You can't reload a LAW...

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Double_Deagle

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Jul 28, 2009
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This post is a bit long. Just a warning.

It's true. The M72 L.A.W. is, in real life, a lightweight one time use rocket launcher.

So let's scrap the current, unrealistic, and useless design, (note that I'm only referring to the stats, not the model or texture), and replace it with something useful and tactical that stays more true to the actual weapon in real life.

Let's make it like the pipebomb, used and discarded. This would be my suggestion for the actual stats.

Buy them in a pair standard for 2000, 1000 to reload one. Make the standard explosives discount count for it, not the pipebomb discount. It's going to be a powerful weapon, it should be expensive.

Have the demolition be able to carry more than the standard two, but not a lot more. He can carry 3 rockets at level 2, 4 rockets at level 4, and 5 rockets at level 6. That way he can carry a fair amount, but still less than pipebombs. Also, don't let him pick up any from ammo crates. It wouldn't make sense to pick up a whole rocket launcher from a box.

Make it weigh 7kg. This is actually realistic as a real LAW weighs about 3kg, and this is to carry two. The weight is actually very important because it means that a demo can carry the m32 and some LAWs, but he will not have enough room to carry any pipes. Alternatively, he could carry the m79 and some LAWs, and have 3 weight left over, which means he has to choose between getting to carry pipes, but leaving himself completely defenseless at close range, or taking a katana to use at close range, but only having the thumper as a primary weapon. Basically, having this weight, it creates many possible loadouts, each with it's own tactical advantages and disadvantages.

Make it do 1800 damage on a direct hit. This is actually more powerful than a pipebomb, but is balanced by it's weight and cost. Interestingly enough, with the fleshpound's weakness to rockets, it would actually be able to kill him in one shot in some situations, but it would barely do between 1/4 and 1/2 of a Scrake's health in one hit.

I should point out that it would be do less damage than 6 grenades from an m32, (except to a fleshpound) but it would create a LOT less smoke.

Basically, this would be a weapon that could be used to take out either a high danger target like a fleshpound or a large group of specimens that are going to overrun the group. Due to the high cost and very low ammo, you would have to think carefully about when to use it, and be very careful about blowing yourself up. However, it would be both useful, and require tactical thinking, exactly what a weapon should do.

TL;DR version:

Attached to Demolitions Perk.
High-damage, one-shot rocket launcher.
Bought and used/thrown away like pipebombs.
Costs 2000 for initial pair, 1000 for every additional one.
Normal explosives discount, not pipe discount.
Level 6 demolitions can carry 5, other perks can carry 2.

Pros:
Can kill any specimen except Scrake in one hit
Yes, that includes Fleshpounds, but it depends on perk level, difficulty, and player count
Easy to use
Creates much less smoke than multiple grenades

Cons
Very low ammo
Expensive
Very easy to blow yourself up, use with caution
Awful against Scrakes
6 M32 grenades are stronger (except against Fleshpounds)
When carrying M32, doesn't allow anything else, even pipes
When carrying M79, only enough room for EITHER pipes OR katana, no room for effective ranged weapon
 
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brphoenix

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Dec 15, 2009
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If this is true, then I'd love to see such a change. Making the LAW useful again, and make it more realistic too - after all, most of this game's weaponry is as accurate as possible.
 

Sammers

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after all, most of this game's weaponry is as accurate as possible.
I hope I wasn't imagining the sarcasm...

**** realism, just buff the LAW
And the Fleshpound has a LAW resistence, the weakness is to other explosives. And that brings me to why people think the LAW is even that weak? It's like they only thought to test it on Fleshpounds and Scrakes or something...
It has a massive damage radius, already has the highest damage per shot(without perks) other than pipebombs(which have the huge disadvantage of being stationary) and Demo gets a damage buff with it. All I can think to buff would be the Carry size(perhaps only for Demo), because yes, it is indeed too bloody heavy. 11kg seemed right for me. Leaves room for a Machete, Medic Gun or Katana(or some pipebombs), which could be used to combat the severe close combat weakness it creates. Then again it's obviously intended to be a Support weapon judging by the Support logo; the Support Perk's increased carry weight, allowing it to be used alongside a backup weapon and because it behaves very much like a weapon used to support those in trouble being swarmed(unless on a FF server).
Basically, this would be a weapon that could be used to take out either a high danger target like a fleshpound or a large group of specimens that are going to overrun the group.
Basically, something good against everything...
It already screws over the groups of smaller zeds.
Due to the high cost and very low ammo, you would have to think carefully about when to use it and be very careful about blowing yourself up.
Unless high level Support is buying it, it is more expensive than the AA12. Therefore, it's quite affordable for a support class(Who also gets increased ammo capacity) and you already have to think carefully about when to use it because the radius is huge and already blows you up 90% of the time. Don't get me wrong though, it wouldn't hurt to make it a tad more strong. I just don't want it becoming the next godlike weapon in need of a nerf. And in the end, I think it was more the ammo that made it weigh 14kg, not just the LAW itself, though I guess that's just speculation on my part.
On a finishing note, I feel the need to say: It's not the M72 LAW, it is a fictional weapon.
 
