Ode to handgrenade


(jazevec) #1

Hi

Is Brink going to have broken handgrenades, like ET:QW ?

Let me explain.
I’m a veteran of FPS games and have played everything made by id and Splash Damage. Q3F and W:ET were my favourite FPS games for a long time. ET:QW failed to attract my attention for long because of various flaws (design, network problems, and curiously choppy performance on 8800 GTS).
What Q3F and W:ET had in common was strong handgrenades. I was never particularly accurate with regular weapons, just enough to hold my ground with 27%, 35% tops with Sten on a good day. However, I easily made up for that with my handgrenade skills. Instead of finger dexterity, Team Fortress style handgrenades reward good timing, stealth, prediction, outsmarting your opponent. Eventually I got used to people complimenting me for my handgrenade skills. Best of all, I had lots of fun using them (and I rarely spammed).

But ET:QW transformed handgrenades from great fun to a chore. I’m ok with somewhat smaller explosion, obnoxious Grenaaade screams etc. That’s not what I mean. I usually played on offence as to have a challenge and actually have to actively do something to win. ET:QW had a lot of things that soaked my handgrenades - mines, turrets, mines, turrets, vehicles. I was almost never free to use my handgrenades in a way that would be fun. Using them against players on foot was too much of a luxury. ET:QW had too few alternatives to nading a turret. The one class with renevable explosives (Covert Op) had grenades which didn’t work against people. Not to say they weren’t the best thing against vehicles…
Mines are also to blame. While new proxy mines were much less artificial mechanics-wise, they became a grenade sponge. Worst of all, for all the artificial mechanics, landmines in W:ET worked. You had a hard counter to mines (covert op), and soft counter (engineer). No random landmine explosions proxies are famous for. No landmines exploding from spam. Much less potential for a bad teammate to turn defensive positions into a deathtrap.


I’d like to hear how Brink is going to implement handgrenades ? Are grenades going to stay about as common as in ET:QW ? What about strenght ? Are there going to be many grenade sponges which make using handgrenades a chore ? (turrets, mines). What about alternative ways to take care of mines and turrets ?

How are you going to deal with grenade spam ? To tell the truth, handgrenade spam was a problem in W:ET sometimes. But I think measures taken against it in ET:QW weren’t particularly good. Grenaaade scream was annoying as hell and didn’t do much to actually stop people from filling tight corridors with them.

I have some other ideas for dealing with grenade spam. As I remember, it was mostly a problem when people would repeatedly throw grenades into a tight bottleneck, forcing potential attackers to either wait, or take some damage attacking, or rush past in a window between grenades (the last made you predictable and an easy prey for enemies behind the corner, especially since you’d probably be the only one doing grenade dash).

  • allow grenades to be destroyed with gunfire. It would make them disappear harmlessly. Think about it. 95% of the time grenade spam is a problem people are throwing them untimed, as fast as possible, and they spend a lot of time lying on the ground. A well timed grenade explodes nearly immediately after you see it coming. Well timed grenades won’t be hurt by this change, too small and fast moving to hit. But those lying on the ground would. A typical scenario: newbie starts spamming handgrenades in a corridor. Experienced player notices a pattern, shoots the predictable grenade on the ground and charges the spammer when he’s unprepared, with handgrenade “weapon” out.

  • have fewer, stronger grenades. To use W:ET as an example, medic would start with 0, 1 with experience. Soldier has 1, 2 with experience (as opposed to 2,4 !). Engineer would be just like soldier, take rifle grenades if you want more explosions. Basically, cut number of grenades in half.


(DarkangelUK) #2

Just a hint, if you want some info, try and choose your words a little more wisely instead of more or less offending the devs in the 1st sentence. “Is Brink going to have broken handgrenades, like ET:QW ?” is just obnoxious and makes you look like a troll, and really doesn’t make people want to enlighten you about the game.

From what we know so far, there are no vehicles at all so you won’t be wasting your nades on those. There are rail vehicles for escort that will have usable turrets but that’s about it.

Engineers can deploy small defence turrets similar to TF2, but i believe that’s about as far as deployables go AFAIK but i may have missed something.

There are grenades in Brink, nothing has been released publicly about mines so we don’t even know if they exist yet.

And lastly 2 things to remember, this isn’t W:ET and NOOOOOOOOOOOOOTHING IS FINAL tm bongoboy. This is alpha stage info and just about everything is subject to change.


(darthmob) #3

That’s an interesting point you bring up with the grenade sponges. I was never really sure what bothered me about the nades in ETQW but that sounds like such a thing.

From what I have seen in the Brink demonstration the grenades seemed quite powerful. Especially the grenade launcher seems to do a lot of damage. It will be interesting to see how it balances in the end (playing against multiple grenadelaunchers would be a nightmare).


