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Author Topic: Grenade Topic  (Read 17447 times)

Re: Grenade Topic
« Reply #75 on: June 21, 2010, 06:42:19 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.
Then to continue RL grenades, when you throw it, your victim will have both legs crippled, probably some hands crippled, and he'll probably die. So 1 grenade = kill.
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Re: Grenade Topic
« Reply #76 on: June 21, 2010, 06:44:30 pm »

Don't think "reality" think "action movie," damnit!  Grenades throw you around, and maybe knock people out.  But of course NOBODY uses grenades as a burst fire weapon...
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Izual

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Re: Grenade Topic
« Reply #77 on: June 21, 2010, 06:45:01 pm »

I guess good damage boost and 7-8 AP needed to throw one grenade will make the things more balanced.
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Re: Grenade Topic
« Reply #78 on: June 22, 2010, 12:22:55 am »

Quote from: RavenousRat
Then to continue RL grenades, when you throw it, your victim will have both legs crippled, probably some hands crippled, and he'll probably die. So 1 grenade = kill.

it's not really a question of RL or not (or we wont play a post apo RPG) but a question of balance. throwing grenade is not faster than using a gun. so a gun user has disadvantage against a grenadier wich make the fight unbalanced.
all depends of if it's possible to disable the pile of nades in one hand or not. if so, 4 or 5 PA is ok (possibility to have 1 grenade in each hand and then no support weapon) because the fighter will have to make the action to pick up new ones in his bag.
but if not, then 6 or 7 (like a burst) will be more balanced.

Higher chance to cripple is not a crazy idea, that's what the grenades are made for, injuring a small group of fighter and making them less efficient/assertive if still alive.
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Re: Grenade Topic
« Reply #79 on: June 25, 2010, 12:00:44 pm »

Or have a variable AP cost based on the distance you throw it, 15 Hexs=7AP, 1 Hex= 2 AP
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Re: Grenade Topic
« Reply #80 on: June 25, 2010, 12:12:21 pm »

I think Izual's idea about 7-8 APs and dmg boost seems to be reasonable, but  what about knockdown in frag granade? Should it stay?  or due to dmg boost, should it be removed?
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Nice_Boat

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Re: Grenade Topic
« Reply #81 on: June 25, 2010, 12:17:46 pm »

I think Izual's idea about 7-8 APs and dmg boost seems to be reasonable, but  what about knockdown in frag granade? Should it stay?  or due to dmg boost, should it be removed?

Irrelevant once you don't throw in strings. Besides, the dmg boost would mean you'd be probably dead before the second one flies. And knockdown would look good on such a weapon.
Re: Grenade Topic
« Reply #82 on: June 25, 2010, 07:29:08 pm »

grenades should have knockback instead, use to scatter people
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Re: Grenade Topic
« Reply #83 on: June 25, 2010, 08:23:45 pm »

I guess good damage boost and 7-8 AP needed to throw one grenade will make the things more balanced.

Comparing grenades to other weapons (rocket launcher)

Rocket Launcher
7AP, 35-100 damage, 40 range, must reload
Always keep that in mind. Grenades have the advantage of not needing to reload, but at the very best you have 15range. A reduction of 25 range is hardly worth the lack of reloading.


But really: Do we need another weapon with the exact same role as rocket launchers? I keep hearing people complain about grenades being overpowered but i wonder how much of a bandwagon fear this has become. I've had 2 friends complain to me about how overpowered grenade builds are: Only to find out they've never actually fought against, or fought as a grenadier. Simply the idea of "2ap grenades" scares them, but forget various factors, such as 15m range.


If grenades really are overpowered its simply because it has the ability to keep people on the ground more easily than other weapons. If there is to be a nerf, then simply remove fast shot's effect on them, and boost the damage of grenades enough that the DPS stays the same. Don't turn it into a near copy of rockets though, theres a lack of variety of builds as it is now...
« Last Edit: June 25, 2010, 08:32:56 pm by Admiral Zombie »
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Tomowolf

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Re: Grenade Topic
« Reply #84 on: June 25, 2010, 09:11:48 pm »

There should be added weapon like in Fallout Tactics : M79 grenade launcher or RPG - 7.
That would be new explosive weapon and one more smallgun more experienced in PvP
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Re: Grenade Topic
« Reply #85 on: June 26, 2010, 04:31:00 pm »

imagine, an RPG-7 shot to the eyes.  ::)
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Re: Grenade Topic
« Reply #86 on: June 26, 2010, 05:09:57 pm »

i play as a grenadier, i have 2 AP to throw one nade, from my experience it should stay like this... because of the range, it indeed isnt easy with enemies...
i think Plasma grenades should have higher AP, but frag and molotov? no. (and please make damage higher ^^ lol). and only frag grenade should have knock back, but not 100% chance, but neither less than 50%
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Re: Grenade Topic
« Reply #87 on: June 26, 2010, 08:00:46 pm »

yeah molotovs should have 3 ap as a base and plasma should have 5
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Chen Le Chang

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Re: Grenade Topic
« Reply #88 on: June 27, 2010, 06:25:28 am »

Frag grenades+flint+brahmin hide+rope=bomb  :)
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Re: Grenade Topic
« Reply #89 on: June 27, 2010, 03:39:13 pm »

Raising AP is an idea, but what if the formula was just tweaked to diminish damage (significantly) at a distance of > 10 hexes with the chance of no knockdown.

Of course sneak naders own, but it is very difficult to level a build like that so I give them some respect, I never get upset.
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