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YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
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Fact: Fleshpounds are resistant to LAW Damage!
Evidence:

// He takes less damage to small arms fire (non explosives)
// Frags and LAW rockets will bring him down way faster than bullets and shells.
if ( DamageType != class 'DamTypeFrag' && DamageType != class 'DamTypeLaw' && DamageType != class 'DamTypePipeBomb'
&& DamageType != class 'DamTypeM79Grenade' && DamageType != class 'DamTypeM32Grenade' )
{
// Don't reduce the damage so much if its a high headshot damage weapon
if( bIsHeadShot && class<KFWeaponDamageType>(damageType)!=none &&
class<KFWeaponDamageType>(damageType).default.HeadShotDamageMult >= 1.5 )
{
Damage *= 0.75;
}
else
{
Damage *= 0.5;
}
}
// double damage from handheld explosives
else if (DamageType == class 'DamTypeFrag' || DamageType == class 'DamTypePipeBomb' )
{
Damage *= 2.0;
}
// A little extra damage from the grenade launchers, they are HE not shrapnel,
// and its shrapnel that REALLY hurts he FP ;)
else if( DamageType == class 'DamTypeM79Grenade' || DamageType == class 'DamTypeM32Grenade' )
{
Damage *= 1.25;
}


The LAW Damage type extends the frag grenade damage type and the damage is doubled for frag grenades thus making the LAW do twice the damage.
 
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Double_Deagle

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I hope I wasn't imagining the sarcasm...

**** realism, just buff the LAW
And the Fleshpound has a LAW resistence, the weakness is to other explosives. And that brings me to why people think the LAW is even that weak? It's like they only thought to test it on Fleshpounds and Scrakes or something...
It has a massive damage radius, already has the highest damage per shot(without perks) other than pipebombs(which have the huge disadvantage of being stationary) and Demo gets a damage buff with it. All I can think to buff would be the Carry size(perhaps only for Demo), because yes, it is indeed too bloody heavy. 11kg seemed right for me. Leaves room for a Machete, Medic Gun or Katana(or some pipebombs), which could be used to combat the severe close combat weakness it creates. Then again it's obviously intended to be a Support weapon judging by the Support logo; the Support Perk's increased carry weight, allowing it to be used alongside a backup weapon and because it behaves very much like a weapon used to support those in trouble being swarmed(unless on a FF server).

Yeah, but if you take a poll, pretty much everyone thinks it should be a demolitions weapon, and for obvious reasons.

Basically, something good against everything...
It already screws over the groups of smaller zeds.

It would be absolutely insane to use it against everything. Even a level 6 demo would only get 5 shots. There's a fair chance you'll see more fleshpounds than that even on wave 8 of a 6-man game. If you use it against a group of specimens, it had damn well better be a true emergency.

Unless high level Support is buying it, it is more expensive than the AA12. Therefore, it's quite affordable for a support class(Who also gets increased ammo capacity) and you already have to think carefully about when to use it because the radius is huge and already blows you up 90% of the time. Don't get me wrong though, it wouldn't hurt to make it a tad more strong. I just don't want it becoming the next godlike weapon in need of a nerf. And in the end, I think it was more the ammo that made it weigh 14kg, not just the LAW itself, though I guess that's just speculation on my part.

