Built-in penetration is interesting, but it could impact the usefulness of friendly commandos etc keeping the nearby area clear, and remove the ability to hit the clot dancing on a table in order to take out the husk hidden nearby. I'd say penetration should only apply before arming distance, and a maximum depending on the kinetic damage potential (with headshots it might penetrate two small zeds for example, but only one with a bodyshot). You can already take out a lot more zeds than a crossbow bolt; half the fun to me is deciding exactly where to place the rocket for maximum red mist.
As poosh points out though, the risk of instant death still outweighs the reward a fair bit as it stands:
- Slightly raise damage, so it could be possible to kill FP or SC with 2 rockets.
Agreed, otherwise I may as well be a support with a hunting shotgun for the amount of grenades I need to add in. Alternatively, make it safer for general crowd use as per point 3, and let it sit in that niche instead.
- Lower weight by 1 block, so Machete could be carried along with it.
Only problem is this'd encourage people to forget pipes as well so they can bring a 2-block sidearm. I like that you either need to have protection from others or be creative with aiming at ceilings etc when things get close.
- 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.
I'd say let husks turn the round into a dud, but still prevent it from insta-killing the user. You'd still take the husk hit damage, and still have the personal protection downsides of the LAW to deal with while you load another rocket. Same for pipebombs that aren't proximity armed yet - should be more like the siren negation than a full-on detonation. I can launch a rocket into a wall at point blank and it doesn't explode, but it catches the edge of a flame or 0% friendly fire teammate's grenade...
I also like Rhenna's idea for an IR scope, though it's very dependent on the map and could make some demos even more lazy with smoke placement.
TL;DR:
I find the LAW one of the most fun team weapons to use, precisely because of it's close-quarters drawbacks. However, it's safely in the 'never-use' category of weapons for the top difficulties for me due to it's massive risk of instant-death from husks etc.