Another GL idea
Gorge_Lucas
Join Date: 2011-07-10 Member: 109352Members
<div class="IPBDescription">Suicide nade prevention</div>I remember playing a HL mod waaay back called 'Firearms'. It was a basic military multiplayer game where you had 2 teams fighting over capture points. A bit like TF but with realistic Military guns and ordinance.
You used to be able to use the old school Grenade Launcher which was great at lobbing grenades over walls etc. However if you fired the grenade at an object point blank the grenade would not detonate and simply shatter.
This got me thinking that perhaps we could have the same thing happen with the NS2 nades. If you fired the grenade at a wall or object that was only a few steps away the grenade simply disintegrates without detonating. This is a perfectly feasible function seeing that this is the future and the grenades could have some sort of inbuilt proximity detonater.
The idea behind this is to make firing the grenades in CQC pointless. The aliens attacking won't get killed by a suicidal marine nade and the marine has lost the temptation to simply 'quit' by blowing himself up on the chance that he takes a skulk with him - both of which are a bit annoying for both sides.
Thoughts?
You used to be able to use the old school Grenade Launcher which was great at lobbing grenades over walls etc. However if you fired the grenade at an object point blank the grenade would not detonate and simply shatter.
This got me thinking that perhaps we could have the same thing happen with the NS2 nades. If you fired the grenade at a wall or object that was only a few steps away the grenade simply disintegrates without detonating. This is a perfectly feasible function seeing that this is the future and the grenades could have some sort of inbuilt proximity detonater.
The idea behind this is to make firing the grenades in CQC pointless. The aliens attacking won't get killed by a suicidal marine nade and the marine has lost the temptation to simply 'quit' by blowing himself up on the chance that he takes a skulk with him - both of which are a bit annoying for both sides.
Thoughts?
Comments
So you can shoot 8 grenades at your feet, wait for a Fade or ONOS to come by and kill you, and drop 1200 points of instant damage on him?
I enjoyed that part in ns1 when the game gave every marine that spawns, a single grenade. Practically an explosive cyanide pill.
Didn't you spawn with 2 hand grenades? once the commander researched them you got 2 every time you spawned.
Either way suicide grenades have always been a viable last ditch effort strategy from Ns1, i'd hate to see it go.
We already do; just make sure your marines have GLs and scream "FADES! FADES! FADES!" into the chat.
Shoot at a good 20 degrees or more and it bounces as intended.
Shoot at a good 20 degrees or more and it bounces as intended.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello walls.
Now you're just coming up with convoluted qualifiers. If someone wants to kill themselves with a grenade, they're going to find a way unless you turn off grenade self-damage or interfere with their ability to use grenades to the point that the launcher becomes confusing and gimmicked.
What's to stop someone from running down a corridor into their own grenade, leading their opponents with them? What's to stop someone from bouncing off a ceiling, or off of a nearby structure or world obstacle? If you want to stop grenades from exploding where they will hit the player who fired them, then do so; this arbitrary and expansive set of angle and distance limits will accomplish little.
<!--coloro:#aadd00--><span style="color:#aadd00"><!--/coloro-->Yeah good point, I hadn't thought it through enough there, so yes, the only good way to do this is having them shatter at point blank impact. As for the point of if a marine wants to suicide nade they're find a way? I'm not really against it all together, more how easy it is to do it right now for ridiculous effect. A "n00btube" essentially.. Making it more difficult but possible at least in my opinion feels like a fine spot.<!--colorc--></span><!--/colorc-->
I think a proximity check would work just fine then. Right when the grenade decides to explode, check the horizontal distance between it and the initial firing point. If the distance is under (set safety range), the grenade doesn't go off. Maybe it sits around, maybe it has a tiny explosion with no damage, maybe it disintegrates. That way, people can still bank grenades around or run into them if they're quick, but shoot-feet-get-revenge stops working as a default strategy.