Grenades - the horrific Tragedy


(Danzail) #1

Hey

I think everyone has their gripes of ET - but being only a Beta i guess almost all will be fixed.

One thing that really irks me is your version of nades - i’ve played wolf competitively for 18months now. In that time i’ve seen threads on every other weapon, class and ability and how it could be altered - BUT i have never ONCE seen anyone complain about nades (grenades). Why did you see fit to change what is perhaps the most perfectly balanced weapon in the game??? Every class has them and everyone uses them. Considering that this weapon isn’t grumbled about in terms of physics - why did you totally ignore all this and change them?

If you some somethign about realism ill scream i swear - i know if im running backwards and i wanna throw something I take into ACCOUNT which direction im going in, im sure soldiers coudl do the damned same thing - well just as easily as carrying a MG42 with 450 rounds nades etc across a map on their own.

Anyways i do realise this is your ‘baby’ and all - but could we get an explanation of why the perfect weapon has been murdered somewhat shamelessly and resurrected as a jerky flickering shadow of what it once was?

Yours in Horror
Daniel


(bumfluff) #2

Too much grenade abuse in original wolf imo, i’m glad of the change.


(HellToupee) #3

harden up danzy just dont move when throwing them :stuck_out_tongue:


(HellToupee) #4

lol jus b4 this post we had 3 posts in a row with each having a post count of 3 freaky


(damocles) #5

I’m not a fan of the nade changes, but it does have some advantages. like in order to throw them further you have to sprint forward. This is of course completely unrealistic, because a springting person would have a hard time throwing a grenade let alone using his own momentum to bolster the speed.

My suggestion is to use nly the new physics when atop a moving item. Then use the moving item’s speed for the calculations, not the players, which is totally unrealistic and irksome.


(Lekdevil.NL) #6

If that were the case, why would a javelin thrower make such an effort to build up his speed as much as possible during his run?


([TL]BatMan) #7

Yeah but thats just the javelin. :wink:


(SCDS_reyalP) #8

I think adding player motion to the nades is a good thing. It gives a skilled nader even more options. However, I think there is something a bit buggy about the current implementation. Maybe the direction and speed it uses isn’t from the exact moment you threw the nade, or something like that. I also think the standing still toss should be a bit farther.

As I mentioned elsewhere, pack throwing physics are also messed up.

IMHO, a lot of the reason people have trouble hitting things with ET nades is just because they are different. I have recently played Wolf, ET, Urban Terror and Planetside, and they all have different nade physics. Switching between them is hard, and learning one takes quite a bit of practice. Wolf nades are the among the most fun of any game I have played though.


(Danzail) #9

I agree it could require more skill to use, and i’ve caught on how to easily enough. I just don’t think its a great idea. Before nades were a perfect weapon to easily and consistantly get campers, whether it be a panzer/flamer on Castle around a corner, or someone leaning who’s arm u saw for a second - they were quick eays and you could use them while looking completely normal. But now you don’t have enough control to do that - like if ur running backwards you have soooo little range to throw it, or if a guy is around the corner with a flamer, if the flamer has a brain its not hard to move so that nades throw while running past (to not be crisped) can’t reach him. In RtCW you have great range no matter what way ur running, and you can get oblique angles easily no matter which whay your momentumn is. Like i said - eveyrone could use nades and i think it was one of the best ‘defences’ on offence against leaners/campers in RTCW - and free flowing play was RtCW at its veyr best. Now they’re too hard to use for that purpose (if not impossible)

Could i get an answer y from Splash Damage?


(Danzail) #10

Because a Javilin has a lot of weight and it needs it to keep tragectory. Running and throwing such a light object (in comparison) leaves all the momentumn with you and u’d arse over most of the time :stuck_out_tongue_winking_eye:


(Hewster) #11

I used to throw the Javalin for my school at county championships,
so feel I can comment on this :slight_smile:
Having a long run up, does increase the distance you can throw,
however ONLY if you have the technical ability to make use of the extra
speed… if not, most people will be able to throw further with a simple
3 step run-up, or even from the spot.

neway enough about athletics :slight_smile: back to nades…

After some testing I think SD have the physics just about right…
its great to see your nades going further beacuse you done a sprint
jump just before you release it, but maybe the momentum seems a
little too much ? and maybe the angle at which a nade is tossed should
be slightly higher ?

But I’m not fussed :slight_smile:

Hewster


(Dragon) #12

I don’t mind having to run/sprint forward to throw further, but I don’t like how moving sideways can curve the nade.

Ps Danzail is a nade whore!!! At least it’ll be harder for him to nade me now :slight_smile:


(SCDS_reyalP) #13

FWIW, it doesn’t actually curve, it just travels at a diagonal. Try tossing them at a stationary target while strafing, and you will see. After a few tosses you will get the hang of how much you have to angle back to account for your strafe. I just wish the standing still toss was a bit stronger.


(Ph0g) #14

The new nade phsyics make them more versatile, I for one am thankful for it.


(Pippi) #15

The new nade physics are just a new way to throw nades. It’s not that important nor difficult really. Just make sure you don’t move so wildly when you throw them… At least not untill you have gotten some practise. There are more important issues.


(Vengeance) #16

I tried avoiding this post but…

The nades for me or not at all disimiliar from classic wolf - me and my brother played classic since its very first demo release and have been playing ever since with hardly any breaks from the game inbetween.

Im mentioning this becausein all that time we also enjoyed using the grenades. My point (finnnaly) is the nades have hardly changed and took us about 2 mins to get used to them.


(Milbo) #17

I like the grenades,… First time that I hit with them. Yeah and i hated this engs who run backward and through grens without any probs. :clap:


(bani) #18

my major problem with nade throwing is for players with ping ~150ms.

if you are running say to the left, then suddenly change running to the right and throw, your nade goes flying off to the left…


(Captain) #19

Im not a fan of the new Nade dynamics.

If it aint broke…


(Cybjorg) #20

I didn’t mind the old 'nades and I don’t mind the new.