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Author Topic: Grenade Topic  (Read 17450 times)

Izual

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Re: Grenade Topic
« Reply #60 on: June 20, 2010, 01:22:55 pm »

If any special tactic is used by Grenaders, it's due to their Sneak skill, not due to their Grenade skill. You behave quite exactly the same if you are a BG sneaker (assuming it exists) and a Grenader sneaker. A big gun shoots a lot of bullets, and doesn't really care about one or two bullets, right. He is relying on his firerate too. Grenaders are quite the same. They throw as many grenades as possible, because ONE grenade sucks and they actually can throw 8 in a row with correct build. That's what I am against. I believe much more tactics could be used if grenades were used as support weapons.
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Nice_Boat

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Re: Grenade Topic
« Reply #61 on: June 20, 2010, 01:34:48 pm »

If any special tactic is used by Grenaders, it's due to their Sneak skill, not due to their Grenade skill. You behave quite exactly the same if you are a BG sneaker (assuming it exists) and a Grenader sneaker. A big gun shoots a lot of bullets, and doesn't really care about one or two bullets, right. He is relying on his firerate too. Grenaders are quite the same. They throw as many grenades as possible, because ONE grenade sucks and they actually can throw 8 in a row with correct build. That's what I am against. I believe much more tactics could be used if grenades were used as support weapons.

Not really, no. Because everything a nade sneaker does is determined by grenade range and splash damage. A BG sneaker doesn't have such problems, he can just run up and spray you (which, contrary to grenades, was very, very cheap and I'm glad it's no longer around). And no, they can't throw 8 in a row because by the time they throw the 4th the target is either in the process of killing them or has moved away.

By the way - what do you mean saying they should be used a support weapons? That they should be used like in real life? If so than remember they're used as area/indirect fire weapons, so it's not going to happen without the ability to target the ground instead of the critter. That'd require new game mechanics, I don't think that it's inside the scope of this discussion, ie. whether grenades require a nerf or not.

Solar

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Re: Grenade Topic
« Reply #62 on: June 20, 2010, 01:59:56 pm »

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how would you get enough throwing to get 95% at 15 hex

Pe 6, Throwing 123. 95% at 15 Hexes. Though should add a little to combat AC.

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You can't have a sneaker without skilled/10 IN

Pe 10 sees 50 hexes. You need to take away 35 hexes => 210% + 75% for front = 285%

http://www.nitue.net/fcp/2.0/index.php char - SneakyMcGhee pass - sneak

124% throwing, 285% sneak, 74% outdoorsman (to spend the free points on something, should probably have bumped throwing up a little really) - This is a throw away character. Sit in sneak until the optimum time, pop out at 15 hexes and unload. He's going to die, but he has nothing anyway. I've seen these types in TC several times, scout for a while, then nade at the appropriate moment, this is just the best version. You're going to need non sneak chars to defend a town anyway.

Sure we can toughen him up if you want, 1 luck builds do 243.6HP off 5 Grenades  (+6% vs the 3 shot Avenger crit build from last post.) but now we have a very different animal.

http://www.nitue.net/fcp/2.0/index.php - ToughSneak - sneak

We could even put LA II on him (-29% Sneak) and be seen at 17 Hexes, they get a 2 Hex warning, but hes a bit tougher again. (He could almost take 3 shots with AP ammo in his bluesuit though)

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As to that BG build - you're kidding, right? Let's just leave it at 25% crit chance iis pretty much the standard, with better critical as a very much viable option. The bottom line being you end up with 1% crit chance vs 25% crit chance.

Lets see this 25% crit chance build, without Finesse, since Finesse makes you do less damage overall. We can see if he's as tough as our tough sneaker. (25% crit *3 shots would be 254 HP +4% to the 1 luck guy)
« Last Edit: June 20, 2010, 02:03:47 pm by Solar »
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Izual

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Re: Grenade Topic
« Reply #63 on: June 20, 2010, 02:09:35 pm »

By the way - what do you mean saying they should be used a support weapons? That they should be used like in real life? If so than remember they're used as area/indirect fire weapons, so it's not going to happen without the ability to target the ground instead of the critter. That'd require new game mechanics, I don't think that it's inside the scope of this discussion, ie. whether grenades require a nerf or not.

