Explosions


(Maca) #1

The poll in this thread is not to figure out the specifics, just to get some simple idea of what people think.

Okay, before people come yelling “panzernoob”, let’s talk about this.
I’m creating this thread because I don’t know if these things are planned by SD and to get some ideas from people about this subject, so my blatherings might be dumb but I would like to hear the ideas of you people.
Ahem, I think explosions bring invaluable levels of strategy in the game. Currently the game requires very little map awareness. The best strategy for everything is to just bunch together, and then the people with the best aim win. Now it’s good, that good aimers are rewarded but currently there is NOTHING else but aiming in the gameplay. Only way you can make a considerable difference is if you have awesome aim.
If explosions had more prominence it would make the game more strategic, people would be more aware of the map because of the fear of getting hit by explosions, the best strategy would not be to just bunch up in one route because you get taken out instantly like that.
The medic could be a powerful healer because killing and gibbing could potentially happen very very fast. As currently almost everything is based on bullets it’s really hard to have medic that isn’t too powerful but is still very viable. People are talking about getting revive shields in the game, which I agree with, but if explosives aren’t used more, people get gibbed very rarely instantly and the revive shield mechanic might become too powerful.
Engineers could actually create better turrets and defensive things (of course they would require relatively long arming) if there were explosives to clear them with.
People who are against explosives say something like “it’s not good because you can’t do anything about it, if he knows where I am and I don’t know about him, he has a very high chance of killing me”. I do not see the problem in this, this is map awareness and strategy. Maybe you should actually try and figure out where the enemy is before he finds you. This would also give the heart beat censor more of a purpose, as now it’s just sort of useful. Recon class would actually be about reconning.
And let me say, I’ve been using words like “explosions having more prominence”, this doesn’t mean huge explosions with enormous blast radiuses, just more diversity in explosions (compare the differences of usage between nade and for example panzer), and having slightly more of them as a whole in the game. The splash could be as small as it is in the current nades for all I care.

Explosives being more prominent brings a whole new level of strategy, and I could perhaps live without them if we were given some new level of strategy in return. I think SD tried to fix the strategic gap which was left from taking out explosives with the special nades of the assault, but as many have said, mechanics that impair the player feel much more cheap than good and honest damage. The assault special nades are always either too powerful or they have so small effect that they are futile.

Sure, currently maps like Whitechapel might suffer if more explosions were put in the game, but I would say it’s the map that has the problems. The movement in the game might very well currently be too slow to allow much more explosives, but I’m hopeful that the movement will become more responsive in the future.

This is a bit of a tangent and just one simple scenario, but there are two types of simple, there’s the free simple, and then there’s the restrictive simple. The interesting thing between these two types of simple, is that the free kind is the only one that allows strategy in a game. Like lets humor the idea, that engys would drop an explosive on the Waterloo gate, and then it could be armed by multiple engineers, and then lets say that the assault has a panzerfaust that has a splash radius comparable or even smaller than current nades. The match begins, and the attacking team is clearly weaker when it comes to aiming, but they got brains. First couple minutes is fumbling and corroding the defence, but then they manage to push with multiple engineers through the tunnel to the gate, and they bumrush the arm on the explosive, all getting killed instantly after it’s armed. Luckily, the engy of the defending team was gibbed earlier, so it takes couple seconds for him to come disarm. The trick of the attacking team, is that assault was in relative safety during this whole time, he was maybe hiding, or he might’ve timed his death so he comes now from the spawn, gets a line of sight for just half a second to blast the engy and the assault who is covering the engy with his body, and the attackers win that obj.
In the current game this scenario is impossible. The restrictive simple princpile that is in the game currently, makes it so that planting is a very simple task indeed, but it is very restrictive. If multiple engys could plant faster it would still be simple, but free, which would allow for more strategy. And no one except a great aim would be able to get that kill on the defensive engy. An assault was covering his body, he was sitting on medpacks, everyone was looking to shoot anyone who might try and kill him. Only great aimers get clutch plays currently, which is fine and all but it gives no value to strategy. Sure if bigger explosions were in the game they would be used also not so intelligently, but does that make all the strategies that revolve around explosions worthless? Adding some “chaos” doesn’t make the game instantly scrub.

