Nades
10RoUNdTOmMYgUN
Join Date: 2002-05-03 Member: 572Members
<div class="IPBDescription">Blast radius</div>O.k. I looked and haven't seen anything on this except that some one asked if they were included...............so what will the blast radius be? I hope it won't be anything as ridiculous as in d0d 2.0 , where on some maps you get naded when you're half way across the map or up in a 3rd story window. Also , will the splash damage pass thru bulkheads?
Comments
Disclamer: None of this is very reliable, its just guessing. It may or may not be true bla bla bla...
And blast radius is being playtested just like everything else. If we do our jobs, there won't be much of anything that's overpowered in NS. DoD's problem sounds like a bug, or something they just didn't playtest.
-Fishman
This isn't CS but i am sure a tactic of people camping at a certain chocke point will be used, espcally since the aliens can cloak, so rush to the point, nade it, and then go in...simple i guess...bah <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
Umm...
If there are no grenades, what are the grenade launchers going to launch exactly?
:-þ
I hope the grens are going to be much more powerfull than the CS ones, I've never played DOD so I can't comment. I forsee grens would mostly be used to destroy alien buildings and defences, ALA Rob's story.
--Scythe--
<a href="mailto:the_only_scythe@subdimension.com">the_only_scythe@subdimension.com</a>
from what I've read the map designer of dod_avalanche is fixing the bug. But that's what I've red. That's just me.
the nades in dod have fine blast radius is just fine you forget about schrapnel that would fiy out and hit you in the face the dodteam did not and gazar its not a bug its called the axis nade spaming the spawn point they are vary few bug compared to otter game and mods im not saying its bug free but its close
the nades in dod have fine blast radius is just fine you forget about schrapnel that would fiy out and hit you in the face the dodteam did not and gazar its not a bug its called the axis nade spaming the spawn point they are vary few bug compared to otter game and mods im not saying its bug free but its close<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
Not true. The way dod_avalanche was created was poorly done. That house near the allied spawn does not block grenade blasts. Anything thrown in that general area does massive amounts of damage.
So im thinking you'd have an 8' VISIBLE blast which does ALOT of damage. You'd be totally safe from the invisible blast 49'+ away from the center of the explosion.
Damage decreases the farther away you are from the blast of course.
A couple of times in playtesting I just wanted to fuzz a pinapple into hive room and have done with it.
btw, gernades could be used when you are running away from an alien that is chasing you. like a mine or sumthing
But you could assume that perhaps the marines have no use for frag grenades and use high explosive grenades. Like maybe they know they can't outrun aliens, and they can't be ducking down all the time or having to carefully plan throwing a frag grenade. So they need something they can just throw(or launch) and BOOM! <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
You don't want too big a blast, so maybe a 12' blast with no invisible blast.
In the NS world, a smaller blast radius would be a good thing, because YOU'RE IN SPACE!
"Sir, we grenade spammed the alien hive to death."
"Excellent. Say, where's all the air going?"
Computer: "WARNING! HULL BREACH!"
Now granted, simulating a hull breach on an actual in-game map would be pretty much impossible. But the idea should be taken into consideration when designing the weapons.
As for grenades... I like 'em, put 'em in! They're always special-purpose... I'm reminded of Max Payne or ActionHL. Basically, you don't get many, and they HURT when they explode. But if you're going to have a large blast radius, make a large explosion image... the thing I hated about the AHL grenades is you couldn't tell what was a safe distance with them. You just heard it clink on the ground, and you RAN and PRAYED.
Considering how fast they can move, and how little time there is to be "warned" of there approach, you'd need something like this.
1:A very powerful 10' blast with little fragmentation. So a lev 5 at the center of the blast would be horribly wounded(But not dead). Of course damage would fall off from the center. The reason why you need a low distance blast is for close quarters use. You see the aliens coming at you all of a sudden and...
2:Explode 3/4 of a second if it hits something. This way it can be used in a close quarters situation against a 40 km/h+ alien.
3:Good size magazine(likely already in) to prevent a reload at the worst time. Perhaps have a shotgun style reload. Basically you insert the rounds one at a time without having to take out the internal magazine. That way you don't have to handle a cumbersome drum.
4:A special "tactical" secondary fire for GL. When you use the secondary fire, the grenade has a 5 second timer.
in serious sam 2 with the grenade launcher, how long you have the fire button held down the further it shoots.
how about the longer you hold down the fire button, the longer the fuse is
and it's all done without secondary fire
The whole point to having two different races in the game is to have <i>diversity</i>. And that means that each side has it's own strengths and weaknesses. Marines can take stuff out from range, aliens can take stuff in close quarters. Marines are slow, aliens are fast.
Adding grenades (especially ones that can be thrown using a hotkey like in TFC) would assist in making this difference more profound. Giving the marines the ability to use powerful grenades at the push of a button allows them the ability to take out a group or a single alien out with ease as long as you have some warning. Big blast area weapons such as these make it more necessary for aliens to be stealthy and creative in the ways they attack. Rather than being able to simply rush the enemy and rely on overwhelming numbers the aliens will have to be more creative than that. Also, it'll make it easier for the overpowered marines to pull a heroic move that earns them the praise of their teammates. This will make it a lot easier to enjoy the game because if the aliens are more powerful than the marines, as you guys said, a marine player might get extremely frustrated being torn to bits over and over again trying to secure new territory.
I've played games of FLF, CS, and TFC before where I got extremely frustrated and irritated after getting killed a lot and having a very poor record. Then in a moment of sheer brilliance I toss a grenade into the middle of a group of oncoming enemies, killing three. It made all the frustration more than worth it.
Sorry if this post was a little long. I'd just really love to see hand grenades in the game.
Reaver