M203 on M4

Hello Devs,
is it possible to add M203 like was in previus AA versions to M4?
Will be very cool

Thanks
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Comments

  • =IK=Doba==IK=Doba= Posts: 2,789Player
    No thanks
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    It wouldn't fit in any of the current maps. I wouldn't be opposed to it in the right maps, but right now it honestly has no place in the game.

    Anyway, Devs have stated a few times that they have no plans for the M203/M320 at this time.
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  • SL_zOmbiSL_zOmbi Posts: 125Player
    doesnt fit to aapg.
    AA2 m203 was great, but there was bigger maps, with slower gameplay.

    MAYBE it could be possible on Bridge/Coldfront/Slums on the M16(with 2 Slots)
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  • SOPMODSOPMOD Posts: 230Player
    There are too many options to spam 203 rounds at spawn on slums and coldfront.

    For the m203 to work we need maps that are made with that in mind.

    I don't think AAPG gameplay in general is suitable to include grenadelaunchers.

    - spammers
    - indoor 203 shooting
    - sliding 203 matrix action
    - sprinting around with the m203 ready, shooting at everything that moves, meaning "boom > aiming skills"
    - we have to assume reloading speed will be relatively fast if they don't want it to come over extremely slow compared to every other animation in the game.
    - therefor, fast successive m203 barrages

    I can only see bad things by adding grenadelaunchers to this game currently.
  • .dcG-Colts^.dcG-Colts^ Posts: 1,973Player
    SOPMOD wrote: »
    There are too many options to spam 203 rounds at spawn on slums and coldfront.

    For the m203 to work we need maps that are made with that in mind.

    I don't think AAPG gameplay in general is suitable to include grenadelaunchers.

    - spammers
    - indoor 203 shooting
    - sliding 203 matrix action
    - sprinting around with the m203 ready, shooting at everything that moves, meaning "boom > aiming skills"
    - we have to assume reloading speed will be relatively fast if they don't want it to come over extremely slow compared to every other animation in the game.
    - therefor, fast successive m203 barrages

    I can only see bad things by adding grenadelaunchers to this game currently.

    That sums it up well, nicely said.
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited November 2015
    The reloading speed is definitely a notable thing. In AA2, if a 203 launched, you knew you had a few seconds to move before the next one came. At AAPG speeds, the next grenade would come in about 2 seconds.

    In AA2 on regular maps there were usually 2 guys with the M203 and they had about 6 grenades a piece. Grenades also couldn't blow up if they hit the target too close to the shooter. Those are a couple things to keep in mind. 203 spam was the worst though. Nothing better than dying 5 seconds into the round due to a sweet spam shot. You'd need to put invisible ceilings near every spawn just to prevent it.
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  • SSKnecaboSSKnecabo Posts: 2,721Player
    The good old M320 assault to defense spawn spam. Quality times, quality rage.
  • SL_zOmbiSL_zOmbi Posts: 125Player
    I still now all [TOS Violation] spamspots on Bridge and mountain pass. ^^
    There was some nice sniperspamshots too.
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  • {M.9}-Arko{M.9}-Arko Posts: 207Player
    Loved the M203 in AA2, but as mentioned by others, it wouldn't fit in PG....But a silencer would definitely, this one was also outstanding!! Yeah, bring back the silencer! B)
  • IO_i_OIIO_i_OI Posts: 1,107Player
    The M203 is needed on Bridge but not anywhere else. We are already aggravated with spam nades and some are already getting too close to spawn.
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  • Bam4DBam4D Posts: 976Player
    edited November 2015
    I say deploy the 203 where the army would deploy one... Guns designed to the maps.. what made AA2 shine.. Bridge with lots of iron sights really made it what it was, the scramble to find a scoped gun was part of the action. The team working to take out that one sniper... ohh great gameplay.

    solution on 203 NADE spam don't just W forward, be aware of the dangerzone..

    203 Nade spam means they wasted a can... bonus. ;)

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  • Loved the M203 in AA2, but as mentioned by others, it wouldn't fit in PG....But a silencer would definitely, this one was also outstanding!! Yeah, bring back the silencer! B)

    yup with you on that one
  • frankoffrankof Posts: 1,096Moderator
    edited November 2015
    Loved the M203 in AA2, but as mentioned by others, it wouldn't fit in PG....But a silencer would definitely, this one was also outstanding!! Yeah, bring back the silencer! B)

    yup with you on that one
    In all honesty, the suppressor was just a cool gimmick, you could still hear gunfire across the map.
    Outside of changing the look and sound of the weapon, it didnt do anything.
    ss_4_frankof.png
  • [ENG]Uni-Sol[ENG]Uni-Sol Posts: 3,193Player
    edited November 2015
    The whole, screw it on animation .. the different sound..

    Silencers are just cool. Everyone likes cool. Why we can't have some cool :(
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  • 4DChessGenius4DChessGenius Posts: 2,161Player
    edited November 2015
    In the past I suggested an idea where you offer the M320 as a front attachment.

    For example:
    M320 - Grenade launcher, max 1 or 2 grenades
    Foregrip - Reduces recoil
    Suppressor - Reduces sound and muzzle flash, don't appear on radar when firing
    M26 - Shotgun

    Pick one of the four. Something like that may make it so that not everyone is picking a M320.
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  • {M.9}-Arko{M.9}-Arko Posts: 207Player
    But Frankof, especially that is what we should get from a silencer. It gives you a different sound, a funny animation and optic.

    It mustn't bring any advantages, this would be absolutely the wrong way to implement, as soon as it brings you an advantage, everybody who can would use it, and I guess this is something AA doesn't want. We need individuality and variety.

    And this brings me back to Uni-Sols sentence, it's just something cool, a small thing with a big effect.
  • the 203 was great in AA2 but i agree with the reasons stated by SOPMOD, it would't fit with the gameplay of AAPG.

    The silencer on the other hand would be nice. for example, I can hear gunshots in darkroom when I am in bamboo/red-hall in Inner hospital, if a silencer was added id be like tactical mode where you could barely hear the shots., I think the silencer would definitely improve game play and slow the game down a bit and would work really well if you were the last person alive facing 4 or more enemies that are spread out across the map and don't want them knowing where you killed someone.

  • SSKnecaboSSKnecabo Posts: 2,721Player
    the 203 was great in AA2 but i agree with the reasons stated by SOPMOD, it would't fit with the gameplay of AAPG.

    The silencer on the other hand would be nice. for example, I can hear gunshots in darkroom when I am in bamboo/red-hall in Inner hospital, if a silencer was added id be like tactical mode where you could barely hear the shots., I think the silencer would definitely improve game play and slow the game down a bit and would work really well if you were the last person alive facing 4 or more enemies that are spread out across the map and don't want them knowing where you killed someone.

    We could just turn down weapon volumes for that purpose. Adding an optional silencer that doesn't come with any disadvantages doesn't really make sense.
  • -=TPA=-LezChap-=TPA=-LezChap Posts: 37Player
    If I'm remembering correctly, the silencer in the original AA reduced recoil and muzzle flash, but also accuracy and damage...so it balanced out. Most people just used them anyways, though.
    ss_-=TPA=-LezChap_4.png
  • =IK=Doba==IK=Doba= Posts: 2,789Player
    I love these "it wouldn't fit the game style" it's such crap.. but hey..since I'm simply against noobtubes because they're super lame... I'm gonna pretend this aweful statement is true and smile
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