Grenades


(BomBaKlaK) #1

Yep I search in the forum and found nothing so here is my question

  • is the nade indicator gonna stay like this ?
    I really think it’s to big and maybe remove it just make the grenade a bit glowing or something

  • Is a cooking timer gonna be implemented like a tik tik tik boum ? gonna be really usefull


(Mustang) #2

It was mentioned that something more was going to be done to improve the radar beacon, to me this kind of ties in with that so perhaps it’s an idea to address both at the same time.

I hope so, the radial clock around the crosshair thing along with ticking sounds seem to be fairly common place and would be welcomed.


(Winnie) #3

maybe an indicator of grenade damage when u touch an ennemy like a flash around crosshair too.


(Stoffifee) #4

What occurs to me to the nades so:

Physics: at the moment the Nades are thrown like baseballs, hard and are placed. No chance to lift them skillfully in an open window. I would have as a flight path rather a curve than a line. :slight_smile:

Timer: as on top already written, a timer would be great. A simple tick would become the thing very much simplify.

Sound: Nades (if they hit and harm) should generate a hit sound.

Ammo: Ammo-Packs should contain a nade. However, more than one nade one should not be able to carry, to prevent spamming.

Cheers :slight_smile:


(BomBaKlaK) #5

[QUOTE=Stoffifee;424933]What occurs to me to the nades so:

Physics: at the moment the Nades are thrown like baseballs, hard and are placed. No chance to lift them skillfully in an open window. I would have as a flight path rather a curve than a line. :slight_smile:

Timer: as on top already written, a timer would be great. A simple tick would become the thing very much simplify.

Sound: Nades (if they hit and harm) should generate a hit sound.

Ammo: Ammo-Packs should contain a nade. However, more than one nade one should not be able to carry, to prevent spamming.

Cheers :)[/QUOTE]

your right about the physics, the curve is really strange.

and for the ammo pack maybe if your are full of ammo then the last one can give you an extra nade, but only if you are full of ammo before.
Maybe that can make the field of more usefull and “needed”, cause everyone when playing another class rush the bodies to get extra ammo, make the field ops a bit more useless.


(Apples) #6

Replenishing nades isnt a good idea, spamfest is a No No in a game that work with pushes, agreed tho that without spawnwaves implemented and fixed it might get tricky.

That said, yeah timer / better physics / a slider to fade the different indicators onscreen would be an obligation in DB IMO, if you want to avoid people from tweaking their cfg to have “unfair” advantage against other, then you have two choices, either make all pure and doesnt allow for any changes (baaaaad direction) or make it so the cfg is really easily tweakable (with boundaries to avoid people playing lego, I remember mapskins for SoF2… all white with glowing skins for players, it was just a NO-NO) via a proper and easy to understand GUI. This way everyone is happy.


(amazinglarry) #7

The throwing arc for nades feels right to me… but maybe it’s because I’m used to using them. I can usually place them where I want with minimal brain activation.


(stealth6) #8

Agree with this (when don’t I agree with you?), problem for me is when they start bouncing, then they become unpredictable.


(Ashog) #9

Physics are not right. I am used to throw all of my grenades during a life, but these ones are a pain in the ass to place from afar into windows.

The occasional bug with 2 clicks needed to prime a selected grenade is not adding to their goodness as well…


(.N.E.R.D.) #10

Also the radius/dmg is too low. People can almost sit on em and won’t die and we all know a medic needs under a second to be full again.


(INF3RN0) #11

You can kill people with the nades and deal damage, but they require a lot of practice to become useful. People always hated spammy game elements, and this is why your nade takes just as much practice as aiming your gun and correct placement. I vote nada against changing the nades, however having a specific nade with a larger blast radius bound to a certain class like soldier/fops might be an exception. Physics do however need some tune-up.


(slaG) #12

Personally I dont think nades do enough damage, I have primed and lobbed them right at another players head and seen them go to half health. I think COD overdid it. ETQW did it right…

Also they shouldnt bounce like a tennis ball when I hit something with it.


(INF3RN0) #13

The nades will 1-hit kill very easily, however you have to count out the cooking time for like 5.5s and try to hit it right into the player- so this works best indoors or on campers who corner themselves. An ETQW cooking bar on hud would make it much easier for people to properly time out. I remember the first day of playing when I thought nades were worthless too, until people started to figure them out. It makes some decent sense of how they are supposed to work, rather than just a free kill that doesn’t require you to do much. That said, bouncing is annoying.


