Grenades and friendly fire

Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
How is that you can damage yourself with grenades that are too close, but not friendly units?

Covering friendlies by firing grenades at them seems fairly lame to me.
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Comments

  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited August 2012
    Friendly Fire will always lead to lots of accidental and intentional abuse. You can accidentally kill your whole marine squad with a grenade if it happens to hit a whip you didn't see or things like that. There's also the classic "guy runs right in front of you while shooting" issue and the general strangeness of collision behaviour of grenades.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    Because that way, a lot of people on pubs, would accidently kill there own team, ALOT. And it helps with smarter/more realistic play with the GL, if it never hurt you, you wouldn't be bothered about the whips bouncing them back at you so you would just stand there and shoot them all at the hive/RT/other structures untill a few get past the whips and you do damage. Also a GL marie would just shoot the floor when skulks are at his feet and get easy kills. In short, the reason it damages you is if it didn't it would be way OP and it doesnt damage your team for balance and gameplay reasons.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    I really feel that either friendly fire needs to be added to the GL or you need to have it so you cant have both the GL and the jetpack, the downside on the GL is supposed to be that your weak in close and rely on your teammates to defend you. With the jetpack that weakness is totally gone for 10 res. Being able to solo hives with 3 defenders for 35 res (25 of which is reusable after death) seems a bit too good to me.

    Though that said I think JPs need looking at, once I get one I feel nearly invincible, it takes a very good fade to kill a very average (me) marine. Needs some form of 'nerf', either directly to fuel consumption, regen rate, cost. Or indirectly to not being able to carry heavy (flamer/GL) weapons with it or adding a more viable counter to it.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    <!--quoteo(post=1964499:date=Aug 17 2012, 10:29 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Aug 17 2012, 10:29 PM) <a href="index.php?act=findpost&pid=1964499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I really feel that either friendly fire needs to be added to the GL or you need to have it so you cant have both the GL and the jetpack, the downside on the GL is supposed to be that your weak in close and rely on your teammates to defend you. With the jetpack that weakness is totally gone for 10 res. Being able to solo hives with 3 defenders for 35 res (25 of which is reusable after death) seems a bit too good to me.

    Though that said I think JPs need looking at, once I get one I feel nearly invincible, it takes a very good fade to kill a very average (me) marine. Needs some form of 'nerf', either directly to fuel consumption, regen rate, cost. Or indirectly to not being able to carry heavy (flamer/GL) weapons with it or adding a more viable counter to it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    JP's are fine. And it it only takes an avrage fade and some times a bad fade to jet a Jet packer with a GL and the GL shouldnt hurt the fade if he blinks away. A gl weilding marine is very easy to kill, even with skulks. Also if marines get the the hive and die it is very higly unlikly that the time it takes for them to get back there the GL's would still be there. Also to counter maines doing that, all you need is a few whips at each hive, therefor no solos.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited August 2012
    <!--quoteo(post=1964502:date=Aug 17 2012, 10:35 PM:name=ellnic)--><div class='quotetop'>QUOTE (ellnic @ Aug 17 2012, 10:35 PM) <a href="index.php?act=findpost&pid=1964502"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->JP's are fine. And it it only takes an avrage fade and some times a bad fade to jet a Jet packer with a GL and the GL shouldnt hurt the fade if he blinks away. A gl weilding marine is very easy to kill, even with skulks. Also if marines get the the hive and die it is very higly unlikly that the time it takes for them to get back there the GL's would still be there. Also to counter maines doing that, all you need is a few whips at each hive, therefor no solos.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Except you forget that phase gates are very cheap and easy to build, a jet packer might not directly win a fight but he sure can run away easily. Jet away, drop a nade or 2 on the floor and the fade has to pick between eating it or giving up on you. Most will give up on you. Additionally if you watch decent pubbers they really cant deal with jetpacks, 3 fade swings take a while to get in and this is assuming he doesnt have backup, extra aliens dont especially contribute to a JP fight, but extra JPs do.

    Whips are incredibly ineffective currently, its not hard to snipe out the cysts near them with a pistol or bounce nades off the floor. Once your past the initial whip wall its typically the case that they wont hit you when your near the hive and you can easily solo it with a nanoshield/med pack spam from the commander.

