Thoughts regarding use of pulse grenades (or lack of)

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Comments

  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    conc jumping marines is not what we need in this game lol
  • WobWob Join Date: 2005-04-08 Member: 47814Members, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    Martigen wrote: »
    At the risk of further complicating the game, we could keep the current system and grenades as they are and add one more that you get at spawn -- a flash grenade. You only get 1 per spawn, it does no damage but will blind aliens briefly. If you're a skulk biting a node and you get blinded, you're going to try and high tail it out of there asap because you're at disadvantage now as the marine approaches. One problem with this though is the amount of flash spam since everyone is going to spawn with it... but there it is.
    Really interesting idea considering that vision is so important for aliens to aim+keep track of marines in close combat.
    Martigen wrote: »
    Unless, instead of flash, it was a grenade that created a sonic wave that 'pushes' nearby lifeforms. Like an explosive force without the damage. Closer to the source, the more you're blown back. And the larger the lifeform, the less effect it has, until at Onos it does nothing. This would make it good vs skulks and gorges, and not as useful late game, which is precisely what you want, as marines would need to invest p-res for more powerful grenades rather than relying on a freebie.
    Not a big fan of this idea. Marines already dominate skulks and it is hard to actually get to the marines in the first place; there shouldn't really be a mechanism that compensates for poor positioning. Not to mention it would make for ridiculously strong PG defense vs grinds.

  • MartigenMartigen Australia Join Date: 2002-11-01 Member: 2714Members, NS1 Playtester, Contributor, Reinforced - Onos
    Wob wrote: »
    Not to mention it would make for ridiculously strong PG defense vs grinds.
    That's a really good point, didn't think of that.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Not to mention people (rightfully so) absolutely loathe losing control of their input in game.
    I'd rather take damage than be forced out of position
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    IronHorse wrote: »
    Not to mention people (rightfully so) absolutely loathe losing control of their input in game.
    I'd rather take damage than be forced out of position

    <3 devour in the classic mod

    how do you feel about losing full control for like 20 seconds with no recourse but to die?
  • FrozenFrozen New York, NY Join Date: 2010-07-02 Member: 72228Members, Constellation
    There is recourse, the onos can die @amoral
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    If theres one thing we can all agree on, can it be that having an easier way to throw grenades would be a great change?

    The easy way to do it imo is as an alt fire on the mouse, or a speacial "toss grenade" button.
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