Grenades


(rookie1) #1

Why a grenade at 2 feet from characters doesnt kill !!??
you have to be on it almost the get killed by them :S


(Volcano) #2

yeah splash damage with nades is fairly dodgy


(Nail) #3

it really depends on what’s around, had one go off besides some shelves at my feet, no damage


(Ashog) #4

I wanted to start this kind of thread already for some time.

SD please, increase the splash radius of grenade explosion! The damage of a grenade can stay same (because it kills an enemy if exploding at his face). But the damage fall-off with distance is too strong! Three enemies standing within 1 m from each other are not killed by a grenade exploding in the center. This is soooo frustrating… especially for people who consider grenades a favourite weapon.


(montheponies) #5

indeed, also I find the throwing mechanics unintuitive - i like the challenge of throwing the nades through small gaps and just cant seem to get the feel of the current arc. dare i mention it, rtcw had quite a good setup :slight_smile:


(Bangtastic) #6

throwing mechanics are quite decent. Worst throwing mechanic in a game i have ever seen is CoD BO2. Soldiers are pretending having a weak women arm.

Only thing i noticed, maybe the flight path of the nade could be slightly higher and longer.


(Rex) #7

Same here!

Splash Damage we need more Splash Damage! :smiley:

I agree, it’s difficult to kill an enemy infight, if both start dancing and you were timing a nade in your hands. Although he just stands nearby.

Yeah maybe slightly, needs some testing.

Furthermore I would like to see a visual timer for the nades again. Like the circle in QW.


(Samurai.) #8

Yes +1 for increasing the splash damage on these nades, the circle on the HUD would also be welcomed but not entirely necessary as you do eventually ‘feel’ the timing for the nades.

One thing that keeps happening to me and im not entirely sure how it is working to report as a bug right now, but the usual scenario is… im running away holding sprint (not toggle) while cooking a grenade… turn around and jump while throwing it and the nade just doesn’t get thrown. The whole cooking part just gets cancelled and i still have the nade in my inventory. :mad: I can’t entirely figure out which aspect/combination of the game is doing this continuously. My only guess is sprint+ cook grenade + jump+ throwing that cancels it. I’ve had many different scenario’s such as cooking a grenade + falling from a balcony while attempting to throw it which also seems to cancel it on some occasions.


(Rex) #9

The only thing I feel is the explosion. :frowning: ET players might disagree, but the circle is the only “noob” help I want.

Have a look here, opened just for you! http://forums.warchest.com/showthread.php/35286-Nades-vanish-while-timing


(luQx) #10

so iam the only person who likes the nades.

I think it would be to easy with circle and increased splashdamage may one of them.


(Bangtastic) #11

i have to say you only need the circle when the nades time to explode is rather long, as it was pre patch. But now its a quite comfortable timer, really easy to time nades. I have the problem that when i throw a nad rather high, it will detonate too fast.


(INF3RN0) #12

Why do you guys want nades to kill people every time you throw them??? I mean you can kill people plenty with nades, but you gotta practice at it and plan it out. I like nades the way they work now and I feel like I’m not just throwing an instant death bomb every time I use one. I’d be more for a clear hud related timer (like etqw) and a more instant explosion for the nades.


(rookie1) #13

??? Read again what your saying ^^
But I understand what your saying :stuck_out_tongue:
Yes we can pratice and get the right timing if its stay like that but what im saying its if a nade is at 2feet from someone i except a kill …its a grenade !!
Im not suppose to do a headshot with a nade imo


(INF3RN0) #14

[QUOTE=rookie1;436248]??? Read again what your saying ^^
But I understand what your saying :stuck_out_tongue:
Yes we can pratice and get the right timing if its stay like that but what im saying its if a nade is at 2feet from someone i except a kill …its a grenade !!
Im not suppose to do a headshot with a nade imo[/QUOTE]

Yes but nades are always considered “lame noob kills”. I would love it for nades to be more skilled, and I think they work pretty well right now. I just think they need to give the player more control over when they explode like in ETQW.


(luQx) #15

but its so easy to control the timing …


(en2ie) #16

This was something that really stuck out when I first started playing DB - that grenades really aren’t something to worry about. I am like a few feet from a grenade: “should I move? nah I will just continue repairing… that won’t do nothing”.

Coming from almost every game ever made - grenades are something to be wary of, to move away from etc. In DB unless someone drops one on your toe you really can just ignore them.

I am not saying SD should make grenades “noob kills”, but just add a little more splash to make you at least think about how close you are to one of them.


(rookie1) #17

What ever the outcome, would be nice if the nade icon in Hud would take a Skull shape if we are realy in the dead zone of it .
Like that I wont bother otherwise of nades throwed at me , and continue whatever im doing :stuck_out_tongue:


(nailzor) #18

Grenades are weak, I think everyone can agree on that point.

Grenade indicators is another issue, the blinking red icon, should be turned off entirely (as can be done in the config). This indicator “dumbs” down the game by making it too easy mode for avoiding a grenade. Why not have turret, mine or covert sensor indicators too at that point? - cause it just don’t make sense :slight_smile:

Lastly, the fact that the only way to receive more grenades is to kill yourself does not help.


(montheponies) #19

that’s partly what i meant with my comment … maybe just me but i find the distance inconsistent, at times it seems to really fall short.

generally there are no wmd (pf etc) and everything from nades to airstrikes feel impotent. With small, close quarter maps, a nade can be useful to shift a defence (the role also suited to the pf in rtcw). The way to balance these large effect weapons is to limit them by number or cool down period not by actual effect - just leaves them feeling a bit like the medics smg, underwhelming and not a lot of fun.


(MrFunkyFunk) #20

I like the nade damages as they are right now.
It shouldn’t become a spam fest nor an automatic kill when you throw it, some map sections are already so cramped that it would, in my opinion, slow the gameplay if people have to stop and backpedal every time they see one thrown next to them.

To me it’s much more rewarding currently to aim, prime and get a kill than having a full room buster cleaning device that people would use like pez candy dispensers. It’s in adequation with the way the weapons work: proper aim rewards you.
It would be fun* to have a deadly explosive but as a panzer/rl etc, as a class weapon.

Still I’m open to test different things (tweaked radius and damages) and see how it impacts things.

*depends what side you’re on