machete could be carried along with it.
But you already can carry the machete with it. Unless you mean pipes + machete + LAW?


  • Prevent detonation in point-blank range, caused by other damage and add minimal damage threshold. It is stupid that even 1 damage point from Husk's fireball or teammate's flamer can detonate a rocket while it is still flying out of the LAW, blowing your *** up.
Indeed.
 
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Solution: add different rocket types, which are selectable. The current rocket is probably considered closest to a HE round. What would be nice is an AP rocket. It does slightly less damage with a slightly smaller area of effect, but the rockets can penetrate all zeds, up to 3 zeds before it detonates, except the FP and Pat which the rocket will not penetrate, but critical headshots, will do significantly more dmg than the HE rocket, yet body shots on those zeds will do significantly less dmg then the HE rocket.

The AP rocket will not be detonated by other explosions or husk fireballs, but the HE rocket still can.
JMO, it adds versatility, a fair amount of power, without making the weapon too strong or easy to use.
 
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LAW is fine as it is now. Besides the idea that Rockets should only detonated by enemy fire. It shouldn't be messed with.

How is it 'fine as it is'? the harpoon gun is far more useful than a LAW, and the fact a simple touch can screw you over harder than any class in the entire team. Using a LAW is such a high-risk, low-reward factor, I hardly see anyone use the LAW in HOE or Suicidal for these reasons above. Kind of like the M99. Is it possible to win the game? Might be, but is it worth it? NO.
 
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I recommend something other than weight change: The extra damage on direct hit.
I propose that,if the rocket directly hit an enemy and explodes, that enemy takes DOUBLE damage. This is like the real anti-tank mechanics. There is splash damage but the direct hit damage is much stronger. On a DIRECT HIT even a FP will take severely damage if not instantly killed.
 
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Solution: add different rocket types, which are selectable. The current rocket is probably considered closest to a HE round. What would be nice is an AP rocket. It does slightly less damage with a slightly smaller area of effect, but the rockets can penetrate all zeds, up to 3 zeds before it detonates, except the FP and Pat which the rocket will not penetrate, but critical headshots, will do significantly more dmg than the HE rocket, yet body shots on those zeds will do significantly less dmg then the HE rocket.

The AP rocket will not be detonated by other explosions or husk fireballs, but the HE rocket still can.
JMO, it adds versatility, a fair amount of power, without making the weapon too strong or easy to use.
That's. . .
not how AP warheads work O_0

EDIT: just saw Utopia's post, but I always just assumed they were HE warheads.
 
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I think they are HEAT warheads as they are popular today. It will explode and therefore having splash radius, and will deal EXTRA damage on DIRECT HIT.
Well they are popular with the military because they use them against vehicles. It would seem that the trader is selling us HE, especially since they are far better against a group of weaker specimens than one large specimen.
 
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A little something to give the LAW a tiny refresh, and perhaps see it on the battlefield somewhat more often? Well, since one must use the optical sight to fire the weapon, how about giving the LAW's optics an IR (Infra-Red) capability?

Consider:

Now! Not only see the Stalkers and the Patriarch, but the entire crazy gang! From here, all the way to Edinburgh!
Can't quite get a fix on that pesky Husk among the trees on KF-Mountain Pass? Use the LAW!
Can't decide from which direction the Patriarch will approach in the gloom on KF-Farm? The LAW is on your side!

To sum up, the weapon would now have a secondary, "detection" purpose. That function, to be sure, would not always be necessary, but quite useful in the right circumstances. No changes to any existing stats, so balance isn't tipped one way or the other.

If someone could cook-up some gray-scale, monochromatic green, or complete inverse color depiction for the scope video, that would add a real bit of zest to the whole LAW experience.

As to the maximum range of IR detection, and if the function can be toggled off and on? Let's just save that discussion for the "LAW is now OP!" thread.
 
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How is it 'fine as it is'? the harpoon gun is far more useful than a LAW, and the fact a simple touch can screw you over harder than any class in the entire team. Using a LAW is such a high-risk, low-reward factor, I hardly see anyone use the LAW in HOE or Suicidal for these reasons above. Kind of like the M99. Is it possible to win the game? Might be, but is it worth it? NO.

The Harpoon Gun is also quite risky to use because you could always find yourself playing fetch with a gorefast or an angry Scrake. :p
 
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