As I said, my blatherings might be dumb, so please tell your ideas.


(tokamak) #2

From this point on we shall refer to you as Maca Bay.


(Maca) #3

I’m surprisingly okay with that
explosions, explosions, explosions


(tokamak) #4

I agree though. More explosions would spice things up. They just shouldn’t be as lethal. Instead they simply should be about shaking up your opponents by giving large push backs.

Kills should come from shooting and the bounce-fest should come from grenades and fire support.

And I really want explosions to be more visible. Their visual effect needs to last longer so you get a better idea of what happened.


(Maca) #5

[QUOTE=tokamak;431119]I agree though. More explosions would spice things up. They just shouldn’t be as lethal. Instead they simply should be about shaking up your opponents by giving large push backs.

Kills should come from shooting and the bounce-fest should come from grenades and fire support.

And I really want explosions to be more visible. Their visual effect needs to last longer so you get a better idea of what happened.[/QUOTE]

Yes, I forgot to mention the bounce aspect. I think it’s an idea worth considering that explosions would predominantly take at most half out of health, and that there would be added bounce from them to create the confusion they are meant to create. Bounce is better than the effects of conc nade and flash because it keeps “things going”, it doesn’t stop the player. Of course it would do full damage to EVs, buildings and such. Perhaps it could be justified with calling them EMP based?


(Maca) #6

I will continue to add things here when they come in my mind

The problem with assault is that it’s really not much of an assault class, especially in situations where a strong defense should be broken. He doesn’t spunge up much damage, the nades need to be cooked if they are meant to be used effectively so setting up an attack takes too long, the special nades are very irregular in their effectiveness, all in all he can’t really lead a push. There are no big upsets, everything is very corrosive and since the defense has the trickle-spawn they keep coming nonstop.
With the new regenmedpacks you should do all healing before an attack, using medpacks doesn’t work in a tight situation, medics basically can just revive and if they want to heal themselves or anyone they need to retreat. Medics can’t support assault. In these conditions it’s vital that the attack is quick, one single push with big momentum. And the assault doesn’t really have weapons fit for this, no class does. If explosions were more prominent (again, not saying there should be bigger explosions or more lethal explosions, just more effective ways to deliver those explosions to where they need to get) a single powerful push would be possible. Sure the defense can use the same weapons so they might shut down couple times the enemy attack first, but when things go right the attackers get edge.
Upsets in both directions would be possible if explosions were more prominent.Currently it’s very often just a battle of corrosion, because you can’t do much if a group of good aimers just bunches up, or conversely if they create this huge crossfire you have very slim chance of getting even one of them out quickly to open up their defense.


(tokamak) #7

A soldier has a big machine gun which is mostly useful in defensive positions. The ability to disrupt defensive positions and breach bottlenecks is severely lacking indeed.


(Maca) #8

One person once asked me something about this, so I’d like to clarify, I’m not after a CoD-like experience with this. Mainly I would wish to see something taken from the RtCW book. Watching WarwitchTV has made me remember how fun the upsets caused by explosions are. Even if the explosion was as weak and small as it is now in nades, having panzer or something else to deliver it more effectively would be worth testing.


(Ashog) #9

Bigger blast radius for grenade explosions, yay, definitely! Also planting C4 everywhere and not only on objectives would be great.


(BomBaKlaK) #10

already asking for the C4, but no awnser from dev, arming mechanic is a bit broken you can’t move when arming the charge.


(Bangtastic) #11

This question about explosions should concern graphics settings and its effects. Not overall, keep performance in mind.


(papa519) #12

I agree with both. And it would be cool to get an RTCW kinda glow on the dynamite. Yellow when planted and fades to Red when close to exploding!