It would hardly be the next godlike weapon, mostly because of the extremely low ammo and the extremely high cost. On normal you get 200 pounds for killing a fleshpound. On suicidal, it's a lot closer to 100. We're talking about a 1000 pound rocket here (300 pounds for level 6 demo, but that's still a negative cash flow, and money is rare on suicidal), it's not exactly cost effective; but it is tactically useful. Besides, it's not like the demolitions didn't have the ability to make a huge spike of damage before, 6 m32 grenades in quick succession would actually do slightly more damage than what I'm suggesting.

Also, consider that if a demo who wants to carry these with an m32 would not be able to carry pipebombs. You know how integral pipe bombs are to a demo's game. So they're trading all that utility for a very powerful, and expensive, emergency weapon. And if they DO want to carry pipes and LAWs, then they have to use the m79. And any demo without the m32 at the high level waves is already severely gimped.

Like I said, it would be all about tactical decisions, there would no longer be a simple "best loadout", you would have to decide based on your team and the map. Do you think that FPs are going to be a problem or do you have a good sharpshooter? Do you think the map suggests that getting overrun is very likely, but also you'll have room to use the LAW? Etc. etc., tactical decisions.

On a finishing note, I feel the need to say: It's not the M72 LAW, it is a fictional weapon.

Every other weapon in the game exists in real life, what makes you think the LAW is fictional?
 

Double_Deagle

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Jul 28, 2009
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Compare that to the KF LAW.

Thank you for that, an interesting watch, though the narrator was clearly amateur.

And actually, the LAW is still in use now, though it's been updated several times. The M72A7 is part of the official SAS armory, as well as being used by US marines in Iraq and Afghanistan. And like I said, it's been updated several times and is now often equipped with a sight not unlike the one in KF.

As for the reloading, I know that's unreal, that was kind of my point, I wanted to change that.

As to the extending, I didn't actually mention this in the original post, but I would love it if every time you took the LAW out there was a little start-up animation (not unlike the gas lever for the flamethrower) where you extended it. Also, after you throw away each one and take out a new one (as per my suggestion).

Presumably right now it is extended off-screen.

So yes, there are flaws with the design compared to the actual weapon, but I would hardly go so far as to say it is fictional. It has the same name, and looks exactly like it, it even acts like it except for reloading. I get where you're coming from, but I think it's probably safe to say it was at least meant to be an M72.

I say yes :)

Thanks for the support!
 
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Benjamin

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May 17, 2009
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I don't get why explosives are so useless in this game. I mean, if a grenade blows up next to a gorefast normally it just throws it back a bit. Not as silly as a Scrake/Fleshpound surviving a rocket to the head however!

I personally think the rocket and grenade ammo should be significantly reduced, but the power significantly increased. I mean who can carry ~20 rockets or ~30 grenades?

... And in my opinion the M32 was a silly choice of weapon for this game. All you see is demolitions guys spamming grenades all over the place, when in reality wouldn't that be pretty expensive compared to using say, the 9mm which could probably do the same job much cheaper with a much lighter loadout?
 
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xbatista

FNG / Fresh Meat
Jul 7, 2010
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I don't get why explosives are so useless in this game. I mean, if a grenade blows up next to a gorefast normally it just throws it back a bit. Not as silly as a Scrake/Fleshpound surviving a rocket to the head however!

I personally think the rocket and grenade ammo should be significantly reduced, but the power significantly increased. I mean who can carry ~20 rockets or ~30 grenades?

... And in my opinion the M32 was a silly choice of weapon for this game. All you see is demolitions guys spamming grenades all over the place, when in reality wouldn't that be pretty expensive compared to using say, the 9mm which could probably do the same job much cheaper with a much lighter loadout?
Too agree, it just tooks me 12 ammo of M32 to kill Fleshpound in Normal.
And the Monsters left is ~300 lol, I just waste my grenade launcher ammo on 2 fleshpounds and 1 scrake, but there was ~8 fleshpounds and a lot scrakes.

And what can I say now, while I was playing all the time, NO ONE, NO ONE bought the L.A.W. Only I tried this and it fails...Need to waste a lot of ammo to kill fleshes and scrakes :)
 
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Murphy

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This is a well thought-out suggestion. I'd love to see this in Killing Floor.
I don't think it's going to happen since it's a fairly major change, but I would love to see it.
 

