New Grenade Type?

MashpitSquaredMashpitSquared Texas, USA Join Date: 2014-01-13 Member: 193053Members
edited September 2014 in Ideas and Suggestions
From the average pubber's perspective, the grenades available currently don't have much use (even with the recent buff). Sure, some people may choose to chuck a cluster in a vent, or a nerve gas against a rush. But I feel (in my own opinion) that cluster is disgustingly ineffective at doing any damage, and while nerve gas can be handy to have around at times, it doesn't do its job fast enough to matter in anything other than a siege. I never see pulse getting used outside of combat mod, so there's that too. But what if there was a new incendiary grenade type?

Basically, it would work similarly to a molotov cocktail. Throw it, has a small bit of explosive damage where it lands, but spreads fire around the landing point, which would have about 1/2 the damage you would receive from standing in a flamethrower's line of fire. This would have a multitude of uses:
- Clear out vents in early/mid game without jetpacks (flame will spread inside the vent further than it would in an open area) - no, cluster isn't even remotely useful for this job.
- Force alien reinforcements to flank, increasing alien travel time without the TRes investment of sentries
- Set Fades and Lerks on fire, even without AA.
- Protect high value assets without using destroyable, expensive mines.

In return for being quite a bit more useful compared to the other grenades, maybe the nades should be split into two tiers: Burst Damage Grenades (Cluster, Pulse) and DoT Grenades (Nerve, Fire). The tiers individually will be cheaper to unlock as a comm, but should be more than the current grenade research costs when added together.

The fire should burn shorter when on infestation, but should not be extinguishable by a Gorge (teammates and buildings that have caught fire will be able to put out - just not the original fire from the grenade). After all, one of its main uses would be getting Gorge forts out of vents.

If this is ever considered seriously, it can probably use the Spore clouds, except invisible and sinking much faster, to do damage, while using the fire particle effect caused by the flamethrower on the affected region. I can see how spamming the incendiary nade would cause huge amounts of lag, though.

Comments

  • alf90alf90 Join Date: 2012-11-14 Member: 170766Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold
    Cause we really need more fucking spam...
  • MashpitSquaredMashpitSquared Texas, USA Join Date: 2014-01-13 Member: 193053Members
    edited September 2014
    alf90 wrote: »
    Cause we really need more fucking spam...

    In the 170 (hive recorded) matches I've played, I've never once been killed by a cluster grenade, and I have about two deaths due to a pulse grenade. Two deaths out of 929.
    THROWABLE grenade spam is present but basically useless, unless it's nerve gas against a hive. If this is implemented, it will REDUCE nerve gas spam against hive, since it will cost more for marine comm to research.
    Now, GL spam, on the other hand, is painfully effective and used often. But we're not talking about the GL, are we?
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    So.. a bit of fire in your pocket?
    Don't see how this could be a bad thing, to be honest.
    But i do disagree with cluster nades - they are awesome. Ever had 2/3 skulks in a vent? No? Boom crackle boom, 3 dead skulks.
  • AnkleBitingKittyAnkleBitingKitty United States Join Date: 2014-01-19 Member: 193284Members
    I like the idea of maybe another grenade, maybe a bit of a buff too, but I think the roll of a area denial DoT grenade is already taken by nerve gas. Some ideas i've had was possibly a sticky grenade with higher damage but small aoe to try to throw on a gorge or something slow to blow up, as well as some other possiblities. Another idea was maybe an anti structural grenade which would give some tactical possibilities for a more offensive com to research grenades so that his marines to try and take down harvesters rather than getting mines to defend his own. I think maybe like some plasma grenade or something like a thermite grenade could fit the role.
    Im thinking about pretty much a more expensive grenade with a very small aoe with much higher DoT and it could also set things on fire as a bonus.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Cluster grenades are for taking out gorge forts. The old grenades in NS1 were a lot more useful since you spawned with 2 of them once they were researched. They were a simple explosive grenade and that was it but was great at taking out skulks behind nodes and in vents (which was fun).

    The fact that they cost 3 pres now, you have to purchase them every spawn, and they don't drop on player death is what often deters their use. One or more of these options could help:

    1) They drop on player death. Other players can pickup unused grenades. You drop a 3 pres welder, why not a grenade?

