So having a napalm grenade explode in your face is pretty harmless hu?


(Apoc) #1

Cant help but think…if i was hit in the face or body with a napalm grenade, which exploded on impact, it might…MIGHT…do a little damage…

Apparently in brink, napalm will kill you very quickly if you walk on it, but if it explodes on your head or body your completely unharmed.

Seems stupid, and doesn’t make sense. At least have them burn for a second or something. I throw it at people when running, it hits them, no damage, no speed loss, they continue running and the napalm is on the floor behind them. If i hit someone in the face with a glass vial of napalm. I expect them to be at least a tiny bit inconvenienced.


(Glyph) #2

If you think the Napalm grenade is bad, wait until you try the Pyro Mine. It will not detonate until you step off of it and instead of knocking you down and causing damage it merely ignites in a small area and causes next to no damage to the player that triggered it. At least the Napalm grenade can be thrown in front of the target to cause some damage.


(Nexolate) #3

EDIT: Sorry, skimmed your post. Should have read it properly.

Napalm Grenades seem to be intended as a more intense Caltrops Grenade. I.e. They’re less about killing your enemy and more about getting them to move or stay away from an area.

Regards,
Nexo


(QUIK420) #4

Exactly why I passed on the napalm mines on my main char. I was on Shipyard as security and I ran through the underground tunnel to flank the resistance. Part way through the hallway I get hurt while sprinting (not even enough dmg for a full pip only like 1/2 a pip dmg if that) so I turn around expecting someone to be behind me but lo and behold I had just run over a napalm mine which was burning the ground behind me. At that point i decided to pass on em lol.

However, in all fairness the napalm mine can be useful in certain situations. For instance I was playing as security on CC and during the objective where you have to repair the crane i was the first one up there. I started repairing and suddenly was getting hurt like a mofo which I figured was due to someone sniping me from across the way. I died fairly quickly and it was due to a well-placed pyro mine that I ended up sitting in while repairing lol.

I think the burn time for the pyro mines could be a little longer or the radius a little wider for it to be a really worthwhile.:stroggbanana:


(thesuzukimethod) #5

If there was anyone sprinting behind you it probably killed them though - tested them with a buddy - running into a pyro mine that is full blast (i.e. already triggered) kills if you dont have health buffs (medium). they seem better at group/checkpoint area denial than reg mines.

As far as napalm grenades - i hear ya Apoc… i kinda figured they’d be molotovs on vitamins - either expanded splash, or more likely, similar effect but extended burn…But the thing that i miss the most (or assumed they would have ) is knockdown capacity…they definitely work better thrown into a chokepoint to keep an advancing team out, than thrown directly at an opponent (sorta opposite in molotov)…so i guess they are more like caltrops in this way - area denial, etc etc.


(Exedore) #6

Winner. Remember, this is the game where a shirtless Resistance guy can soak as many bullets as a Security guy in The Bomb armour… :eek:


(morguen87) #7

[QUOTE=Apoc;365043]Cant help but think…if i was hit in the face or body with a napalm grenade, which exploded on impact, it might…MIGHT…do a little damage…

Apparently in brink, napalm will kill you very quickly if you walk on it, but if it explodes on your head or body your completely unharmed.

Seems stupid, and doesn’t make sense. At least have them burn for a second or something. I throw it at people when running, it hits them, no damage, no speed loss, they continue running and the napalm is on the floor behind them. If i hit someone in the face with a glass vial of napalm. I expect them to be at least a tiny bit inconvenienced.[/QUOTE]
You’re the same guy who was complaining about the power of standard grenades and made a thread trying to convince everyone that grenade shooting was single handedly going to drive off every remaining player. Now you want a more powerful grenade that can be used in conjunction with the molotov and standard grenade? Interesting.


(sereNADE) #8

It is interesting. The fact you can either shoot a standard grenade by tossing it into a lotto spread without much effort besides spending a point or you can you can toss 3 grenades in conjunction to achieve the results of what 1 should.


(QUIK420) #9

What sux about the napalm grenade vs the caltrops is that: 1. caltrops stay until the ability recharges which is way longer then the 3-5 secs of the napalm grenade 2. The caltrops AOE is a lot bigger then the napalms 3. Caltrops are way harder to spot then a blazing flame so theyre harder to avoid. Only thing napalm nades seem to have over it is that if you are dumb enough to stand in the flame it kills you quicker then caltrops (which only hurt if u move)


(Nexolate) #10

That pretty much sums it up. The Napalm Grenade is a more offensive oriented Caltrop Grenade. The effect is shorter, smaller in radius and more visible but in exchange you get an ability which is very lethal should you manage to catch the opponent in it.

