Grenades
hephophap
asdasd Join Date: 2014-04-08 Member: 195258Members
I'd like to know peoples opinion on grenades.
I personally feel that the Gas Grenade is super annoying and too strong vs a base, it basically takes down like 35% hp of ever building in range for 1.5 res.
I also get a bit sick of getting spammed to death when defending. Like the GL wasn't bad enough, but you can get grenades super early into the game.
What is your opinion on grenades?
Are they a good addition, a bad addition, should they be changed?
I personally feel that the Gas Grenade is super annoying and too strong vs a base, it basically takes down like 35% hp of ever building in range for 1.5 res.
I also get a bit sick of getting spammed to death when defending. Like the GL wasn't bad enough, but you can get grenades super early into the game.
What is your opinion on grenades?
Are they a good addition, a bad addition, should they be changed?
Comments
This has 2 effects, the Kharra spent a crap ton of tRes to put up that base early. The Marines spent a crap ton of pRes to take it down. I see this as a good thing as it adds strategy to the game in how the Marines deal with situations.
the game was horrendous before grenades when 2 gorges could hold off the entire marine team long enough to stop marines ever getting decent tech later in the round. Like marines start in data core but cant get into reactor or vent due to mass gorge walls
TL;DR buff cluster slightly, buff pulse a lot (maybe in duration or something)
nerve gas grenades are great when defending a rush, or attacking a hive.
clusters? imo nearrly useless, except early gorge forts before advanced armoury. and perhaps when the alien com is contaminateing base, cheaper then buying a GL to kill whips. (but by then it's nearly always over anyway)
I've been known to waste ungodly amounts of Pres on grenades if they get researched. they are just too damn fun.
Grenades are fine as they are.
Grenades are ok, i would maybe like to see them used more, cause they can be helpfull for those clutch fights
I've seen many a base rush either fail or get called off due to a pulse grenade nerfing the dps/healsPS of onos/gorge fleets. That's the best time to use a pulse grenade imo - when the enemy is desperately charging you head-on.
Don't think nerve is too op either, the radius is kinda small so you can skirt the edges and still get armor healed in hives.
Cluster Greanades:
Very good for clearing clog walls an making entrenched areas vulnerable
Also good for lobbing into Hives to help clear eggs.
Nerve Gas:
I've found these to be most useful as portable scans, especially against shade hive start
Also good for clearing tunnels and hives
Pulse Grenades:
like meatmachine said, very good against gorges and oni, good against fades to, if theres a group of marines.
GLs:
I think these should have player damage toned down a little, otherwise they are fine. (Its easy to kill GL marines, provided you live through the nade spam on a hive)
If me or my teammates could pickup nades after death, I'd take those with me much more often. Pulse could probably help me survive occasional duel against lerk or fade. But I never buy pulse unless I see something bad is closing in and I am right next to armory. Pulse if very very situational, I'd have to buy pulse over and over and run out of pres until I am finally in perfect situation for throwing a pulse.
BTW, jumping into meatgrinder PG with pulse primed and releasing it the moment you are through can give your teammates a chance to phase and survive, and it prolongs life of PG as well, given your team more time to react or group up before jumping.
And I suggest a rework for Pulse Grenade, like mini scan or beeing able to throw them at RT's to make them electrified (NS1?)
Cluster grenades need only a 10% increase in damage because their effectiveness (along with the other grenades) should be increased by implementing faster throwing animations for all grenades to deal with a leaping, sliding, flying, blinking, charging mobile team. I've advocated for this while they were in internal testing. :-P
I'm not a fan of live grenades dropped on death in any form. It doesn't take long for the animation to pull the pin out and it'd be difficult for aliens to see, let alone avoid it once it's dropped. Losing a lifeform to a grenade you never saw from a guy you just killed BEFORE he threw it (you may not even see him equip it given the lag difference), will always feel a bit cheap.