Sammers

FNG / Fresh Meat
Jul 2, 2009
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Yeah, but if you take a poll, pretty much everyone thinks it should be a demolitions weapon, and for obvious reasons.
Care to elaborate a little?
It would be absolutely insane to use it against everything. Even a level 6 demo would only get 5 shots. There's a fair chance you'll see more fleshpounds than that even on wave 8 of a 6-man game. If you use it against a group of specimens, it had damn well better be a true emergency.
But just think how much easier the game would be if you could guarantee the removal of 5 fleshpounds...
6 m32 grenades in quick succession would actually do slightly more damage than what I'm suggesting.
Then why bother with the LAW? Lack of smoke is not worth
 
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Olivier

Grizzled Veteran
Jan 19, 2010
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Find me a picture of the Killing FLoor LAW being used in real life and I shall stand corrected...
Here is a reference and good luck.
Killing_floor_LAW.jpg

And remember ladies and gents: Balance > Realism

The video above is clearly not like the LAW in KF :confused:
 

Double_Deagle

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Jul 28, 2009
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Care to elaborate a little?

Sure! It's mostly based off of two things. One, the thread earlier in the Suggestions and Idea forums stating that the law should be a tier 3 weapon for the demolitions expert. The majority of the people in there felt that it should be part of the demolitions perk because it's an explosive weapon. The rest felt that it should stay a support weapon, but the only reason for that was because of the weight issue. If the weight was lowered, then I feel confident that nearly everyone would feel it would fit nicely into the demolitions perk.

The second reason is personal experience. Every player that I have spoken to, in game or out of it, thinks it makes sense for the LAW to be a demolitions weapon. Now, I understand that this is entirely subjective, but I've been playing this game for a long time, since before there even was a Demolitions perk, much like yourself, so I think it's fair to say that I've met many, many players.

But just think how much easier the game would be if you could guarantee the removal of 5 fleshpounds...

Then why bother with the LAW? Lack of smoke is not worth
 
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Sammers

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Sure! It's mostly based off of two things. One, the thread earlier in the Suggestions and Idea forums stating that the law should be a tier 3 weapon for the demolitions expert. The majority of the people in there felt that it should be part of the demolitions perk because it's an explosive weapon. The rest felt that it should stay a support weapon, but the only reason for that was because of the weight issue. If the weight was lowered, then I feel confident that nearly everyone would feel it would fit nicely into the demolitions perk.
It is already "Part of the perk" because Demo gets a buff on the damage. The impression I get is, you simply want the little symbol next to the LAW changed? Sure, can't hurt...
I'm bundling these together because they seem rather contradictory do they not? In one you state that it seems overpowered, and in the other, you state that it's not worth the cost when you can already do what the LAW would do at a much lower price.
Yes I said with the first that it's a bit overpowered, but I think you read the second one out of context. I wasn't comparing the currentLAW to your one. What I was getting at is, why would people pay
 
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Double_Deagle

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EDIT: HOLY ****! I didn't realize how long this post was :( Apologies in advance.


Thank you for that information! I've taken it into account in my balancing! (I know this thank you is kinda late, sorry about that)

It is already "Part of the perk" because Demo gets a buff on the damage. The impression I get is, you simply want the little symbol next to the LAW changed? Sure, can't hurt...

Yeah, that is pretty much all I'm asking for :p Though actually, in your previous post, you made quite the argument that it should be a Support weapon... <.<

The actual reason I want it is because most new players pick weapons based on perk. Yes, we all know that not everyone does, but the majority do. Anyone who reads the perk bonuses will think "duh, I want weapons in my perk." You just don't notice the new guys that do because they don't stand out. Ultimately, yeah, very minor thing :eek:

Yeah, but I just dislike the use of the word Tactical. It suggests to me the use of a complex strategy, when the ones needed aren't all that complex. In the end, what I guess I'm saying is, it wont really matter how tactical the LAW is made. People will use it how they see fit, which in some cases like the M14, can cause overpowered-ness to be overlooked.

Heh, ok, I'll stop saying tactical. I was really just using it as propaganda for the idea, because some people on the forum act like as long as a weapon is "tactical" it's a great idea. Mind you, nothing I said was untrue, but that was why I chose that word.

For example, what's stopping the Demo perk buying plenty of these cheaply and sharing them out with other players? Just a quick thought and I know it applies to all the other perks' discount weapons too.
This, mostly:
No-one wants to sacrifice their carry space when they can pick something lighter that's just as effective.
Taking up seven weight slots for just two rockets, even if they are cheap, (through your friendly neighborhood demo), is simply not a good idea, you're better off with your own perk's weapons.

