Well having different kind of grenades would be cool, but perhaps not really fitting for the ET style gameplay, then again they would offer great customisation possibilities…
Personally I like the way riflenades were in both W:ET and ET:QW, though the ET:QW riflenade launcher was irritating to use.
[QUOTE=tokamak;200651]I always thought it was a bit strange that grenades could discern the difference between hitting a wall and hitting a living being, yet all shooters have that same mechanic, they bounce off walls and explode when in contact with a player.[/QUOTE]Argh, blasphemy! Both ET and ETQW didn’t have those mechanics.
I always enjoyed the explosion on second contact with the wall / floor / ceiling / playermodel of ET / ETQW. It prevents those cheap shots where you run around with the GL equipped and in any situation just shoot in the general direction of the enemy before he can even react. If it bounces on first contact you most likely hit yourself with it in close quarters and on medium distances it just bounces past the enemy. You have to actively use walls and objects to make it explode in the right place which makes it challenging to use.
On balancing: I don’t know what different kinds of GLs there are in Brink but if they have similar reload times to the one shown in the demo than a one hit kill should be possible in my opinion. Else it would make a lot less sense as an offensive weapon. Otherwise it seems likely that it is only available to the heavy player class and he might survive long enough to fire a second shot.
[QUOTE=tokamak;200664]Offensive is not the same as high-damage especially not one-hit kill.[/QUOTE]I think an offensive weapon needs high DPS. If you have a slow firerate you need to deal more damage to compensate. Low damage and firerate combined make it pretty defensive as you will only use it without taking damage, eg. to fire behind cover or from cover. Even more as it is not even hitscan and you won’t make any headshots with it. I guess it depends on what it is supposed to be. If it’s a weapon meant only for support than it’s fine that way. But if it’s the main weapon for a medium character than it should pack some punch.
One-hit kills may depend on the enemy type. A smaller one should be blown away by a good grenade and a heavy might take two or three.
GL’s should only have a timer and nades should explode when timer hits zero not on any contact. You could make something to prime the nade but explosion on contact really makes them over powered.
Though that would make them very unwieldy, they would then only work at one particular distance, too far away or too close and the launcher is useless.
Unless, of course, you can influence the timer. But that would overcomplicate it.
From what’s been said, the tightness of the maps would make a RL too overpowered and out of place. The open maps and vehicles of ETQW made a RL perfect.
ET had rocket launchers as well. Granted, they were broken as hell (PANZERNOOB!) but stil, even rocket launchers can be tuned to fit the game properly. TF2 made a beautifully balanced RL for close quarters.
Explosive weapons are there to clear people/deployables around corners with. A Grenade launcher should do more damage (per second) on short range, and a rocket launcher should do less damage (per second) on the long range.
It’s just important that such weapons fits niches, and never become omni purpose killing machines. I wish I could sketch more detailed properties of these things but I have no idea how the game is like at the moment.
I agree that the RL, if present in BRINK shouldn’t be as effective as ET’s but it shouldn’t be rendered useless either. A balance needs to be done of the RL being an effective weapon in it’s own right yet can be easily beaten if the right methods are used. For example the RL would 1-hit kill on impact, (except maybe heavy classes) yet it would have a small splash damage radius so that only near misses would do damage effectively. (if they hit the floor near the player that is) The rocket projectile should also have a drop ala QW so that it would make the RL not that easy to use but actually a challenge for the user.
But then again, this matter wouldn’t just count for the RL. Any weapon can be the ‘noobtube’ if it is easy to use, very effective or there isn’t any other weapon to counter it effectively. Or even all of the above. There should always be a good variety of weapons that each excel in their own way at a particular situation. You shouldn’t have a single weapon that is good at everything or else people will just use that and forget the rest.
I think that they should be a one hit kill if it hits the player directly because this takes skill. If it explodes next to the player, on the floor/wall, it should be 2 hit kill. I like the idea of the person being hit losing accuracy for a short time.
1 shot, long reload time, long range, high damage, low damage radius, and rather have a delay as well (to put emphasis on being long range).
Grenade Launcher
6 shots, short reload time (per nade), low range, low damage, wide damage radius.[/QUOTE]
Pretty much what I think is best. But I think a heavy character should endure 2 direct hits since it’s not the fastest of classes. But I agree with the rest.
Only because it has a similar reloading system? We’re talking about firing bouncing, arcing explosives here, not straight lead shots.
These grenades shouldn’t have too high velocity, that would indeed turn a GL into a better shotgun. If you want to take individual player out a SG should always be the better choice.
Choosing not to put a a high splash damage weapon in a “SPLASH DAMAGE” Game is kinda weird, if Brink was made by Fluffy Damage i will agree with No to Noobtube.
Is like giving a stick to Tony Montana in Scarface and make him say: “You wanna play rough? Okay. Say hello to my “nerfed” friend!”…<= wtf is wrong with that picture?