New Nades, throwing mechanisms

MisereMisere Join Date: 2004-03-28 Member: 27568Members
<div class="IPBDescription">Make some strat varations.</div>Most players have mixed feelings on nades, personally I love them and if you don't you can always throw yours against the wall before you leave spawn but some add on's to the nade tech tree would be great and may get a few more people using them.

New Nade Tree:

Frag Nade: Our current nade, first upgrade required.

Then
Scan Nade: Does no damage but produces a scan, allowing the location of cloaked structures/aliens to be seen. Lessens the problem with new coms not scanning enough.

Pyro Nade: Does a little more damage to structures, less to life forms, larger radius (thus clears webbing faster), maybe kills off dynamic infestation?

Flash Nade: Blinds for 2-3 seconds (foe and friendly alike so be careful), plus 10secs of a brighter screen to nail those that (in my option) cheat via turning the brightness of their screens way up to see better on dark maps. Although this second part may not even be possible.

Shock Nade: Stuns (for 1 sec) larger lifeforms (Fade/onos/HA) knocks smaller lifeforms to the side (Skulk/Gorge/lerk/JP/A3 marine). As it effects both sides its use would have to be self balancing (i.e. you can all walk in to a bunch of aliens and throw nades one after another as you will get the same effects).

Reload: Marines can now reload nades at the advance armoury, one per 5 secs. Makes it cost you time to reload while making a throw of a nade that is not

Assuming any of these other nades where added in each marine could only carry one type; seleced via the pop up menu. This would allow you to adjust your selection depending on the current situation while not being able to have a nade on hand for every situation. SC early, Scan Nades then, Webs/OC spam Pyro time! GL should only be able to do Frag and maybe Pyro Nades (sec fire, limited ammo?)

THROWING

Currently you hold fire and release when you want to throw it. Great for going via a phase but altering distances/timing is a little harder. To get nades to really work like the real thing new combos are needed to emulate throwing a nade.

Method 1: Primary fire only; works just like the current system for quick throw into a vent etc.
Method 2: Secondary fire only; counts down from 5secs to a min of 1 sec and throws like the current system. This allows you to alter distance till boom but not the strength of the throw.
Method 3: Secondary then Primary; activates nade and then timing is set once primary is hit. Rectangle appears with a moving bar inside it to show how hard you will throw (which happens on primary release). So you can do more precise throws when not under alien pressure.
Method 4: Secondary + Primary at same time; rolls the nade along the ground on level or downward slopping surfaces. Great for dropping one off the edge of a ledge, through a grate/slit or a downward closing door.

Comments

  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    sounds good, i definately think there should be difrerent types of nades to upgrade in NS2.

    i thought the scan nade was quite inventive, but may need to be discussed in more detail to iron out any balancing issues.

    i also liked the idea of using alt-fire to roll the nade along the ground, i wanna stack some skulks/gorgies at one end of a corridor and play some 10-pin bowling! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    you already roll the grenade if you crouch?
    a few nade types is a good idea, perhaps the comm has to make a choice as to which the entire team uses.
    reloading nades from an armoury would be make them a lot more viable too, imo. if you came up against a wall of lame or similar you could drop a quick field armoury to take it out.
  • glimmermanglimmerman Join Date: 2004-04-29 Member: 28300Members, Constellation
    Omfg all these years of playing NS and I didn't even know you could roll a nade.......... I feel so dirty.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited November 2007
    I really like the idea of an incendiary grenade.

    Edit: brevity
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Eh, 1 second stun time on higher life forms.. not unbalanced at all.
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    The one sec stunn is enough to stop a charging onos/fade but remember it would effect the marines as well. Use, fade is blinking away, marine A throws nade in its path while marine B shoots it. However, if they get too close it would throw them to the side or stun them as well making its use difficult.

    Not saying once impelmented it would not be dropped later or altered due to balance.

    Alternate: you only get one specail nade vs 2-3 frag nades.
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    A Stun grenade would be awesome for destroying fades, blink in, stun, hmg/shotguns annihilate the fade. However the scan grenade is just kinda like ridiculous there is no possible process for it to work unless its an actual device and not so much an explosion, if you want an explosion perhaps like a paint grenade that sprays paint everywhere and splatters on invisible units, that would be cool <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • invader Ziminvader Zim Join Date: 2007-09-20 Member: 62376Members
    dont like the flash nade - on cs pubs u usually get shelled with flashbangs for the first min or tow of every round, and i gets very irritatiing quickly.
    And stun nades, i like the idea of knocking players aorund but not stunnung larger life forms. maybe u get cud get some gas grenades that harm aliens?
  • The_DisposedThe_Disposed Join Date: 2007-05-29 Member: 61052Members
    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=102798" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=102798</a>

    this might be better than scan greade because the aliens can still avoid the glowing stuff but if they walk through it their feet will glow.

    and i think the stun grenade is too overpowered because marines could throw 1 grenade each second keeping the alien stuned for ages while the others kill it.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1660430:date=Nov 13 2007, 04:16 AM:name=yoda)--><div class='quotetop'>QUOTE(yoda @ Nov 13 2007, 04:16 AM) <a href="index.php?act=findpost&pid=1660430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A Stun grenade would be awesome for destroying fades<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yea, and that's basically everything that's wrong with this idea.
  • MapsterMapster Join Date: 2007-11-01 Member: 62796Members
    I find these types of grenades quit over powered unless... Aliens were given something to stun marines such as the skill parasite... that could slow down marines movement for maybe 1-2 seconds.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    scan nade sounds kind of cool , i can imagine throwing it into a hive as a "marker" for seige cannons
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    StickyNade: When thrown it sticks to what ever surface it hits (like Halo, sorry to compare), would be useful for tagging that onos running around the coner to get healed by the gorge or if aliens can start building on walls.
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    edited November 2007
    <!--quoteo(post=0:date=:name=Domining)--><div class='quotetop'>QUOTE(Domining)</div><div class='quotemain'><!--quotec-->Eh, 1 second stun time on higher life forms.. not unbalanced at all.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree. Stun should be a unique ability to Onos (Stomp).

