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Old 2011-10-20, 02:28 AM   [Ignore Me] #46
Sirisian
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Re: Nades


Originally Posted by Captain B View Post
Specializing with the skill tree could make quicker grenade use more balanced, as well.
Could you explain that argument? Specializing for a single class to have that ability?

Anyway summarizing it looks like we have a few main views. (Tell me if I missed some).
A1) Timed Fuse, 4 seconds with cooking
A2) Timed Fuse, Longer you hold harder you throw with cooking
A3) Timed Fuse, 4 second fuse with cooking, scroll wheel whole holding or while holstered to set throw strength
A4) Optional impact detonation and timed fuse
A5) Optional impact detonation and timed fuse with cooking

The whole quick button equip vs holster seems to be just a convenience thing if I'm getting everyone's opinions right. Meaning if you have a grenade holstered you either have:
B1) Hit number to equip then hold left mouse to throw/cook
B2) Hit grenade hot-key to throw/cook
B3) Both options (maybe depending on weapon the quick-key isn't available)

So you end up with combination of choice A cross choice B.

The major thing is balance wise if you can't throw a grenade from all weapons then clicking a grenade hot-key would go through the holster step before pulling the grenade. However, no one has said if they want to restrict grenades to certain weapons. Just something to keep in mind and discuss.

So yeah this is probably how a poll would look (if 15 options were allowed).

Not sure how I feel about the longer you hold stronger you throw argument. The idea of throwing a grenade at your feet seems a bit odd. I mean if you just throw at max strength the grenade will hit the ground and slow down however you might overshoot. I really like what someone suggested with the scroll wheel. Basically allowing you to scroll quickly to set the strength from say a medium to a hard throw.

Last edited by Sirisian; 2011-10-20 at 02:31 AM.
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Old 2011-10-20, 02:44 AM   [Ignore Me] #47
Traak
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Re: Nades


I thought grenades were close to perfect in PS1.
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Old 2011-10-20, 03:19 AM   [Ignore Me] #48
Krowe
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Re: Nades


I'd like a quick grenade option, but have how long you hold the button down determine how far it goes, with maybe quarter-half a second be maybe 3-5 feet in front of you.
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Old 2011-10-20, 03:49 AM   [Ignore Me] #49
Brusi
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Re: Nades


Originally Posted by Draep View Post
Another good convo about nades, how much damage should they do?
More damage to yourself than to anyone else, i rekon!

That would encourage more tactical use
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Old 2011-10-20, 04:56 AM   [Ignore Me] #50
Talek Krell
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Re: Nades


Perhaps grenades could be given a dedicated slot, and then switching to them automatically "slings" your current weapon (as in across your chest) and equips the grenade? That way you could use grenades without having to go through the entire holster/unholster process but retain the ability to have one readu without also having it cooking.
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Old 2011-10-20, 09:07 AM   [Ignore Me] #51
waldizzo
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Re: Nades


Originally Posted by CutterJohn View Post
I want all of you to hold something in your left hand. A jug of milk should work. Now grab a soda can and hold it near your hip with your right hand. Now pull that soda can away from your hip, press the top with your thumb, and throw it. See? You can toss a grenade without switching weapons too. If you refuse to remember that PS grenades were button activated, then stick your index finger out from your left hand and pull an imaginary pin.
Then try throwing it with nothing in your off hand. I bet you throw it further and with better accuracy.

Like so:

Last edited by waldizzo; 2011-10-20 at 09:17 AM.
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Old 2011-10-20, 11:47 AM   [Ignore Me] #52
TacosWLove
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Re: Nades


No Cloaka Plasma NADES! PWEEES!

Also, I agree. Holster your heavy weapon before you can throw it, maybe allow pistols and submachine guns quick access to one or two nades, but then they have to "reload" them on their easy access clip. Kinda like strippers in Vegas
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Old 2011-10-20, 02:10 PM   [Ignore Me] #53
Captain B
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Re: Nades


Let the cert tree allow for better throwing dynamics, such as: quick throws, more accuracy, more distance, holding more grenades through a Grenadier tree, requiring training for the plasma grenade (even if it's just the first cert on the tree), and many many more. Imagination works.
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Old 2011-10-20, 05:25 PM   [Ignore Me] #54
CutterJohn
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Re: Nades


Originally Posted by waldizzo View Post
Then try throwing it with nothing in your off hand. I bet you throw it further and with better accuracy.
That would be fair. 33% or 50% faster throw time and range with weapons holstered.
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Old 2011-10-20, 08:03 PM   [Ignore Me] #55
Talek Krell
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Re: Nades


Originally Posted by Captain B View Post
Let the cert tree allow for better throwing dynamics, such as: quick throws, more accuracy, more distance, holding more grenades through a Grenadier tree, requiring training for the plasma grenade (even if it's just the first cert on the tree), and many many more. Imagination works.
Just +1ing this. I like the idea of one of the classes having a "grenadier" specialization.
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Old 2011-10-20, 08:58 PM   [Ignore Me] #56
Draep
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Re: Nades


Originally Posted by Captain B View Post
Let the cert tree allow for better throwing dynamics, such as: quick throws, more accuracy, more distance, holding more grenades through a Grenadier tree, requiring training for the plasma grenade (even if it's just the first cert on the tree), and many many more. Imagination works.
Also +1nning. Maybe you could get some sorta thumper at the end of the skill tree or something. I honestly don't think grenade spam will be as awful in PS2 as it was in the first. Perhaps every indoor fight won't revolve around the same hallway and set of stairs, which were conducive to grenade throwing and other explosives bein used.
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Old 2011-10-20, 11:01 PM   [Ignore Me] #57
Brusi
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Re: Nades


Nothing wrong with grenade spam as area denial. It's getting killed by random grenades that people throw in the off chance that they will get a "free" kill that gets to me.
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Old 2011-10-23, 06:46 AM   [Ignore Me] #58
Tapman
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Re: Nades


If they allow players to throw grenades without holstering their weapons, they either shouldn't be able to fire the weapons during the toss or their CoF turns into 5x worse than a non-scoped sniper. Let people cook their timed grenades at the cost of not being able to shoot effectively, if they can't/don't then people should be able to throw grenades back. Also please make sure that if someone shoots a thrown grenade, it detonates, and make sure damage is appropriate depending on whether you are standing/crouching/prone.

Yes to sticky grenades and more variety, although I think that only a grenade launcher of some sort should have the explode-on-contact option. Let people figure out how to time their cook for the scenario if they want that result.
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