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2002-10-11, 04:44 PM | [Ignore Me] #1 | |||
Contributor Custom Title
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In the dev chat there was talk of the diffrent Grenade types, here's what Dave had to say about them so you won't have to hunt for the info.
What's your take on the Jammer Grenade? Or in what situations do you think a Plasma Grenade should be used over a Frag Grenade? In other FPS games (namely SoF2) I use the Frag grenade when I want to kill people and the Flame grenade for area denial. For instance if I know enemys want to come through one of 2 doors, I use it to set one entrance on fire forcing them to come through the other door. Do you think the Frag vs Plasma Grenades will have simmilar O and D uses? Do you think a player should be able to mix and match the types of grenades they carry? Can I bring a Jammer, and 2 frags with me? What are your thoughts? |
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2002-10-11, 05:06 PM | [Ignore Me] #2 | ||
Sergeant
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Actually I too am surprised they dont' affect the max. I would think that a good effect on them would be to have a jammer grenade interrupt a max's special ability. That way if one of them is locked down.. blasting your squad with extra heavy fire from thier special ability (As is one of the empires MAX's ability) then you could flank it and lob in a jammer nade.
CrazyMike |
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2002-10-11, 07:03 PM | [Ignore Me] #5 | ||
Keeper of h8ball
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jammers affecting heavies would be ridiculously unfair to them :P They already cant move about, or switch weapons, so they've got some close-combat issues as is. Disrupting special abilities would be cool, but I don't see how you could grenade a VS in mid-jump as effectively as you could fuck over a TR turret.
As for flashbangs.. I've never seen the grenade of this name do anything but make your team die and curse at you. As for the other sort of "flash-bang," I'm definitely in favor
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You can't prove me wrong. I don't read replies to my posts. |
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2002-10-11, 07:23 PM | [Ignore Me] #6 | ||
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Well were not 100% sure on all that a MAX can do yet, or what sorts of HUDs they might employ.
I don't want to get as Crazy as Mike (hmmmm......makes you wonder don't it), but let's for instance say that a MAX has an internal Sensor system that can "see" enemys in a 100 yard radius. For an ancored TR MAX that sensor would be invaluable as he can only spin in a 60 degree arc. Now let's say the Jammer Grenade can "blind" his sensor so that he can no longer see in that 100 yard radius. That I think would offer an effective use for the Jammer against a MAX without jeprodising balence. If not then I hope their writers come up with some good explanation for why something that jams electrical equipment, does not jam a piece of electrical equipment. Hell I'd be more happy with "The MAX is equipt with an Anti Jamming Shield of negitivly charged electrons that repell the effects of of the jammer Grenade" It's a far less cheesey scenerio then "They just don't effect the MAX" |
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2002-10-11, 08:20 PM | [Ignore Me] #8 | ||
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Having been an avid reader comic books for many years I find continuity importnat. That's not to say I won't beleave that the guy who died in issue #7 was really just a clone of the real bad guy who has been waiting in his secret lab for the right story line to take over the world.
I just need some sort of explanation. |
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2002-10-14, 07:54 PM | [Ignore Me] #12 | ||
Keeper of h8ball
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I agree that it should affect the NC shield, but i don't see how electronics would alter some anchor spikes. I also think it'd be impossible to hit a jumping VS MAX with a nade, so for the purposes of balance I'll ignore that the shield should receive any effect. Or, say that the shield blocks the blast itself
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You can't prove me wrong. I don't read replies to my posts. |
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2004-08-30, 10:28 AM | [Ignore Me] #15 | ||
Major
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Why did you bring this back up? This thread is 2 years old you goon.
Although... If you can hit an aircraft with a jammer nade it should lose control and plummet to the ground. Stopping reavers camping doors from 4 metres away. Bastards.
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Last edited by MrPaul; 2004-08-30 at 10:30 AM. |
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