Yeah, it would be "like in real life". Not because they would have the same use, but because they would not be always used and deal huge damage. It is (unfortunately) impossible to target ground, but this flaw can be compensated with a strong knockback ability and a range increase, for example (The only nerf it requires as a drawback is increasing AP needed to throw one grenade).
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Nice_Boat

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Re: Grenade Topic
« Reply #64 on: June 20, 2010, 02:11:00 pm »

...

Solar - once again, 15 hex is:
a) too far to score a kill (your target can and will move almost instantenously, so if you hit with 3 you can feel lucky)
b) not 95% for 123 throwing/6PE (my sneaker has 140 throwing and 6PE and doesn't get 95% vs armored foes)

17 hex is just insane, on the part of the sneaker that is. How are you going to exfiltrate with that once shit gets serious or the other side starts looking for you?

I'm not going to post that BG crit build for obvious reasons (ie. BBS policy :> ), but no, it doesn't have Finesse.

Yeah, it would be "like in real life". Not because they would have the same use, but because they would not be always used and deal huge damage. It is (unfortunately) impossible to target ground, but this flaw can be compensated with a strong knockback ability and a range increase, for example (The only nerf it requires as a drawback is increasing AP needed to throw one grenade).

I could live with that. I mean increasing AP to something like 6 (basic throw) and increasing the damage up to 250% of what it is right now would probably do the trick neatly.

As for targetting ground - I've offered a solution a while ago. Just add a hotkey and once the player presses it and aims at the ground an invisible "target" critter with pretty high AC is spawned there and deleted as soon as the shot is done. Maybe not the most elegant way of doing it, but it'd work despite engine limitations I think.
« Last Edit: June 20, 2010, 02:15:46 pm by Nice_Boat »
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Solar

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Re: Grenade Topic
« Reply #65 on: June 20, 2010, 02:47:02 pm »

[
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a) too far to score a kill (your target can and will move almost instantaneously, so if you hit with 3 you can feel lucky

Well, you have complete tactical surprise, they can't see you, you can see them. Come from behind them and they have nowhere to go, for example - there are many other situations, I’m sure you can imagine them just as well as me.

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b) not 95% for 123 throwing/6PE (my sneaker has 140 throwing and 6PE and doesn't get 95% vs armored foes)

Yes yes, forgot about AC before making the char and couldnt be bothered going back through it all. Flick a few over from outdoors to throwing.

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17 hex is just insane, on the part of the sneaker that is. How are you going to exfiltrate with that once shit gets serious or the other side starts looking for you?

I wouldn't really care :) I would have 1 LA Mk II (at most) on me, the only thing I’d lose if we hadn't won the fight in the end anyway.


Essentially you have a dirt cheap way of getting an Avenger Minigunner on Jet firing from 15 hexes or under, with almost no warning for the enemy. With the cost for it being less than the AP ammo fired and not reliant on a Jet timer either. Also denying the extra range a sniper has over a Minigunner in which to critical you and being twice as resilient to arm cripples.
Since we probably won’t be seeing 15 AP characters, it’s a pretty safe bet Plasma Grenades as they are won’t be seen either.
Fast Shot adds nothing interesting to these weapons and they certainly don’t need the boost. If applied to only single shot weapons then it can used to create pure DPS builds for pistols and rifles – which is something interesting.

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I'm not going to post that BG crit build for obvious reasons (ie. BBS policy :> ), but no, it doesn't have Finesse.
Well, we can surmise that it must have BRD*2, Better crits*3, BRoF + something else. Also needs 10 luck, 8 Ag, 6 Pe (minimum), 4 Str (minimum) – with 11 points to share between In and En.
1 spare perk, if its not weapon handling then 3 of those points go to Str or to In to pay for the aim penalty, won’t be as durable as the tough Grenader.