One could also argue it's not inherently unrealistic and that in the future there could be a secondary safety mechanic (like the pin) that will only allow a grenade to arm itself if it's got enough momentum to avoid friendly casualties
I'd agree but I like op nerve gas when no one else uses it. People get so excited over an onos kill after I take all the armor out... no respect. :-p
A grenade should explode if you have pulled the pin, its unintuitive right now and an unpleasant surprise.
Well, it's not the pulling it out animation that takes too long IMO, but the throwing. The aliens could definitely see me pull the pin, which could give incentive for them to back off for a moment. They would also hear the nade drop to the ground. I figured that point would be brought up about dying to a "cheap" grenade, but what would you say then to gl spam? Countless many times I've lost my lerk w/ fullish health to a random gl. I'd say there's far less one can do about that than a primed nade going off after death.
Additionally, if I'm paying pres for a potential x amount of damage, I wanna get my money's worth and not have it go to waste by fractions of a second. I feel it would only be really sour to die from a dead nade as an onos or a fade, which in both cases would only happen if the life-form was being greedy and very low from the engagement. In such a case, death should be the penalty for going in for that last greedy swipe. Plus, you'd have plenty of time to blink away if you see the marine pull the pin as you swipe him to death. You could be halfway out of the room by the time the nade would hit the ground, then an additional second or two before explosion.
In comp mod or any ff setting, it would serve as further incentive to manage grenades wiser (if they're researched that is), as well as not bunch up around your buddies. I do the same thing in DoD:s.
So perhaps have the primed nade as right-click function of nade? A 4-click timer or something could go off when right-clicked for those who feel they may need the explosion one way or the other, then perhaps keep the primary attack for the grenade just as it is, no priming, hold til you toss, but lose the nade if you don't release in time and die w/ it equipped.
I realize this is wishful thinking at this point, but it's something that has irked me a little since we first got nades.
Your argument regarding the grenade launcher is somewhat valid, but equally that's a weapon that is extremely visible, comes with a loud distinct firing sound and a bulky projectile... there are occasions where you can get direct impacted by one of those before you've even seen the weapon fire on your screen. fortunately those moments are few and far between, and most kills have some warning beforehand, i mean, that weapon has been carried (usually equipped) from the marine base.. that in itself is a visual cue you don't get with grenades.
I'd agree that in a 1v1 fight you can see a marine switch to his grenade and can decide if it's worth engaging before he throws it or switches weapon.. in a group fight, that's much less likely, and good luck hearing the pin get pulled over the sounds of chomping skulks and death crys.
Also, revisiting the lag issue.. the marine can pull out the pin on his screen before dying, but on the aliens, he killed you before the pin was pulled... it's then down to the server to make a decision on which really occured, so you could be taken out by a grenade you believe you stopped, though you could argue that's the case already with thrown grenades.
As a marine you also have the option of pulling out a grenade at any time (e.g. empty clip, low hp) and holding it with the pin out. if you die, it goes off any may do enough damage to finish off the enemy, or they back off and you switch to your primary to reload.
As an alien you have to be more cautious of marines bunched close together.. if one of them drops a grenade on death, the AOE covers all of them. currently you generally avoid throwing anything but nerve gas at your feet due to the damage it deals to yourself.. not an issue if you're already dead.
Overall I don't think it would particularly unbalance the game, but i'm not a fan of the same mechanic in other games. Personally i'd like to see grenades able to be picked up by teammates like other items instead, so it's not instantly wasted res if you die holding them. Ultimately, unless your walking around with the pin pulled out it only takes about 1 second to throw a grenade after pulling the pin out... it's a fairly large buff to grenades to combat the annoyance of almost getting your grenade thrown before dying that leaves the a small potential for abuse in specific circumstances.
Perhaps Aliens could have some interesting interaction with Gas Grenades. For example, the grenade could be damaged and destroyed by alien attacks, so a hero alien could risk its life, pounce on the grenade to extinguish it and save the team's assets.
Bile bomb