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2012-08-04, 08:23 PM | [Ignore Me] #1 | ||
Private
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Something that I was wondering about grenades, is if they can be 'cooked' or not. 'Cooking' a grenade means that you don't throw it yet, but the timer on it still counts down, which if you were to keep holding it would result in it exploding in your hand and killing you. However, cooking grenades is very usefull, a uncooked grenade takes several seconds to explode and is only really usefull against a group of people in the middle of action where they won't notice a grenade land at their feet untill its too late, but once you can control the time to detonation, grenades suddenly have a hundred and one uses.
A adept player could take out a few players that have trapped him outside of a room, or take out a group of players around a corner, skilled players could even use it to severely damage or destroy MAXs, small vehicles or even air vehicles! The possibilities are endless! In my opinion, the ability to cook grenades or the lack therefor will be the primary deciding factor in how useful they are. |
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2012-08-04, 08:34 PM | [Ignore Me] #3 | |||
Staff Sergeant
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2012-08-05, 12:14 AM | [Ignore Me] #7 | ||
Corporal
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it would be cool to have a couple options like fire modes with grenades. so its one grenade with options and i hope to gawd that you can cook in your hand. even if they have impact hand grenades. also a big fan of the thumper.
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2012-08-04, 09:41 PM | [Ignore Me] #8 | ||
Corporal
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I'd be incredibly surprised if this feature wasn't included. Now, a variable timer, that might be interesting. I doubt it will be though.
While it would be a problem if 'cooking' wasn't included, I'm more concerned with throwing physics in general. I've been playing blacklight retribution, and it just pisses me off. The guy throws like such a sissy, and so slow that half the time I try to wing one around a corner (which you should be able to do, without great difficulty) that it bounces off and blows up in my face. And there's so much semi-transparent crap in that game that it's always bouncing off stuff, at any attempt at a fancy throw. Things that should be possible: Toss a reasonable distance for a .5 - 1 kg object, say 50m, and up to 3rd story level. Throw around a corner without exposing oneself much. Some games allow you to do a run-strafe maneuver that makes it easy to do this. Change the throw distance somehow. Being able to dial it in may be excessive, but some games change your throw based on how you're moving, and let you develop some finesse with throwing style. I like to be able to do a good run-jump toss and give my nade extra distance, for starters. I also hope they build some nade-friendly practice areas where you can test it out without wasting resources. Its frustrating when throwing physics make throwing more difficulty then it has to be, I hope PS2 has it well polished. |
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2012-08-05, 02:20 AM | [Ignore Me] #9 | |||
Corporal
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in the danish army the distance to throw is 25 meters with a standard sized danish handgrenade (and we have the biggest and most powerful handgrenades in europe). |
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2012-08-05, 05:14 AM | [Ignore Me] #11 | |||
Private
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But I sure hope there is a cooking feature and that grenades work closely as they do in BF3, since I'm super used to them and quite excellent with them ) |
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2012-08-05, 04:52 PM | [Ignore Me] #12 | |||
Corporal
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I found a rock that weighed 1.87 lbs (~3/4 kg) and tossed it over my house. I was able to easily clear the AC on the roof, and paced out the distance from the where I stood to the dent in the lawn at first impact, at exactly 45 paces. so, maybe 40m. As reference, I have a hollowed out surplus pineapple nade that weighs 1.41 lbs. So, 50m seems fair estimate. I'm convinced I could manage it (@ 1kg) if I really put my weight behind a throw. |
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2012-08-05, 04:38 AM | [Ignore Me] #14 | ||
Second Lieutenant
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Cooked grenades make sense, but it is bad game design. It really rears its head with objective based games like PS2 will be.
If you know where your enemy will be, a cooked grenade is a guaranteed instantaneous kill. Response and counter gameplay is healthy gameplay. Being killed without a chance to fight back should be rare. |
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2012-08-05, 09:35 AM | [Ignore Me] #15 | |||
Contributor First Sergeant
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Cooking turns something deadly but avoidable into a face/back full of instakill. Not a fun thing for those on the other end. Timed and on-impact detonations should be fine. On impact means you could miss or the other person could dodge keeping a level of fairness to the system and it would prevent corner "trick-shots" where you bounce a grenade then it explodes the moment it gets closer to the area the target is in. BTW Few RL soldiers risk cooking grenades due to fuses not being as perfectly reliable as a game grenade is. |
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