I don’t mind the idea of grenades becoming more AP costly, perhaps with knockback/down added too all of them. They certainly don’t need a DPS boost however.
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Re: Grenade Topic
« Reply #66 on: June 21, 2010, 05:30:51 am »

Hmmm, I unfortunately haven't been keeping much track of this, even though its a thread that i'm very interested in. I'll just breeze over a few things


1.) Lets try to keep subject of traits/fast shot out of here, except when in direct relation to grenades. I'll open another topic up for trait discussion soon.

2.) There is a lot of talk of support builds, or using grenades as secondary weapons. Until the system allows for variance in builds  and moving away super specialized builds, then i don't think grenades as a secondary weapon is very realistic.

he only way grenades would become support I imagine is if they become closer to rocket launchers. To me they're already in this category. Yes in 1v1 grenades are supreme, but in a firefight with multiple people you're going to be the prime target generally. I've had to use A LOT of grenades to take down people generally (although in all fairness those were frag, i haven't worked with plasma outside of PvE very much.) The biggest advantage grenades have in team fights is simply that I can basically remove one of their combatants from the fight by keeping him on the ground, while my friends target others (hence why i often use frag over plasma, although thats changing with the 5frag change).


Something thats getting on my nerves are people who keep yelling "grenades are OP" or "2 ap per attack is too little!" rather than actually providing some backup. Its nice to see solar provide some number crunching, i wouldn't mind seeing that tested in game though.


Either way here are a handful of ideas for grenades that push them more into the "support" role. If grenade spam is nerfed, and their DPS is severely reduced (or increasing the AP cost to 5-6 as someone said) then i do think grenades need some kind of buff in other areas so that they aren't useless. Mainly i'll suggest additions to grenades, and let the AP/DPS/etc be sorted out by others


* Have grenade splash increased. Unless i'm in PvE with melee monsters that i can easily clump up then grenade splash rarely makes a difference, except when i maybe miss a little. Allow me to actually hit multiple foes who do not work to spread out. My enemies practically have to be adjacent to each other in order for me to hit several, and that almost never happens in PvP

* Allow grenades to cause crippled legs without a need for criticals. Presumably the AP cost would be extremely high if this is implemented

* Simply make grenades like rockets with a shorter range, that is only slightly able to be spammed (If i could shoot 2 rockets, then i should be able to throw 3-4 grenades). Keep the DPS the same as a rocket (including the rocket's reload time) but the advantage being i can keep people on the ground more easily than with rockets (The disadvantage being that I have to get MUCH closer to my target)




Regardless of what happens, i think grenades will remain king in 1v1s unless you nerf them to the point that they're useless in all areas, much like sneak. Sneak provides a HUGE advantage, however these advantages typically exist solely in 1v1. I've seen teams of sneakers very very rarely, but i haven't fought them enough unfortunately to know how that works out (I tend to be by myself in those situations)

As stated though in a team fight grenadiers tend to be target fired pretty quickly. Which is nice, since I can just build my grenadiers as a tank and absorb as much fire as i can so that my sniper glass cannons aren't being taken out. My main role is simply to disable the highest priority, and take on damage so that others don't have to (people tend to shoot the closest target anyways, so getting close with a grenadier works out doubly)
« Last Edit: June 21, 2010, 05:33:13 am by Admiral Zombie »
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Solar

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Re: Grenade Topic
« Reply #67 on: June 21, 2010, 12:21:09 pm »

Well, something like AP 6, 65-150 and knockback would be fine.

Keep the BRoF DPS roughly the same (only +/- 1 or 2%) and boost normal damage by 10% vs a bluesuit and 15% vs BA.
Better DPS vs all armours except CA, CAII (equal) and BA (less).
Rocket shoots every 9 AP with BRoF, Grenade thrown every 5 AP

Makes it so it not so reliant on BRoF.

 
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Izual

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Re: Grenade Topic
« Reply #68 on: June 21, 2010, 12:22:32 pm »

Quote
Well, something like AP 6, 65-150 and knockback would be fine.