(Mustang) #14

We tried to discuss this before, but what is the best way to replenish nades, ideas?

Anything’s got to be better than deliberately committing suicide, which is the current state of affairs.

Every 3 ammo packs you pickup?
Once thrown you have to wait 30s before being able to pickup another, but then the next ammo pack you grab has one in it?


(amazinglarry) #15

[QUOTE=Mustang;425181]We tried to discuss this before, but what is the best way to replenish nades, ideas?

Anything’s got to be better than deliberately committing suicide, which is the current state of affairs.

Every 3 ammo packs you pickup?
Once thrown you have to wait 30s before being able to pickup another, but then the next ammo pack you grab has one in it?[/QUOTE]

Were grenades replenished in ET by regular ammo packs or just ammo racks? It’s been so long that I honestly can’t remember…

But one way could be ammo racks, that are generally out of the way, and not in any sort of high volume fighting area - that would require a player to run back away from the fight to grab another one (if they were inclined to do so).

Of course, one could argue that we don’t want players breaking off from a team in contested areas just to go back and get a grenade, but it probably still beats a /kill, or the rather counter-intuitiveness of every 3 packs or waiting 30 seconds (not to say they’re bad ideas, but it may be confusing / seem inconsistent to players who aren’t expecting it.)

Another possibility maybe an alternate Fire Support class that drops a specialized ammo pack that may replenish 1 grenade and half the ammo of a normal pack… or simply have a ‘grenade pack’ that’s on a separate cooldown timer, being able to drop 2 every ~30 seconds or something.

I guess the only problem with the latter is having a team go full out Field Ops… or having some guy just constantly resupplying himself and spamming… but I feel like any system that allows more than 1 grenade per life runs the risk of some sort of spam.


(Stoffifee) #16

@amazinglarry: in ET one receives grenades out of every ammopack - ofc limited to how many the own class can carry.

Another thought to the nade-spamming: :slight_smile:

At the moment fieldops have two bars. One for the ammopacks and one for the airstrikes. In ET there was just one for all. Full bar + Firesupport ready = airstrike. So who wants to request an air strike, can’t provide any packs, as long as the bar isn’t full and the strike is requested. The result: less ammopacks (and thus nades). Indeed, airstrikes are also more valuable in ET, due to the Spawnwave mechanic and because they quite simply make more damage.

As for DB: at the moment fieldops can provide by far too many ammopacks, the bar regenerates way too fast. However, the same applies for medic and their packs tbh.

Cheers :slight_smile:


(stealth6) #17

In W:ET you only receive a grenade if all of your weapons ammo was replenished. Therefore best way to stock up was to go to an ammorack since fdops wasting ammo packs on you wasn’t very interesting. Also I don’t think anybody replenished grenades like that in comp. Just selfkill. (plus as you said fdops had the same chargebar for ammo and airstrikes so giving out ammo was a waste of chargebar)


(.Chris.) #18

I don’t mind the nades to be honest, I found out they work wonders when bounced around corners, door frames and such just practice using them. The only time I feel like I need more is on EV maps,


(Violator) #19

My essay on grenades:

They feel like powerballs at the moment, too bouncy.
The throwing angle doesn’t seem right somehow (probably just me), if throwing upwards into a balcony etc, they always seem to go slightly higher than I’d expect, or they bounce out again (the defender balcony overlooking the EV on Whitechapel for instance) as they feel lighter than they should be. Practice makes perfect I guess.
They need to do a lot more damage to the EV (perhaps double). Airstrikes seem to be the only effective way of taking it down. In QW for instance you can take the MCP down with rockets and grenades quite effectively.
Most classes only get one so I find it tends to get wasted. Hard to score a kill with it due to bounciness.
A roll option would be nice a-la HL2 or QW.
Another vote for a nade timer.
Shooting and destroying heartbeat nade = best sound in game :slight_smile:


(Stoffifee) #20

Nope. Just tested this on ET Pro. Unless you don’t have a nade, you receive one from any pack - no matter how many bullets are left for your smg/pistol.

Cheers :slight_smile: