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Tycho 02-17-2004, 01:37 PM did a search, came up empty, dunno if it's been discussed.
My room mate plays a lot of TFC, and the hand 'nades in that are very effective, but also require a lot of skill to use. They all throw w/ the same force (ie. ff is the norm), but if you hold down the button it burns the fuse, so when you toss it it explodes sooner (obviously).
anyway, it's quite difficult to do properly in tfc, and I believe it would be much more useful in a tribes game; instead of being able to change the distance of the throw by holding the button you change the time of the fuse.
yays? nays? reasons opposing the idea?
Devil Slayer 02-17-2004, 01:38 PM The nades have such a short fuse already, If you "cooked" a grenade you would probably kill yourself.
Tycho 02-17-2004, 01:42 PM so be it, that just means less people will be able to do it effectively
Ben Reed 02-17-2004, 01:56 PM I don't see much point to "cooking" T:V hand grenades.
In their T1 state, they're already relatively easy to time for use in all situations, whether it's peppering advancing enemy HO with grenades as they race towards your base, spamming gens in big T2-style bases from a relatively safe corner indoors, or even using them against aerial targets in duels and the like.
I see no need for being able to delay them, as Tribes is a good deal faster than TFC, and cooking is more of a skill for slower-paced ground combat where the opponent has less ability to take to the Z axis to avoid grenades.
Also, when you're using hand nades to trash stationary objects like generators and invs, the last thing you want is a longer wait for that nade to explode when turrets, turreters, LD, and possibly HD are pounding at your back.
Tycho 02-17-2004, 01:59 PM so tap and toss at full strength/fuse?
just though it might be another thing to get good at, 'tis all.
Ixiterra 02-17-2004, 02:08 PM Ben, it's not to delay them, it's to make them explode quicker after you let go. To make this useful, they'd probably need an explosion delay more similar to T1's which is fairly long. So far they look to be only like 2 seconds. But I think the devs also said they explode on impact, which means if you can aim, you can hit (which I don't personally agree with, that newbifies grens, but yes you can get more mid-air grens, ooooo).
This system is much, much, much, much, much, much, much, much better than having grenades explode as soon as they hit something. And it has been discussed before, though I don't know if there was a thread dedicated to it, just as an FYI Tycho. :)
Tycho 02-17-2004, 02:27 PM I search thread titles to conserve database power :D
Loco-Raider 02-17-2004, 02:28 PM Mid air hand nades would be cool
kirby6510 02-17-2004, 03:26 PM that is how it is in perfect dark(n64) also they had a secendary fire. Proximity pinball. bounces around for 20 seconds or so and explodes if somone gets near it. oh the happy
4 second fuse owns.
GIMPbeowulf 02-17-2004, 04:01 PM I very much like the idea.
It's just one more form of control to give advanced players... just adding more skill to the game.
Zoolooman 02-17-2004, 06:54 PM This is also something I've argued twice in earlier threads. As I will post again below:
Thing it's based off of:
Hand grenades. We loved them. They provided extra damage against relatively stationary targets, and if we were lucky, against everything else.
Problem with the current grenades:
They're so icky. The system of holding down for different distances is just distances. They still explode like clockwork after you release them. There is only the most outside and pointlessly rare skill or timing in using these grenades.
Improvements ahoy! Grenade change ideas:
Let's make grenades like so.
Click the grenade button to arm a grenade. A timer (noise or visual) begins counting down. Five seconds. The grenade WILL go off, at five seconds.
When you click the grenade button a second time, the grenade is released. Same throw every time. Nice hard throw. "Look at that arm!" they'll say.
What this means is the grenade can be held back while the counter goes down. In fact, you could let it explode on your person, if you so chose. On the other hand, if you toss it... then BLAMMO. As you get skilled with it, you can cream people dead on with these hand grenades. Aww yeah.
Basically, if I arm a grenade, and wait one second, then it will fly for four seconds on throwing. Wait for 4.3 seconds, and it will go a mere .7 seconds on throwing. Double tap the grenade key, and you simply toss a five second grenade.
Balance issues:
The hand grenades may need to be weaker than nade launcher grenades (do less damage, have less area of effect).
The number of those that you can carry may have to change (less).
If it is too easy, then MA hand grenades may become too common for some people's tastes. Hell, it could become the premier form of hitting people, which is way too much. (TFC already sees almost a little *too much* hand grenade use.)
On the other hand, I can also see this as another level to T:V fighting.
Technical note:
Grenades should disarm upon bodily death if not thrown. Or they should drop (relatively speaking) straight down from where the person died. This is so you don't have to keep the grenade stuck - until it explodes - in a body that is flailing about in ragdoll death.
pyrot3chnic 02-17-2004, 07:03 PM Well good ideas, but I dunno about the whole disarm thing. Why would it disarm if the person died? Plus it'd be nice to have some form of a PM shot if it's scrapped for all the other weapons.
In t1, whenever I knew I was gonna die, I made sure to drop a mine somewhere around my feet, so when people come for my health kit *boom* .. Man those kills were so amusing..
vawlk 02-17-2004, 07:05 PM did a search, came up empty, dunno if it's been discussed.
My room mate plays a lot of TFC, and the hand 'nades in that are very effective, but also require a lot of skill to use. They all throw w/ the same force (ie. ff is the norm), but if you hold down the button it burns the fuse, so when you toss it it explodes sooner (obviously).
anyway, it's quite difficult to do properly in tfc, and I believe it would be much more useful in a tribes game; instead of being able to change the distance of the throw by holding the button you change the time of the fuse.
yays? nays? reasons opposing the idea?This was part of my solution to MD litter. Implement this nade style and make nades shootable.
Phaseshift 02-17-2004, 07:42 PM Mid air hand nades would be cool
They are right now. They are pretty common in T2 arena anyway.
triple 02-17-2004, 08:29 PM tycho, this isn't fucking rainbow 6.
Fling 02-18-2004, 12:47 AM I like this idea... I can't see it negatively impacting anything either.
Fling :D
Zoolooman 02-18-2004, 12:50 AM I can fling. Mainly grenades becoming too effective in mid-air. In TFC I got good enough after only a few weeks to powder anyone dead on with the primable hand nades.
In other words, the player can get *too good* with them.
pyrot3chnic 02-18-2004, 12:56 AM I honestly don't, because it would impact the game negatively. The devs are trying to make t:v more personal and close-combat oriented. They did the right thing be removing the mine-disk since it forced people to stay a fair distance away and just lug at each other from long range with discs and grenades, with your occasional CG flyby. If you have the ability to cook the nade and then throw it right in someone's face then that's even worse than a mine disc. It basically acts the same as a midair-MD except it would be a lot easier to execute; once again, forcing people to stay away.
Ben Reed 02-18-2004, 12:59 AM No, no, no, come on, Zoo, we've got a good thing going with the T1 grenades as an easy-to-use air-to-air weapon for people like me who can't MA worth shit, don't fuck it up for us now. Hell, my ping was rarely over 200 at its worst, and I couldn't even chain worth shit (and this was well before interpolate, mind you).
Hand nades for aerial moving targets and stationary targets, gren launcher nades for moving ground targets. It's a good thing, don't screw me over here...nades are one of the only weapons I was ever good with. :(
Tycho 02-18-2004, 01:33 AM tycho, this isn't fucking rainbow 6.
holy fucking shit. You make a good point! This really ISN'T Rainbow Six.
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