I don't know exactly what will cause imbalance, but I'm more than sure something has been overlooked. Overall, it seems a tad too strong for me. I know you don't intend this LAW change to be overpowered and it's an alright suggestion to make, I just feel it'll become game-breaking.

For the sake of balance, perks need restrictions. Look at Sharpshooter and how well kitted it is for everything we throw at it. If you don't want to be restricted in such a fashion, play as another perk.

Well, I lowered the damage somewhat. It's still stronger than a pipe, and a level 6 demoman can still one shot an FP on everything up to 5-man suicidal. What this means balance-wise is that depending on perk level, difficulty, and the number of players, it may or may not kill a Fleshpound in one shot, but it'll always severely damage him. However, this also means that it'll pretty much have to be a direct hit, you'd have to be very wary of other specimens getting in the way.

And that brings me to another major point. I know I said that it would allow the demoman to be more flexible, but the more I thought about it, the less that's true. It actually buries the Demoman more deeply into his niche role, albeit being even better at it.

Think about it, what is the demo's main weakness? His effective range. He has to rely on out of perk weapons to deal with specimens that get close, and that is made much worse by carrying one of these. Think about how easy it is to kill yourself with the current law, because of stalkers, teammates, or simply misjudging distance. Now imagine the same situation, but the explosion is twice as deadly. You have to be really, really careful with it, and it would be neigh useless on close quarters maps such as Offices. This is when the more standard loadout would be preferable.

Another of the demoman's weaknesses is his reliance on out of perk weapons. If he doesn't want to run out of grenades, he needs to use something else on single targets, and he generally needs something to use at close range. When carrying a LAW, it obviously can't be used as a main weapon because of the very low ammo. And carrying a grenade launcher means that if he has the m32, he can't carry anything, and if he has the m79, he can't carry an effective ranged weapon (the mp7 sucks when you're not a medic).

Furthermore, LAW rockets are highly susceptible to Siren screams because of their somewhat slow speed. You would have to be very aware of the situation, especially considering how common it is for Sirens to spawn along with Fleshpounds.

Lastly, the final weakness of the demo is Scrakes, and this weapon would be just awful at taking them out. Because they take no extra damage from explosives and, on servers with a lot of people, actually have more health than fleshpounds, at best it would take out half their health (and thus insta-rage them), and at worst it would do about a quarter of their health, being a waste of a very expensive rocket.

Overall, carrying one of these LAWs would just make the demo even worse at the things he's already bad at, and be very expensive to boot. Sounds pretty bad eh? On the other hand, it would be a very powerful weapon, that would be effective against every single specimen except Scrakes. And that is why I think it's balanced. :D

Overall, I don't think it's a bad idea, just one that wont work out exactly like you've planned.

Fair enough, you're entitled to your opinion. And even though we don't agree, I want to thank you for criticizing it. It forced me to examine the idea more carefully, and therefore better explain what the idea is. You are basically the reason I redid the first post to be more clear :D

On a very interesting note, who's to say we can't include both? Buff the current LAW for Support, Add expensive higher damage single use LAWs for Demo...

That is a very interesting idea. Hell, they wouldn't even really need to buff the LAW for support, just reduce it's weight by 1 so he can carry a shotgun along with it at high levels... hmm...

And! They could even use the exact same model and texture for the new single use launchers and simply call it the ILAW. It's a real british weapon that looks exactly like a LAW, but fires 84mm rounds instead of 64mm rounds. That will explain both why they look alike and why one is stronger than the other. The perk separation in the trader should keep people from accidentally buying the wrong one. Just get ready to hear a lot of iPod jokes :p
 
