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Grenade Topic

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Admiral Zombie:
Because grenades are stealing the show in the sneak thread I figured it would be appropriate to open up the discussion somewhere else. To take a few of the highlights...


--- Quote from: Solar on June 13, 2010, 10:56:48 pm ---I don't really think anything should be able to get down to 2AP with a knockback. Any situation where you can concievably remove the ability to act from a player isn't that great.

--- End quote ---


--- Quote from: Solar on June 16, 2010, 01:22:29 pm ---You could make it 66% chance to knockdown or increase the AP from 2 to 3 and increase the damage by 50% - the only difference would be you use more money in the 2 AP 66% chance version.

Endurance is a factor in crippling, but part of Grenades and Rockets niche is that they always cause a knockback. No reason to change that really.

--- End quote ---


--- Quote from: Izual on June 17, 2010, 08:55:59 pm ---It's just that... 2AP for throwing a grenade... Heh.
Throwing 5 grenades in a row ? Even more heh.

--- End quote ---


--- Quote from: Izual on June 17, 2010, 09:02:12 pm ---Grenade should be one of the weapons requiring the max AP to throw, and dealing high dmg.

--- End quote ---

Thats covered the majority of stuff at least.

Jeoshua:
Yes, grenades are pretty broken.  I noticed that even in the original fallout games, to the point I refused to use them.

Roachor:

--- Quote from: Jeoshua on June 18, 2010, 04:08:42 am ---Yes, grenades are pretty broken.  I noticed that even in the original fallout games, to the point I refused to use them.

--- End quote ---

they were also super rare in f2

Admiral Zombie:
So heres my general impression of grenades at the moment

Moderate damage, knockdown, very low action cost makes it a very powerful weapon. However you must be within 15hexes to attack, making the grenade suffer the problems HtH suffers from (just not nearly as hard to get in range, and the knockdown helps keep them in range)


I kind of wonder how broken are grenades. On paper they sound extremely broken, but i think the 15m range makes a huge difference (then again the fact that you can keep the person on the ground makes a big difference once you are in range). I would have to test them out personally, and have to fight against them more to know for sure, but it does seem to need some kind of rework.


Anyways i'll leave the question of whether or not they're broken up to others. For now here are a handful of ideas.

1.) I don't know if this is possible (or rather if the developers are willing to put in the work to code it this way) but it would be reasonable to have the ap cost of grenades depend on how far away the target is. If the target is extremely close then it only takes 4-5 ap (before perks/traits) At longer ranges the grenades take up more AP. Seems realistic, you have to throw harder to hit farther targets.

2.) Make greandes similar to rockets, only slightly more spammable, and shorter range to balance. Increase the current cost of ap enough so that you can only throw 2-3 grenades, but increase the damage to compensate (We don't want grenades useless, there needs to be some kind of use at least.)

3.) very simple increase to range, increase apcost by only 1-2



Jeoshua:
I think they'd be very easilly fixed by upping the AP cost.  Throwing 5 grenades in the span of time it takes others to pull the trigger twice is absurd

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