    Imo, those different grenades (Incendiary at least!) should implemented simply through one technology. Commander can develop it from the armory after Grenades. It could be called Smart Grenades: activates the computer chip in every grenade. It'd allow you to choose the type of the grenade you're holding: frag, incendiary, scan or what ever... This way there'd only be 2 grenades of any type at your disposal. Grenade restocking should also definately be considered.

    <!--quoteo(post=0:date=:name=Misere)--><div class='quotetop'>QUOTE(Misere)</div><div class='quotemain'><!--quotec-->StickyNade: When thrown it sticks to what ever surface it hits (like Halo, sorry to compare), would be useful for tagging that onos running around the coner to get healed by the gorge or if aliens can start building on walls.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds much like the mine.
  • XeZoXeZo Join Date: 2006-11-14 Member: 58597Members, Reinforced - Shadow
    When I read about the shock nade and how it knocks skulks and gorges to the side I imagened this tiny skulk laying on it's back fighting like some bug to get back on it's feet =P

    anyways, cool ideas^^ New nades are definatly needed =)
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    well i don't like the flash grenade idea, scan is pretty nifty (and yeah it would be a thrown device, not a boom boom, no damage to aliens) , and i guess the general consensus on the stun no, though i think HITTING a blinking fade with one of those would be more luck than anything.

    additional nade idea:
    Sonic grenade, less damage, no 2x vs buildings, ignores walls, possibly a larger blast radius underwater?
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    <!--quoteo(post=1661492:date=Nov 22 2007, 05:52 AM:name=KonserniJohtaja)--><div class='quotetop'>QUOTE(KonserniJohtaja @ Nov 22 2007, 05:52 AM) <a href="index.php?act=findpost&pid=1661492"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds much like the mine.<!--QuoteEnd--></div><!--QuoteEEnd-->

    K. well stun is definaly given the thumbs down. As for the sticky nade, its not really like a mine as its used while in combat directly and can be attached to lifeforms/walls, goes off after a count down a not on impact while mines are set only on walls and go off on contact. Really used times when you want to get that gorge that is healling the Onos around the corner.

    <!--quoteo(post=1661514:date=Nov 22 2007, 12:47 PM:name=Frosty)--><div class='quotetop'>QUOTE(Frosty @ Nov 22 2007, 12:47 PM) <a href="index.php?act=findpost&pid=1661514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->additional nade idea:
    Sonic grenade, less damage, no 2x vs buildings, ignores walls, possibly a larger blast radius underwater?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Like, more for that OC spam.

    As for the smart nade idea, it has merit but how would you quickly select and set the type?
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    <!--quoteo(post=1661514:date=Nov 22 2007, 07:47 PM:name=Frosty)--><div class='quotetop'>QUOTE(Frosty @ Nov 22 2007, 07:47 PM) <a href="index.php?act=findpost&pid=1661514"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sonic grenade, less damage, no 2x vs buildings, ignores walls, possibly a larger blast radius underwater?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Sounds cool and I especially like the "larger blast radius underwater" -part for it'd give individual marines new tactics on watery maps (if NS2 has 'em). But think about 8 marines or more and each throwing a sonic nade to same location... Could become a pain in the ass for weaker lifeforms especially if grenades could be restocked. Imo they should be kinda like portable sieges and therefore do around 25-45 damage but 3x or 4x vs buildings.

    <!--quoteo(post=1661793:date=Nov 26 2007, 01:17 AM:name=Misere)--><div class='quotetop'>QUOTE(Misere @ Nov 26 2007, 01:17 AM) <a href="index.php?act=findpost&pid=1661793"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->K. well stun is definaly given the thumbs down. As for the sticky nade, its not really like a mine as its used while in combat directly and can be attached to lifeforms/walls, goes off after a count down a not on impact while mines are set only on walls and go off on contact. Really used times when you want to get that gorge that is healling the Onos around the corner.
    Like, more for that OC spam.

    As for the smart nade idea, it has merit but how would you quickly select and set the type?<!--QuoteEnd--></div><!--QuoteEEnd-->

    D'oh! I misunderstood the sticky nade idea, for I thought it'd only stick on map surfaces. It'd be pretty cool but only playtesting would reveal it's true potential.

    I agree that smart nades idea has the problem that <i>Misere</i> stated. It has to be solved before it can be implemented. I don't have a bulletproof solution but couple of suggestions: <ol type='1'><li>A selection menu in the pop-up menu but I bet it'd be too clumsy. </li><li>A menu identical to the equipment menu currently in use (button 4 or 5) where each click of the key changes the selection and fire key selects it (unless you use mp_fastswitch "1"). </li><li>Hotkey for every grenade type but that of course requires new key bindings and therefore complicates the making of good key bindings.</li></ol>
  • ArcL!ghtArcL!ght Join Date: 2007-11-27 Member: 63031Members, Squad Five Blue, NS2 Map Tester
    Scan nade sounds nice, but i would suggest it more to be a Sonar Nade (like the current scan sound) but it lasts half the time shorter then original comm scan.
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