Regards,
Nexo


(murka) #11

Fiddling with cvars one day i found one that changed enemy caltrops/nades/bullets/etc glow bright green(you can choose it, but green stands out most) so spotting it is very easy.


(Apoc) #12

I remember that, its also the game where crossing your fingers while shooting is a valid tactic, and where you can get kicked or melleed when incapacitated, and it will hurt you when you respawn.

However, regardless of if it is realistic or not, the grenade should do a bit of damage, or knockdown or something. It only burns for about 5 seconds. So its not like you can throw it where someone will be in the near future, you have to throw it into players paths, and im just saying i dont think it would be overpowered if it did a little damage on contact with players.


(Apoc) #13

Grenade shooting is an OP ability. Especially since every class and player can use it, and it is extreamly powerful with little or no counters.

This is a discussion about a soldier only ability, which im saying could be improved. I mean it takes a pip just like a molotov, i feel it should at least knock down or a little damage if it hits a player directly.


(nephandys) #14

I’ve got to say that I find the napalm grenade in isolation a little underwhelming. Used in combo with frag and molotov it’s nice especially with a group of enemies. Building on Apoc’s point I think the improvement could be the addition of a burning DoT effect. It could last roughly 3-5 seconds after moving out of a burning area. This could also boost pyromine a bit, but engies are already pretty tough.

Adding a couple of additional thoughts based off my experience, I really thought the skill would function more like that of caltrops - area denial. However, the area covered in flames is so tiny! It’s actually hilarious to watch 6 bots back away from the little circle of flames that they could easily walk around. Therefore, I wish it was at least slightly larger. The duration seems a little bit short too, but I guess you wouldn’t want to basically give soldiers the exact same ability as Ops only with a different visual.

I’ve only used the ability for a few hours now, so I might find more variations in its use and find it to be more useful in the future, but those are my preliminary thoughts.


(Glyph) #15

The problem with the Napalm Grenade and Pyro Mine is that they function as an AoE DD instead of an AoE DoT. What I mean is that the Caltrops work as an AoE DD where the damage is applied instantly to the target when they move too quickly over them. Step on a lot of them and the damage continues to be applied. The fire effect should not be a DD though.

Instead the fire effect should be applied as a DoT where once you are ‘on fire’ you continue to take damage even when you are no longer on the source. Sure, the damage would be significantly less when not on the source but fire is not strictly an on/off type of damage and objects can continue to burn even when removed from the source of the fire.

In this manner the Napalm Grenade and Pyro Mine would still povide proper area denial but they would not strictly be limited to the actual area of the source, similar to the Caltrops. Furthermore they would provide a small amount of damage after leaving the area of the source to further hamper health regeneration and possibly deal enough damage to cause death.


(RabidAnubis) #16

hey! Bulletproof skin!

Its a lie!!! A lie i tell you!


(AmishWarMachine) #17

My face-paint is Teflon based.


(wolfnemesis75) #18

My face is so pretty napalm slides off like lemon jello.


(thesuzukimethod) #19

this is what i imagined when they announced them. or as a boosted molotov (that replaced them)


(wolfnemesis75) #20

[QUOTE=nephandys;365132]I’ve got to say that I find the napalm grenade in isolation a little underwhelming. Used in combo with frag and molotov it’s nice especially with a group of enemies. Building on Apoc’s point I think the improvement could be the addition of a burning DoT effect. It could last roughly 3-5 seconds after moving out of a burning area. This could also boost pyromine a bit, but engies are already pretty tough.

Adding a couple of additional thoughts based off my experience, I really thought the skill would function more like that of caltrops - area denial. However, the area covered in flames is so tiny! It’s actually hilarious to watch 6 bots back away from the little circle of flames that they could easily walk around. Therefore, I wish it was at least slightly larger. The duration seems a little bit short too, but I guess you wouldn’t want to basically give soldiers the exact same ability as Ops only with a different visual.

I’ve only used the ability for a few hours now, so I might find more variations in its use and find it to be more useful in the future, but those are my preliminary thoughts.[/QUOTE]Throw the napalm in front of the Agent or Nechayef. In the gate on Sec Tow. On the ramp in Aquarium. It may be a nightmare if more than one player on a team is using them… most abilities in this game become cumulative as more teammates have them and use them. I can’t wait until I upgrade my Engy to two mines and a pryo mine. Whuhahahaha. :cool: