GL and Hand Nade Balance

KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
<div class="IPBDescription">For Small Critters</div>One thing that always bothered me in NS was this:

2-3 GL's made an entire area impassable to Skulks/Lerks/Gorges because even the splash damage would quickly kill them...

Why is this? Skulks/Lerks/Gorges are relatively small and shouldn't be hit by much of the shrapnel of a grenade.

I know NS1 cannot support this idea... but maybe NS2 could...


When a grenade detonates, it sends out shrapnel in a sphere around it - how much of that shrapnel hits you determines how much damage you take from the grenade.

So, say it lands under an onos - *BOOM* onos takes a ######tonne of damage.

Say it lands beside a skulk who promptly leaps away - while still being in the blast range, he only gets hit by a bit of shrapnel and lives.

Eh? See my point with this?

Comments

  • MuYeahMuYeah Join Date: 2006-12-26 Member: 59261Members
    Skulks and lerks can move quickly and can usually easily see where a grenade will land. The only thing I agree with is the gorge is weak against GL in NS1 and hopefully with the damage soak ability won't be as weak in NS2.
  • ryknow69ryknow69 Join Date: 2008-03-24 Member: 63952Members
    Also, it'd be smart for the TSA to use Concussion Grenades, as Shrapnel Grenades can be.... quite hazardous on a Spaceship.
  • xmainexmaine Join Date: 2009-08-10 Member: 68409Members
    GL- 4 shots, long reload time, delay after shot, projectile motion, Advanced armory upgrade

    Hand nade - 2 nades, short-med range, delay, projectile motion.

    That sounds pretty balanced to me.
  • KittamaruKittamaru Join Date: 2006-09-18 Member: 58017Members
    All true in NS Classic mode... but in CO the GL was just a scant 3 points away and you could insta-rape skulks, lerks, and gorges (thanks to crowded hallways and the like)... especially if you got to/near the hive room on servers with no spawn invul.
  • FocusedWolfFocusedWolf Join Date: 2005-01-09 Member: 34258Members
    <!--quoteo(post=1732028:date=Oct 13 2009, 11:00 AM:name=Kittamaru)--><div class='quotetop'>QUOTE (Kittamaru @ Oct 13 2009, 11:00 AM) <a href="index.php?act=findpost&pid=1732028"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All true in NS Classic mode... but in CO the GL was just a scant 3 points away and you could insta-rape skulks, lerks, and gorges (thanks to crowded hallways and the like)... especially if you got to/near the hive room on servers with no spawn invul.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I agree... all explosive weapons are lame... NS2 should not have grenades (in any form) and i suggest the following items also be removed (knife, shotgun, pistol, mines, welder) because all are well known for killing aliens "thanks to crowded hallways and the like". Aliens really could use a siege cannon and hmg in NS2.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Combat is not really an issue since the devs won't be building it.

    However, I can see your point, so if some1 is coding up a Combat mo, make sure to think about this.
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