The anti-personnel fragmentation grenade


(Loffy) #1

Reflextions & suggestions about the anti-personnel fragmentation grenade

[ul]
[li]Cooking/priming (holding nade & throwing it right before it explodes)[/li][li]UI (timers and stuff)[/li][li]Arc (flying through the air)[/li][li]Bounce[/li][li]Explosion[/li][/ul]

About the UI, I guess you guys are working on that (timer). Looking forward to future iterations.

The arc and the bounce is OK. Some say it can be tricky to get it to bounce right, e.g. on the EV, but I think it is just a matter of practise. Throw it under the EV, or cook it and make it explode on the EV.

The explosions are OK, and better than BRINK’s. They look, sound and “feel” more solid, and better. On a side-note, would it be possible to add a rare and randomly occuring high-energy, high-frequency/-velocity “ziiing!!!”? To indicate that a piece of shrapnel flew by your head at high speed. Also, if possible, some high-velocity impact sounds that follow (shrapnel hits surrounding walls and other objects). Just a thought.

EDIT: added the term priming


(EnderWiggin.DA.) #2

Sound: I concur that adding some additional sounds post explosion would be good. The sound of rocks or gravel skittering across the asphalt/concrete might fit the setting. I’m working on some sound feedback in general.


(tokamak) #3

I think explosions generally need a longer lasting smoke signature. Just to get the idea where exactly it took place. Especially the drone strike needs to be more clear in this. Just a bunch of short flashes is very confusing.


(amazinglarry) #4

As far as the arc is concerned, I’ve had some trouble sometimes with it if I’m close to some obstacles where I feel l like I should be tossing it through and it ends up bouncing back at my face, or worse, a teammate’s.

I know I’ve seen some tree leaves deflect them straight back at me a few times. Some weird collisions there.


(zenstar) #5

Yeah. The drone strike is very much a “blink and you miss it” affair.
A little more smoke from the marker would also be nice (in a vivid colour ofc) and help distinguish it from a normal grenade.


(tokamak) #6

The beacon is fine. That can ‘blink and you miss it’. But to compensate the strike should happen a bit slower that if you’re really paying attention you get a fraction of a second between seeing the first hit and ducking out of cover for the next ones.

The aircraft noise is also missing. I know drones are silent but perhaps a wooshing or menacing humming sound before the strike hits would be nice. It gives people caution without precisely knowing where it will hit. It’s that disruption effect that is more valuable than a few quick kills.


(Humate) #7

Should be a RMB under-arm throw imo.


(amazinglarry) #8

Killing 50 people with that should unlock the title, “Lebowski” or something haha. I could go for an underarm throw, though. That’d be one way to help with the EV.


(murka) #9

As grenades could roll down slopes, that would be really awesome to have.


(Loffy) #10

About cooking (some call it priming): Is it possible to put the pin back in? I.e. cancel the throw. (I do not think so. Not today at least.)

If it is not possible, I would like to have it changed. Suggestion: Switching to any other weapon, cancels the cooking/priming.


(Loffy) #11

[QUOTE=Loffy;415117]About cooking (some call it priming): Is it possible to put the pin back in? I.e. cancel the throw. (I do not think so. Not today at least.)

If it is not possible, I would like to have it changed. Suggestion: Switching to any other weapon, cancels the cooking/priming.[/QUOTE]

It seems to work OK. I must have missed it. Switching weapon while cooking/priming nade does cancel the throw. Nice.


(iwound) #12

[QUOTE=Loffy;410300]
would it be possible to add a rare and randomly occuring high-energy, high-frequency/-velocity “ziiing!!!”? To indicate that a piece of shrapnel flew by your head at high speed. Also, if possible, some high-velocity impact sounds that follow (shrapnel hits surrounding walls and other objects). Just a thought.
[/I][/QUOTE]
iv also mentioned something like this for the after effect of artillary. material effects (gibs & sounds) in conjunction with different weapons.

why is there no push effect from nades. prob its to come.

the effect is quite good, a hint of a shockwave would finish it of nicely.

re bounce, i had an issue in game, i tried to throw a nade at an angle through doorway by bouncing off frame it seemed to bounce off nothing. i couldnt replicate this. so it prob bounced off something i didnt see.


(Breo) #13

With cooking nates there will be more spam, now you still have a chance to get away. Also you can abuse this method with cooking a nate running into a group and respawn (/kill).


(Humate) #14

Not in DB. The nade doesnt drop, it has to be thrown.


(Breo) #15

Yes, but with a timer you can’t trow it far while it’s near the explosion and the enemy won’t have a chance to get away. It would be horrible for the object class while repairing the EV for example.


(.Chris.) #16

You can already cook nades though, it’s around 4-5 seconds.


(Mustang) #17
  • Add cooking tick sound every second
  • Allow to cancel throw (replace pin) by switching weapons

(Humate) #18

I meant in relation to this comment:

Also you can abuse this method with cooking a nate running into a group and respawn (/kill).

If you prime a nade in a fight and /kill, the nade wont drop. It has to be thrown before the /kill.
What you can do however is cook a nade until it blows both you up and the other player.


(zenstar) #19

If you’re running at people while cooking a grenade with the intent to suicide and they don’t just gun you down and move on then they deserve to be blown up.
Either you flanked them well or they’re seriously unobservant to let you hang around for 4-5 seconds without gunning you down. In both those cases you deserve the kill.

Either way you’re better off actually throwing the grenade and not letting it explode in your hands. That way you can shoot sooner and you can stay in cover AND might not die. Timed well the grenade will explode as it gets to them giving them very little chance to dodge.