    In its current iteration the JP wins games, second JPs are up its very very hard to win as aliens. Every fade (the only lifeform that really stands a chance) death is a massive blow, every jet pack death is really not. 10 res and a W2/3 assault rifle still hurts. A skulk late game? Not so much, maybe you'll get a bite in before the AoE nade spam or shotties get you

    EDIT: A GL marine should be easy to kil on his own, its a weapon that adds a massive force multiplier to fights, the damage it does to hives and their surroundings (eggs especially) is so strong that you need a trade off for it. It sure as hell isnt the price since 25 pres is not that much and with a jetpack it isnt the survivability.
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    edited August 2012
    <!--quoteo(post=1964504:date=Aug 17 2012, 11:42 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Aug 17 2012, 11:42 PM) <a href="index.php?act=findpost&pid=1964504"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Except you forget that phase gates are very cheap and easy to build, a jet packer might not directly win a fight but he sure can run away easily. Jet away, drop a nade or 2 on the floor and the fade has to pick between eating it or giving up on you. Most will give up on you. Additionally if you watch decent pubbers they really cant deal with jetpacks, 3 fade swings take a while to get in and this is assuming he doesnt have backup, extra aliens dont especially contribute to a JP fight, but extra JPs do.

    Whips are incredibly ineffective currently, its not hard to snipe out the cysts near them with a pistol or bounce nades off the floor. Once your past the initial whip wall its typically the case that they wont hit you when your near the hive and you can easily solo it with a nanoshield/med pack spam from the commander.

    In its current iteration the JP wins games, second JPs are up its very very hard to win as aliens. Every fade (the only lifeform that really stands a chance) death is a massive blow, every jet pack death is really not. 10 res and a W2/3 assault rifle still hurts. A skulk late game? Not so much, maybe you'll get a bite in before the AoE nade spam or shotties get you

    EDIT: A GL marine should be easy to kil on his own, its a weapon that adds a massive force multiplier to fights, the damage it does to hives and their surroundings (eggs especially) is so strong that you need a trade off for it. It sure as hell isnt the price since 25 pres is not that much and with a jetpack it isnt the survivability.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If we follow your thinking, then everything is easy to upgrade and build. You talk about how easy it is for marines without mentioning what the alien team does to stop them, and when u talk about aliens u only say how easily marines can take them out without mentioning what aliens can do to counter act.

    Building a phase gate needs more than one marine usually, you need to be in a secure place, aliens need to be unaware of it. THe research for the pg costs 15 and the 2 pgs cost 30 res together, thats a whole lot of res - meaning that if the pg plan fails, marines get a huge set back.

    The trade off for the GL is that it has low ammo, slow on the reload and very ineffective up close (the gl used to be mounted on the lmg with the only trade off being the fact that u cant melee). About jps - yes, jps do give the marines a huge advantage BUT, to get jps u need to spend 110 res. And don't forget about all the narrow corridors where u can easily pick jetpackers off.

    This game has been going through balance changes for the last year (correct me if im wrong), ur argument is very one sided and judging by the fact that u just joined the forums i'm gonna gamble and say that u haven't clocked in too many hours in NS2 yet. Give it time, before u go off questioning the balance of the entire game. Just saying, no hostility.
  • EgoGamerEgoGamer Join Date: 2012-06-21 Member: 153536Members, Reinforced - Onos, WC 2013 - Supporter
    Was anyone else reminded of those old ms-paint NS cartoons? In particular the one where a marine gets a fly off the other marine with a grenade?
    Yeah this thread reminded me of that but couldn't find it anywhere to link it here.

    Sorry, that doesn't actually add anything to the debate. :P
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    <!--quoteo(post=1964504:date=Aug 17 2012, 10:42 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Aug 17 2012, 10:42 PM) <a href="index.php?act=findpost&pid=1964504"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Except you forget that phase gates are very cheap and easy to build, a jet packer might not directly win a fight but he sure can run away easily. Jet away, drop a nade or 2 on the floor and the fade has to pick between eating it or giving up on you. Most will give up on you. Additionally if you watch decent pubbers they really cant deal with jetpacks, 3 fade swings take a while to get in and this is assuming he doesnt have backup, extra aliens dont especially contribute to a JP fight, but extra JPs do.

    Whips are incredibly ineffective currently, its not hard to snipe out the cysts near them with a pistol or bounce nades off the floor. Once your past the initial whip wall its typically the case that they wont hit you when your near the hive and you can easily solo it with a nanoshield/med pack spam from the commander.