Can't wait for this (AP 6 with all AP bonus taken, right ? So AP 7-8 at first).
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"Another problem is that we listen to the vocal players, who in many cases are wrong-headed."
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Re: Grenade Topic
« Reply #69 on: June 21, 2010, 01:02:13 pm »

Well, we can surmise that it must have BRD*2, Better crits*3, BRoF + something else. Also needs 10 luck, 8 Ag, 6 Pe (minimum), 4 Str (minimum) – with 11 points to share between In and En.
1 spare perk, if its not weapon handling then 3 of those points go to Str or to In to pay for the aim penalty, won’t be as durable as the tough Grenader.

Omg, if you want to make pure power build, don't waste your points on ST.
Critical perks doesn't require ST to pick them, so you can always up it with buffout. Don't waste on weapon handling, buffout.
7 AG only to take BRoF, x2 buffout gives 4 AG, so if your build doesn't require BRoF, then it's 6 AG.
1 ST is enough, x2 buffout gives 6 ST, so it's 7 ST.
So yes, 6 PE is minimum, 6 or 7 AG is minimum, if 7 AG, then 6 IN is minimum for BRoF, 10 LK is the must too.
Don't forget about imba drugs. Especially buffout, which gives to you possibility to use any weapon with 1 ST and gives good critical resistance, 'cause of +6EN with x2 buffout, so 6 EN is only if you want to pick toughness, or else it's 4 EN, so with x2 buffout it'll be 10, good enough to resist cripples and knock outs/downs, resist means no immune, but of couse less chance, much less, try to run around with 4 EN, almost every shot at hand will cripple it, then eat some buffout and say to friend to shoot again, he'll waste lots bullets on your hand.
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Solar

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Re: Grenade Topic
« Reply #70 on: June 21, 2010, 01:12:15 pm »

Ah, well then we're getting even more expensive compared to the $1,000 our sneak nader costs. Not to mention drugs will change. Having 10 minute supermen is likely to be a thing of the past.
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Re: Grenade Topic
« Reply #71 on: June 21, 2010, 01:17:45 pm »

Ah, well then we're getting even more expensive compared to the $1,000 our sneak nader costs. Not to mention drugs will change. Having 10 minute supermen is likely to be a thing of the past.
Well I don't see any problems in buffout crafting, the only problem can be getting meat jerky at Modoc, because sometimes you have to kill town full of militia and then some idiots from ********* gang until more come, if you want to do it at day.
But going there at nigh, getting meat jerky and... lots buffout. (don't count chemicals, because it's almost the same as el. parts, I mean you can even remove chemicals and el. parts from crafting lists, because it's easiest mats to get)



I mean that effects of drugs will change.
Oh...
« Last Edit: June 21, 2010, 01:19:33 pm by RavenousRat »
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Solar

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Re: Grenade Topic
« Reply #72 on: June 21, 2010, 01:19:09 pm »

I mean that effects of drugs will change.
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If you want to make enemies, try to change something.
Re: Grenade Topic
« Reply #73 on: June 21, 2010, 06:34:32 pm »

one thing is a bit crazy about grenades, they are "stackable" in one hand. a grenadier with 50 nades in the bag has them in one hand.
how a grenadier can throw 6 or 8 nades like in burst ? where does he find the time to pull the pin off of these 8 nades ?
i don't know if you ever had throw a grenade irl but you need to have it in one hand, pull the pin off with the other hand (only bad movies show guy who do that with his teeth without losing them), aim at the target (at least a minimum) and throw it. it takes the same amount of time as shooting with a gun.

as nades are "stackable", a grenadier don't need to reload.... totally unrealistic, i've never seen a man with a "grenade jacket" (or he would explose when he would be shooted in torso)

4 or 5 AP and no pile of nades in just one hand would be more credible.
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Re: Grenade Topic
« Reply #74 on: June 21, 2010, 06:38:49 pm »

Good points philipos.

If you had to grab grenades out of your inventory, it would simulate pulling the pin in two ways: extra work AND extra AP.
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Steve_Zissou: izual is very old school
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[TSAR]Jeoshua: It brings him pleasure... also chubbies
Izual: I live for that sound
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