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Sammers

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Jul 2, 2009
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I'll keep mine short as I can
Yeah, that is pretty much all I'm asking for :p Though actually, in your previous post, you made quite the argument that it should be a Support weapon... <.<
My point really, is that it's anyone's weapon. All they have to do is buy it. The only unique thing about the LAW is that two different perks get two different buffs for it. It's up to the player to pick one. The symbol should make no difference.
Heh, ok, I'll stop saying tactical. I was really just using it as propaganda for the idea, because some people on the forum act like as long as a weapon is "tactical" it's a great idea. Mind you, nothing I said was untrue, but that was why I chose that word.
Fair enough. I prefer the old school weps myself...
Taking up seven weight slots for just two rockets, even if they are cheap, (through your friendly neighborhood demo), is simply not a good idea, you're better off with your own perk's weapons.
The problem lies with the fact that I was hinting at the M32. You said 6 grenades do more damage than one law. So for 8 weight blocks, you get more power than two LAWs and it's far cheaper. Demo could just share them out and even keep one for himself, since it'd be more cost-efficient and effective.
It actually buries the Demoman more deeply into his niche role, albeit being even better at it.
To me, it sounds like just making the Demo stronger, but It'd have to be implemented before we know if it'd work.
Now imagine the same situation, but the explosion is twice as deadly. You have to be really, really careful with it, and it would be neigh useless on close quarters maps such as Offices.
Now imagine the Perk level 6's damage. Slash it to only 45% because of the Demo's explosive resistence. Hell, the LAW right now isn't actually that much of a threat to the Demolitions perk, or not as much as you're letting on. To Support, it is though, but that's the price to pay for more ammo and an additional backup weapon.
When carrying a LAW, it obviously can't be used as a main weapon because of the very low ammo. And carrying a grenade launcher means that if he has the m32, he can't carry anything, and if he has the m79, he can't carry an effective ranged weapon (the mp7 sucks when you're not a medic).
Whereas, if you carry an M32 and a good non-demo weapon, you can rape anything! Alternatively, you can have no grenade launcher and save the LAWs for very special emergencies. Kind of like how it's intended(I think) for the Support. This way, you can have a cheap gun to defend yourself, pipebombs etc.
On the other hand, it would be a very powerful weapon, that would be effective against every single specimen except Scrakes. And that is why I think it's balanced. :D
But like a broken record, I am going to bring up the M32 again :D It just has nearly all the power of the LAW, but next to none of the weakness'.
Fair enough, you're entitled to your opinion. And even though we don't agree, I want to thank you for criticizing it. It forced me to examine the idea more carefully, and therefore better explain what the idea is. You are basically the reason I redid the first post to be more clear :D
Not a problem. I always like to overweigh ideas from a developers point of view.
That is a very interesting idea. Hell, they wouldn't even really need to buff the LAW for support, just reduce it's weight by 1 so he can carry a shotgun along with it at high levels... hmm...
wat. I can already carry a shotgun with it. If you mean an AA12 or HS, that might be a tad overkill.
 

Double_Deagle

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Jul 28, 2009
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Fair enough. I prefer the old school weps myself...

Heh, my favorite weapon of all is actually the Lever Action Rifle.

The problem lies with the fact that I was hinting at the M32. You said 6 grenades do more damage than one law. So for 8 weight blocks, you get more power than two LAWs and it's far cheaper. Demo could just share them out and even keep one for himself, since it'd be more cost-efficient and effective.

Yeah, but having multiple m32s on the team just means no one can see anything lol.

Now imagine the Perk level 6's damage. Slash it to only 45% because of the Demo's explosive resistence. Hell, the LAW right now isn't actually that much of a threat to the Demolitions perk, or not as much as you're letting on. To Support, it is though, but that's the price to pay for more ammo and an additional backup weapon.

Well, it does about double the damage of the current law, and the demo gets about half damage resistance, so it'd be about as dangerous as the current law is to support. I might have been exaggerating just a tad xP

Alternatively, you can have no grenade launcher and save the LAWs for very special emergencies. Kind of like how it's intended(I think) for the Support. This way, you can have a cheap gun to defend yourself, pipebombs etc.

Huh, I didn't think of that. People would probably like that type of demo player best as they would create the least smoke but still be able go boom when they wanted to.

But like a broken record, I am going to bring up the M32 again :D It just has nearly all the power of the LAW, but next to none of the weakness'.

That's actually almost entirely true. There is only one thing that the LAW would be able to do better than the m32 (smoke aside). And that is kill fleshpounds. As yoyo's post up above shows, rockets get a special multiplier that's a lot higher than the grenade launchers' when used against fleshpounds. In every other situation, the grenades are better.

Not a problem. I always like to overweigh ideas from a developers point of view.

You mentioned in another thread that you have some experience with coding, are you planning on becoming a game programmer?

wat. I can already carry a shotgun with it. If you mean an AA12 or HS, that might be a tad overkill.

Oh my bad. I only have a level 4 support (19 weight total), and I didn't realize the last two levels gave you so much more room.