(Pytox) #4

Also please don’t do it like how wolfenstein did the throwing grenades.
No call of duty-like grenade sign when throwing a grenade please :tongue:


(tokamak) #5

Oh yes, I hate it when games do that. The new Wolfenstein has it as well. Confuses the hell out of me to see symbols fly at the edge of my screen.


(darthmob) #6

It’s not really confusing but in my opinion an insult to any skill-based game.

They do make some sense in CoD though. I played quite a bit of hardcore CoD5 and you often don’t realise there is a grenade at all. The biggest problem is that often they come down completely silent.

I’d say: proper grenade sounds > graphical indicators


(acidrain) #7

As far as I can remember there is no “Grenade!” scream in BRINK yet (and I hope there never will be) and they’re really quite powerful. It’s a bit deafining actually. :smiley:

Oh and gibbed bodies bounce when they go off near them. Kinda funny to watch.


(Slade05) #8

Hi
Is Brink going to have broken handgrenades, like ET:QW ?

Hello.
Are you a troll or just from crossfire? :smiley:


(acidrain) #9

Whats the difference?

zing


(jazevec) #10

I won’t let myself be distracted by personal attacks. I made a claim and supported it, I’d appreciate responding to the points I made. If Splash Damage can’t stand a little constructive criticism, so be it.

Re: above

I’m sure Splash Damage can balance grenade launcher well. Sure ET:QW had its flaws for me, but one of things they got right was rifle grenades, which started requiring skill to use yet were still very potent in good hands.


(Slade05) #11

I hope there is some, acid! :smiley:

Though, this one must be be from crossfire, see, he made a constructive criticism. :smiley:


(Floris) #12

[QUOTE=Slade05;198227]I hope there is some, acid! :smiley:

Though, this one must be be from crossfire, see, he made a constructive criticism. :D[/QUOTE]

I heard Rahdo and Anti are on Crossfire as well


(Slade05) #13

Their effort there is clearly in vain, though.


(tokamak) #14

I hope there will be different grenades, flashbangs, teargas, phosphor (lower explosive damage but wider range and periodic damage) and obviously, smoke (finally effective without red arrows).


(Rahdo) #15

All i can say is that grenades are going though constant flux as a result of internal playtests… more poweful, less powerful, more carried, less carried, etc. etc. The main thing we’re trying to ensure is that grenades are fun to use, tactically useful, but that the game doesn’t devolve into grenade spam all the time (since it’s a shooter first and foremost, not a FPG :slight_smile: )

Plus we do plan to have some non-standard grenades too, but more info on this in the future as class abilities get revealed…


(aimology) #16

[QUOTE=Rahdo;198303]All i can say is that grenades are going though constant flux as a result of internal playtests… more poweful, less powerful, more carried, less carried, etc. etc. The main thing we’re trying to ensure is that grenades are fun to use, tactically useful, but that the game doesn’t devolve into grenade spam all the time (since it’s a shooter first and foremost, not a FPG :slight_smile: )

Plus we do plan to have some non-standard grenades too, but more info on this in the future as class abilities get revealed…[/QUOTE]

hurry up already cant handle the excitement. :stroggbanana:


(deadlights) #17

Nades in ETQW were perfectly fine… I never ONCE saw a player complain about them until now…


(jazevec) #18

It’s not strictly about grenades themselves, but about the fact that ET:QW has millions of “insert grenade to continue” situations. When playing offense. This means much fewer grenades to use on fun things.


(deadlights) #19

No, I think the purpose of ETQW nades are to use them in tactical situations and to work as a team with nades. Silly concept in pubs MOST of the time… But it does happen. Nades to clear mines, blow up icarus, stop hacks, before you round corners… etc.

We don’t want a spam fest do we? Or did I miss the point of your post. Sorry I don’t quite understand [insert nade to continue]

And I appologize I did not read any of your post up top because I saw.
“Is Brink going to have broken handgrenades, like ET:QW ?” and took it quite as a troll thread. Like DarkangelUK said “… is just obnoxious and makes you look like a troll, and really doesn’t make people want to enlighten you about the game.”

IMO we need to help SD with constructive feedback, and not with OMG its broken when 99.9% of ETQW people would be like… “Why are nades broken?” Scramblers, weak yes… Broken? Naw…

Sorry I just really don’t get this one…


(Joe999) #20

i’d like to mention sth egarding handgrenades: the animation. for me it feels totally wrong in both quake wars and wolfenstein:

  • wolfenstein: a grenade gets shot out of your chest in a straight line and after that you see the hand throwing animation
  • quake wars: you see the hand throwing animation and after that a grenade gets shot out of your head in a straight line
  • wolf:et: you don’t see a hand throwing animation and the grenade gets thrown in an arc from right to center

tbh, i’d prefer the wolf:et style than the wolfenstein/quake wars style which is very disturbing imo. darkangel said that the out-of-sync throwing might have sth to do with server information, dunno. just wanted to mention it.

here’s a comparison screenshot: wolfenstein/quake wars/wolf:et