    In its current iteration the JP wins games, second JPs are up its very very hard to win as aliens. Every fade (the only lifeform that really stands a chance) death is a massive blow, every jet pack death is really not. 10 res and a W2/3 assault rifle still hurts. A skulk late game? Not so much, maybe you'll get a bite in before the AoE nade spam or shotties get you

    EDIT: A GL marine should be easy to kil on his own, its a weapon that adds a massive force multiplier to fights, the damage it does to hives and their surroundings (eggs especially) is so strong that you need a trade off for it. It sure as hell isnt the price since 25 pres is not that much and with a jetpack it isnt the survivability.<!--QuoteEnd--></div><!--QuoteEEnd-->

    1) A GL marine is VERY, Very to kill on his own. 9 times out of 10, with aliens having to get close to attack, the only way for a marine to kill the alien is to sacrifice him self by blowing both of them up (alien and marine).

    2) You say JP are easy to get away. Any life form ecsept the geouge should have no problem keeping up with one and then when the fule runs out its pretty much it and they need to turn and fight as aliens will easy be able to blink, leap, fly or hedbutt them.

    3) JP's Dont auto mean marines win. Yes marines have a hard time winning with out but this is to be axpected as at the moment its one of the best tech they have, BUT, I have played and seen many marine team lose after Jet packs. Jetpacks for the marine is Expensive later game tech, much like the Fade+bling and onos. Untill the Exo is in, marines need to have Jet packs as they are. Game play is VERY balanced, most balanced it has ever been so UWE must have it right at the moment.

    4) 1 decent fade can take out 1 or 2 marines with jetpacks. Made easier with alien back up. Also 1 good marine with jetpack can, and i have seen it happed, kill 2 fades. Your' talking as if all games are the same and they all players play the same. Its a game anything can happen. So leave those sort of comments out, those that seem to give a comentery of how most games are. The fact is Most games are compleatyl diffrent to each other and comments like 'extra aliens dont especially contribute to a JP fight' are ridiculace because its a team game and I see aliens, of diffrent lifeforms, work together to take out at jet packer a lot of the time.
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    <!--quoteo(post=1964491:date=Aug 17 2012, 04:45 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Aug 17 2012, 04:45 PM) <a href="index.php?act=findpost&pid=1964491"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How is that you can damage yourself with grenades that are too close, but not friendly units?

    Covering friendlies by firing grenades at them seems fairly lame to me.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Actually this is a really interesting thing to point out, perhaps marines shouldn't be able to cover their friends by firing grenades directly at their feet. Whips are pretty damn useless in their current form but maybe if on the off chance a whip actually did it's god damned job the whole marine attack force would suffer than people would think twice about blindly firing grenades. I say take it further and make it so grenades dont explode on contact with structures. This way whips can actually knock grenades back instead of the grenades just exploding right on the whips.
  • LPCLPC Join Date: 2002-04-07 Member: 384Members, Reinforced - Diamond
    Grenades fired at the base of whips without it knocking the grenade back seems like an oversigth to me, of course it should just knock the grenade back before it hits it's base? the whole idea of whips is to counter grenades, so such a simple 'work-around' shouldn't be viable...
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Griefer, my name is grenade friendly fire spam.
  • FloodinatorFloodinator [HBZ] Member Join Date: 2005-02-22 Member: 42087Members, Reinforced - Shadow
    From the old Manual:
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->A note on "Friendly Fire": the phenomena of "friendly fire" (weapons damaging one's own teammates) has been circumvented in the 22nd century, by the use of nano-triggers and nano-weaponry. Currently the term "FriendlyFire" refers to this system. Shrapnel, bullets, and blast particles are split-second destabilized before striking any Frontiersmen, fragmenting harmlessly against their armor. In rare cases nano-gridlock has been known to interfere with this protection for the duration of a battle. Another strange gap in the FriendlyFire system: a fired weapon still injures the person who activated it. This is only a danger with grenades and mines … but is very important to note.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • giogio Join Date: 2012-08-14 Member: 155618Members
    <!--quoteo(post=1964547:date=Aug 17 2012, 06:13 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Aug 17 2012, 06:13 PM) <a href="index.php?act=findpost&pid=1964547"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Griefer, my name is grenade friendly fire spam.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wanted to weigh everyone's points but this right here was my most predominant thought. Oh, the potential trollings and lulz!
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited August 2012
    Why is everyone so pessimistic? Many games that have friendly fire do perfectly fine, I think it is unreasonable to discount it just because it has potential for griefing.
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    edited August 2012
    <!--quoteo(post=1964583:date=Aug 18 2012, 05:14 AM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Aug 18 2012, 05:14 AM) <a href="index.php?act=findpost&pid=1964583"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is everyone so pessimistic? Many games that have friendly fire do perfectly fine, I think it is unreasonable to discount it just because it has potential for griefing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I play a lot of Halo: Reach and the friendly fire makes baby jesus cry. I'll be playing SWAT, get bashed by a team mate, and have to live with the death sentence. Or much worse is playing Grifball, where you can't get kicked for team killing, there's always that jackass who just runs around gravhammering team mates. If it can be abused, it will be abused, if only for teh lulz.