(Ashog) #13

I actually see no glow at all, so normally can’t find the dynomight. Tried to enable dynamic lights but to no avail.
The detection of the objective to disarm shouldn’t depend on graphic settings!


(EnderWiggin.DA.) #14

Damn Maca. Wall of text. I didn’t read everything you wrote in all 5 posts. I’m going to assume you meant spam explosions should do more damage and although I’m against spam I’m afraid I agree with you. Mostly because I was to see some gibbage from arty and airstrikes.


(tokamak) #15

That’s not what he said. Right now explosions are small, sparsely used and lethal. He simply wanted explosions to be bigger and more frequent, not more lethal (and thus preferably less lethal to offset their increased usage).

Dirty Bomb is currently struggling to set itself apart from other shooters because the close quarter shooting doesn’t allow for a whole lot of diversity if you rely on rifles alone. Not in the same way the wide open spaces in Quake Wars provided epic encounters. Right now we’re focussing too much on the shooting side of things. You can shift a few parameters to the left and right and you still only have a game that’s marginally different from what the market already offers.

Now I agree that combat wise the brunt of the game should be about shooting. But by giving players more ways of influencing the conditions in which the shooting happens you create a game that’s closer to SD’s legacy. And I agree with Maca that area of effect abilities, IE, explosions (but also smoke, flash bangs and tear gas) are a great source for diversity.

Explosions provide area control. They disrupt impasses and force players to keep on moving. Right now the use of grenades is limited because they used to kill too much. Rather than to have them be really lethal it’s better to have more of them that don’t kill outright. That way players still need to dodge them which makes the whole game less static (and more visually exciting and spectacular) but you’ll have less sudden deaths out of nowhere.

And there’s so many ways that make grenades undesirable to be affected by other than simple damage. They could have a shockwave blowing you a few meters away, incendiary damage, and I personally really like the cam shake of the artillery.

The trick now is to find niches. The cam-shake of the artillery is a bit of a nuisance right now because everyone has it. However, when you diversify the specialisations it would be perfectly acceptable to have one ground-pounding artillery that doesn’t do a whole lot more than disrupting the players shooting capacity indoors and outdoors, to have another class have more lethal incendiary artillery (like the white phosphorus in the other thread), to have another specialisation have artillery that just causes huge blast waves throwing everything into the air (low damage offset by very fast beacon response).

What we basically want is more area of effect abilities, and because we’re now talking about AoE we can be talking about functions other than netting quick kills because I think we all agree that most damage and most kills should be coming from good old gunfire. It’s perfectly possible to up the use of area of effect weapons without changing the average amount of rifle kills in a map.


(Breo) #16

Maybe a smoke or decoy grenade (distract enemy) can solve this aswell?


(tokamak) #17


(Maca) #18

You could’ve read the part I italiced and underlined :wink:

I wasn’t asking for more damage from explosions, not necessarily even bigger explosions, but more ways to get those explosions to the enemy. Because nades are slow and they have small range, so it would be cool to have at least some active explosions besides nades, like panzers and rifle nades (AGAIN splash could be less deadly than current nades). Mines aren’t active explosions because they don’t require active use and arty is also sort of half active.
I’m not a fan of all kinds of AoEs, because I think flash bangs, molotovs and smokes and things like that can in a sense forcibly stop the player, which I don’t like. I would much rather have a certain explosive that has rather large blast radius, isn’t deadly, but pushes people quite powerfully. That sort of AoE is interesting to me because it keeps the players going and makes the game fast pace.
But hey this thread isn’t about just my ideas. Posted this just to summarize my ideas to the lazy readers like EnderWiggin.DA :tongue:


(tokamak) #19

Oh shoot, my attempt at coaxing this thread in my direction has been foiled.


(EnderWiggin.DA.) #20

Guilty as charged. The summary was a lot more focused and succinct.
They do have a soldier class planned that shoots grenades. I’m not sure if you were around for that. There was also a comment made by a dev (Locki?) that there are a lot more weapons they are considering once the game goes live.