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Synbot
Expert Intervention Caldari State
55
|
Posted - 2013.08.26 03:41:00 -
[1] - Quote
Grenades are a fundamental part of warfare, real life and in DUST. They are used in a wide range of abilities, from disorientation, area denial, and anti-vehicle. Grenades can save our life.
DUST grenades are very far from being close to perfected. I propose a new system for how grenades should work. It may not be the best proposition, and if you have any suggestions and feedback on this system, feel free to post. Constructive feedback is appreciated.
Improved Damage Calculation
In real life, a grenade will not have a 100% chance of killing you at its maximum radius. The current radius each grenade has should be doubled. Sounds crazy, but it would fit perfectly with this new system. Depending on where you stand, you'll take a certain amount of damage. There will also be a fatality percentage, this is the percent chance that you will instantly die due to fragmentation hitting vital areas. I'll provide an example.
Militia Locus Grenade (current system)
Radius: 6m Splash Damage: 400hp
Militia Locus Grenade (proposed system)
Radius: 12m Splash Damage: 50hp/m Fatality Percentage: 5%/m
Let's provide an even more in-depth example.
12m - 50hp, 2% fatality 11m - 100hp, 4% 10m - 150hp, 6% 9m - 200hp, 8% 8m - 250hp, 10% 7m - 300hp, 12% 6m - 350hp, 14% 5m - 400hp, 16% 4m - 450hp, 18% 3m - 500hp, 20% 2m - 550hp, 22% 1m - 600hp, 24%
Damage calculation would be realistic, as is the blast radius for grenades. Grenades can further be used as area denial weapons, which is a grenade's purpose. This can also give us more grenade variants, maybe a grenade with a higher fatality percentage but lower damage. Or grenades that do more damage at farther ranges, etc. But at this current state a grenade is overpowered still, but we did make some progress.
Reduced Capacity
To make grenades a more tactical weapon we would have to reduce the ammo capacity for them. Decreasing each grenade to one would eliminate grenade spamming, and make people use them in situations that they are really needed. You can only carry one, but keep in mind you can always go to a nanohive or supply depot.
Increased Throw Distance
Increasing the throw distance would also make things more realistic. The throw distance of grenades should at least be 40 meters.
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True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1399
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Posted - 2013.08.26 03:45:00 -
[2] - Quote
Synbot wrote:Grenades are a fundamental part of warfare, real life and in DUST. They are used in a wide range of abilities, from disorientation, area denial, and anti-vehicle. Grenades can save our life.
DUST grenades are very far from being close to perfected. I propose a new system for how grenades should work. It may not be the best proposition, and if you have any suggestions and feedback on this system, feel free to post. Constructive feedback is appreciated.
Improved Damage Calculation
In real life, a grenade will not have a 100% chance of killing you at its maximum radius. The current radius each grenade has should be doubled. Sounds crazy, but it would fit perfectly with this new system. Depending on where you stand, you'll take a certain amount of damage. There will also be a fatality percentage, this is the percent chance that you will instantly die due to fragmentation hitting vital areas. I'll provide an example.
Militia Locus Grenade (current system)
Radius: 6m Splash Damage: 400hp
Militia Locus Grenade (proposed system)
Radius: 12m Splash Damage: 50hp/m Fatality Percentage: 5%/m
Let's provide an even more in-depth example.
12m - 50hp, 2% fatality 11m - 100hp, 4% 10m - 150hp, 6% 9m - 200hp, 8% 8m - 250hp, 10% 7m - 300hp, 12% 6m - 350hp, 14% 5m - 400hp, 16% 4m - 450hp, 18% 3m - 500hp, 20% 2m - 550hp, 22% 1m - 600hp, 24%
Damage calculation would be realistic, as is the blast radius for grenades. Grenades can further be used as area denial weapons, which is a grenade's purpose. This can also give us more grenade variants, maybe a grenade with a higher fatality percentage but lower damage. Or grenades that do more damage at farther ranges, etc. But at this current state a grenade is overpowered still, but we did make some progress.