    I'm totally okay with it being an option for server operators, but I'm against anything more than self damage becoming part of the standard game.
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I'd be okay with no damage, but some kind of concussive effect. You might not put any holes in your teammate but you will knock him around some with overpressure from the explosives. It'd make the "wall of grenades" approach a little less viable.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1964583:date=Aug 17 2012, 09:14 PM:name=1dominator1)--><div class='quotetop'>QUOTE (1dominator1 @ Aug 17 2012, 09:14 PM) <a href="index.php?act=findpost&pid=1964583"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why is everyone so pessimistic? Many games that have friendly fire do perfectly fine, I think it is unreasonable to discount it just because it has potential for griefing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    And there are a lot more games without friendly fire that do much better.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    well if marines have to get ff, then so do aliens, can't be unfair to one side.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    <!--quoteo(post=1964586:date=Aug 18 2012, 05:31 AM:name=Atone)--><div class='quotetop'>QUOTE (Atone @ Aug 18 2012, 05:31 AM) <a href="index.php?act=findpost&pid=1964586"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I play a lot of Halo: Reach and the friendly fire makes baby jesus cry. I'll be playing SWAT, get bashed by a team mate, and have to live with the death sentence. Or much worse is playing Grifball, where you can't get kicked for team killing, there's always that jackass who just runs around gravhammering team mates. If it can be abused, it will be abused, if only for teh lulz.

    I'm totally okay with it being an option for server operators, but I'm against anything more than self damage becoming part of the standard game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Pretty much spot on. I totally agree.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    Playing as marines, I get that having friendly fire in this particular game and on these particular maps can be havoc, especially as the only way to really thrive as marines is to play in teams. So having friendly fire do actual damage might be extremely disadvantageous for marines. How about adding a blur effect if you are damaged, either by yourself or others? For example, the friendly fire "effect" consists of a vision blur and reduction in movement speed that is scaled to the amount of "damage" you would receive. If you pass a certain threshold, you do actually take damage: this would cover situations like mines and grenades at the feet. So a stray bullet gives a very short blur and a momentary slowdown: being on fire gives a continuous blur and slowdown until the fire dissipates or the marine is healed.

    Aliens should have the same effect for stray bites and swipes. Possibility for griefing? Absolutely. But the grenade spam without consequence is very punitive against aliens.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    FF is really only an issue for explosives. What if we turned it around: explosives <i>will not detonate</i> if a marine is inside the blast radius. Could say that the friendlyfire system defined in the fluff above doesn't function for explosives, so for safety explosives just don't detonate if a marine is too close.

    This would also reduce the viability of two grenade guys throwing grenades at each other to ward off skulks. Would also mean that a marine can't just sit ontop of another marine's mine to get a damage boost if an alien attacks.

    Fits the fluff more sensibly and fixes some quirks in gameplay.
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    <!--quoteo(post=1964680:date=Aug 18 2012, 03:29 PM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Aug 18 2012, 03:29 PM) <a href="index.php?act=findpost&pid=1964680"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->FF is really only an issue for explosives. What if we turned it around: explosives <i>will not detonate</i> if a marine is inside the blast radius. Could say that the friendlyfire system defined in the fluff above doesn't function for explosives, so for safety explosives just don't detonate if a marine is too close.

    This would also reduce the viability of two grenade guys throwing grenades at each other to ward off skulks. Would also mean that a marine can't just sit ontop of another marine's mine to get a damage boost if an alien attacks.

