Grenades need tweaking
aeroripper
Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
A few simple changes:
Thoughts?
- Grenades cost 5 res to research.
- All grenades are 'dropable' weapons. Dead marines with unused grenade(s) drop them for other marines to recycle, assuming them have room to pick them up.
- Max grenades carried is raised to 3, from 2.
- Can carry different grenade types. They're purchased 1 at a time. Weapon groups "5" "6" "7" for different carried grenade type.
- Grenade prices reduced to 1 res each. 1 grenade for 1 res.
- Throw time reduced. After grenade thrown, auto-switch back to previous weapon.
Thoughts?
Comments
not to mention that you can throw the made at a possible alien rush point while u axe an rt... once DMG counters show up then you know something is coming. heheheh... coming...
The animation could just show you throwing it with your left hand, so it's not magically appearing out of your chest like it did in T2. That way you don't have to worry about weapon switch time, which would allow them to be used in combat more effectively.
The grenades do need reworked. I wouldn't mind having an open to spawn with a "grenade of choice" every spawn.
The ns1 equivalent 'personal hand grenade', at least did enough burst damage to ward off Gorges that were bilebombing from vents.
One time in veil, a gorge was bile bombing in the nano vent, I pretty much was buying and chucking grenades at the gorge for a few minutes until the commander researched jetpacks so I could fly in there and take him out.
Definitely agree with deploy speed issues
What does it do? I was getting 99 damage sometimes with direct hits. It seemed inconsistent. Sometimes I would do 60ish other times it would be a 99 hit.
But in general, a seperate key for throwing grenades and speeding up the animation would go a long way.
Well its the proximity detonator that was put in the pulse nades. From what I remember sewlek put that in so more of them would "hit" and blow up instead of missing everything and blow up in the background. Right now you usually do about 60 damage on most stuff due to the proximity detonator, before it was there if you landed a direct it it would do 120. It was awesome for fades. Land a direct hit when they were entering the room then cya.
A few points on this:
I disagree with the 'spam' argument, but would rather see more a more tactical role given to grenades, especially cluster. Each grenade type should fulfill a certain role. As it is currently:
Cluster grenades - Sometimes used suicidally to save marine PG under attack. Least useful of the 3 currently. Doesn't have a good defined role.
Gas grenade - Good for hive pushes and defending against large alien rushes on PG. Area denial.
Pulse grenade - Slowing down gorge, fade, and onos attack rates while doing some damage. Slows down organized pushes.
Could a delayed detonation fix this? Sure it would minimalize the effect if you just clip the edge of the alien, but a well placed shot should still give the maximum amount of damage.
This is true as well, although, in the early game is where cluster grenades are most useful but rarely seen.
http://steamcommunity.com/sharedfiles/filedetails/?id=204003592&searchtext=
I think Pulse nades would be much more usefull if they reduced movement and atack speed (not that much)
Like killing a gorge fort, do you toss it directly into something, or in the middle of stuff, or have it detonate in the air even maybe possibly?
I've never really experimented much with them.
-pulse grenade sap xx energy points.
-pulse grenade reduce lifeform celerity from x% during y sec.
It's not killing lifeform but it could be used to trap lerk/fade/onos by slowing them down or running out of energy.
I am pretty sure they are not meant to be used in CQC by design.
And a left hand throw would be awesome where you could even keep firing your gun.