    2) For 3 pres each, most players don't buy them since that can go straight toward mines (much more effective) or a shotgun. As a purely economic choice they're not a very good investment.

    3) Make grenades free, and you can spawn with your preferred type once selected at the armory (and researched by the comm). This might be IMBA, so grenade damage may have to be lowered.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    aeroripper wrote: »
    3) Make grenades free, and you can spawn with your preferred type once selected at the armory (and researched by the comm). This might be IMBA, so grenade damage may have to be lowered.

    Holy cow I hope I misunderstood you. I can just picture marines standing next to an armory, "buying" their free grenades, THROW, THROW, get 2 more, THROW THROW, 2 more... etc.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    They spawn with the 2 free grenades, then can't get more until they die.
  • AurOn2AurOn2 COOKIES! FREEDOM, AND BISCUITS! Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    edited September 2014
    Maybe only 1 free grenade - then they can buy more (if they want to) which would come in packs of 3?
    Maybe even having bought a pack of 3, it would add on-to your free grenade letting you have 4 in your pocket?
    Or something similar?
  • d4rkAlfd4rkAlf Sweden Join Date: 2013-11-12 Member: 189309Members, Squad Five Blue, Reinforced - Shadow
    CompMod has already changed the cluster grenade so that it sets things on fire. Enjoy.
  • _INTER__INTER_ Join Date: 2009-08-08 Member: 68392Members, NS2 Playtester, Reinforced - Shadow
    A patch earlier grenades were nearly mandatory against heavily defended Gorge fortresses. Now that GT and Gorge pres got nerfed, I don't see any reason to buff grenades. If you think they are of no use now, well there are a lot of different abilities and mechanics that arguably have less use and should get a focus too. E.g. Babblers.
    Also try and play Gorge and have a nerfgas nade in your face and then still call them useless.
  • SantaClawsSantaClaws Denmark Join Date: 2012-07-31 Member: 154491Members, Reinforced - Shadow
    This has been suggested before and I hear compmod is implementing this. Normally I'm against adding more content to ns2, there's plenty as it is. I do like this one however for several reasons.
    However, there are some concerns, although they are probably just number tweakings.
    If they disable structures, they could severely shift balance. The only way I see to remedy this, is make it ridiculously expensive.
    And about FF. Could you for example drop an incindiary grenade on your team mate, and have your comm spam meds on him, and basically make an invinsible marine for a time?
    You have to be very careful about implementing a grenade like this. But it is a very simplistic way to add depth to the game, which I love, if done correctly!
  • It's Super Effective!It's Super Effective! Join Date: 2012-08-28 Member: 156625Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    New Grenade Type? Probably not needed.

    Pulse Grenade Re-work? Needed.

    I do like some of the ideas on here regarding how grenades are given out. NS1 you spawned with 1 hand grenade after research, that was it. I don't recall anyone complaining about it.
  • MashpitSquaredMashpitSquared Texas, USA Join Date: 2014-01-13 Member: 193053Members
    edited September 2014
    _INTER_ wrote: »
    A patch earlier grenades were nearly mandatory against heavily defended Gorge fortresses. Now that GT and Gorge pres got nerfed, I don't see any reason to buff grenades. If you think they are of no use now, well there are a lot of different abilities and mechanics that arguably have less use and should get a focus too. E.g. Babblers.
    Also try and play Gorge and have a nerfgas nade in your face and then still call them useless.

    I have played Gorge with nerve gas in my fort, and for the most part, you can heal yourself well enough to survive the spam until the Skulks can clear out the push. I never remember people using grenades much against gorge forts; usually, it was just "run in, shoot tunnel, shoot hydras, end".
    I find that babblers are useless for attacking marines. I owe several Fades to Gorges who stuck babblers onto me, and babblers tend to make a handy distraction at times - throw a babbler bait onto a building, hide somewhere else, and marines coming your way will waste their time by ignoring everything else and searching the area immediately next to the building 9/10 times.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    It would be nice if pulse grenade works for solo defense against higher lifeforms, especially Fades and Onos.

    One idea which has not been tested is a non-stacking energy drain over time (eg 50 net energy drain over 5 seconds) which stops when an alien's energy is below a level (so it can never completely drain an alien's energy, similar to how Lerk bite poison affects health, except on energy).

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