    Fits the fluff more sensibly and fixes some quirks in gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It doesn't "fix" anything. First of all there isnt anything broken. What would you do about gorges stacking bilebomb? The only thing this does is give aliens an unbelievable leg up, or "op them" if you will.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1964681:date=Aug 18 2012, 02:36 PM:name=cake.)--><div class='quotetop'>QUOTE (cake. @ Aug 18 2012, 02:36 PM) <a href="index.php?act=findpost&pid=1964681"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't "fix" anything. First of all there isnt anything broken. What would you do about gorges stacking bilebomb? The only thing this does is give aliens an unbelievable leg up, or "op them" if you will.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Bilebomb only damages armour and is a DoT, why dont we change nades to that? So they only damage armour and structures right? Right? Oh wait no, its totally different.
  • SanCoSanCo Join Date: 2012-08-18 Member: 155744Members
    Well, I'm new so commenting on balanced isn't something I should really do yet, BUT if grenade launcher would require 2 command chairs that would be supurb as I've had a few games where it takes 4ever to penetrate the last base because of all the nade spamming into narrow chokes and every alien losing 50% or of it health or even dies before getting close, as teammates are covered in explosions most of the time.
  • cake.cake. Join Date: 2012-01-12 Member: 140165Members
    <!--quoteo(post=1964683:date=Aug 18 2012, 03:40 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Aug 18 2012, 03:40 PM) <a href="index.php?act=findpost&pid=1964683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bilebomb only damages armour and is a DoT, why dont we change nades to that? So they only damage armour and structures right? Right? Oh wait no, its totally different.<!--QuoteEnd--></div><!--QuoteEEnd-->

    When the whips have been fixed, there won't be such an issue anymore. Friendly fire in NS2 is very counterproductive. Even with some players shooting with controlled bursts, they still hit marines sometimes. The majority just holds down the left mouse button until something dies. Introducing FF will completely destroy the idea of "teamplay" and will make teams completely obsolete and will encourage rambo-ing, ruining the core idea of NS.
  • Cee Colon SlashCee Colon Slash Join Date: 2012-05-25 Member: 152581Members
    Bringing this thread back around to the OP. Suggest ideas that discourage grenade spam. Right now you can advance by shooting grenades at your buddy. I agree friendly fire isn't the best solution; having the grenade turn into a dud probably isn't the best either as you'll never know how close you can shoot and people will think it's a bug (unless there is some audio feedback or something).

    Perhaps an in-between solution with the GL is that it doesn't damage marines (even the marine who shoots it) but it sends them flying. Depending on the proximity to the blast, the worst case would be sending a marine sprawling and then landing on the ground as if stomped; the best case is that they are just nudged a bit.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Friendlyfire is quite key element in melee vs ranged combat, currently would cause a problematic situations where marine with nanoshield is against marine skulks and other collision heavy situations. Problem is however the poor collision the game is currently having.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    <!--quoteo(post=1964718:date=Aug 18 2012, 05:33 PM:name=Cee Colon Slash)--><div class='quotetop'>QUOTE (Cee Colon Slash @ Aug 18 2012, 05:33 PM) <a href="index.php?act=findpost&pid=1964718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Bringing this thread back around to the OP. Suggest ideas that discourage grenade spam. Right now you can advance by shooting grenades at your buddy. I agree friendly fire isn't the best solution; having the grenade turn into a dud probably isn't the best either as you'll never know how close you can shoot and people will think it's a bug (unless there is some audio feedback or something).

    Perhaps an in-between solution with the GL is that it doesn't damage marines (even the marine who shoots it) but it sends them flying. Depending on the proximity to the blast, the worst case would be sending a marine sprawling and then landing on the ground as if stomped; the best case is that they are just nudged a bit.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Maybe increase the fuse if it isnt a direct hit (ie bounced before hits an alien or structure) so that even if you spam nades on your friend he's still gonna die?
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    Since I don't think anyone has posted the old lore explanation:

    Friendly fire is prevented by nanites somewhere recognizing the bullet/shrapnel is coming from/heading towards a friendly, and disassembles the matter before it impacts. However, there's some odd little bug that it doesn't prevent you from hurting yourself. :P
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    The idea where you can disorient your allies with your grenades at least makes more sense, all the pressure from an explosion so close would be disorienting at least, even with nanites magically preventing the damage. This would at least discourage grenade spam on your teammates without 'oops I just killed my entire team' moments.
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