Reduced Capacity
To make grenades a more tactical weapon we would have to reduce the ammo capacity for them. Decreasing each grenade to one would eliminate grenade spamming, and make people use them in situations that they are really needed. You can only carry one, but keep in mind you can always go to a nanohive or supply depot.
Increased Throw Distance
Increasing the throw distance would also make things more realistic. The throw distance of grenades should at least be 40 meters.
Personally I think grenades should just simply not be restored by Nanohives. |
Synbot
Expert Intervention Caldari State
55
|
Posted - 2013.08.26 03:46:00 -
[3] - Quote
True Adamance wrote:Synbot wrote:Grenades are a fundamental part of warfare, real life and in DUST. They are used in a wide range of abilities, from disorientation, area denial, and anti-vehicle. Grenades can save our life.
DUST grenades are very far from being close to perfected. I propose a new system for how grenades should work. It may not be the best proposition, and if you have any suggestions and feedback on this system, feel free to post. Constructive feedback is appreciated.
Improved Damage Calculation
In real life, a grenade will not have a 100% chance of killing you at its maximum radius. The current radius each grenade has should be doubled. Sounds crazy, but it would fit perfectly with this new system. Depending on where you stand, you'll take a certain amount of damage. There will also be a fatality percentage, this is the percent chance that you will instantly die due to fragmentation hitting vital areas. I'll provide an example.
Militia Locus Grenade (current system)
Radius: 6m Splash Damage: 400hp
Militia Locus Grenade (proposed system)
Radius: 12m Splash Damage: 50hp/m Fatality Percentage: 5%/m
Let's provide an even more in-depth example.
12m - 50hp, 2% fatality 11m - 100hp, 4% 10m - 150hp, 6% 9m - 200hp, 8% 8m - 250hp, 10% 7m - 300hp, 12% 6m - 350hp, 14% 5m - 400hp, 16% 4m - 450hp, 18% 3m - 500hp, 20% 2m - 550hp, 22% 1m - 600hp, 24%
Damage calculation would be realistic, as is the blast radius for grenades. Grenades can further be used as area denial weapons, which is a grenade's purpose. This can also give us more grenade variants, maybe a grenade with a higher fatality percentage but lower damage. Or grenades that do more damage at farther ranges, etc. But at this current state a grenade is overpowered still, but we did make some progress.
Reduced Capacity
To make grenades a more tactical weapon we would have to reduce the ammo capacity for them. Decreasing each grenade to one would eliminate grenade spamming, and make people use them in situations that they are really needed. You can only carry one, but keep in mind you can always go to a nanohive or supply depot.
Increased Throw Distance
Increasing the throw distance would also make things more realistic. The throw distance of grenades should at least be 40 meters.
Personally I think grenades should just simply not be restored by Nanohives. In my opinion I think supply depots should allow you to access the market and you can supply yourself from there, with ammunition costing money. And you have to 'stock' you nanohives with ammunition with supply depots. But that's a whole different concept |
Summ Dude
Militaires-Sans-Frontieres
17
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Posted - 2013.08.26 04:23:00 -
[4] - Quote
One tiny thing, in your example it says the MLT Locus grenade would have a Fatality Percentage of 5%/m, but your numbers seem to show 2%/m. |
Synbot
Expert Intervention Caldari State
55
|
Posted - 2013.08.26 04:43:00 -
[5] - Quote
Summ Dude wrote:One tiny thing, in your example it says the MLT Locus grenade would have a Fatality Percentage of 5%/m, but your numbers seem to show 2%/m. Please excuse that, I originally was gonna make it 5%, but it would be to OP. I forgot to change that, but I did just now. Thank you for mentioning! |
DeadlyAztec11
Red Star Jr. EoN.
2012
|
Posted - 2013.08.26 04:52:00 -
[6] - Quote
Grenades should bounce and tumble. Right now they either stay put like your throwing 40lb lead weights or they slowly go down slopes like they are covered in slime.
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Seymor Krelborn
DUST University Ivy League
622
|
Posted - 2013.08.26 09:18:00 -
[7] - Quote
I appreciate the work you put into this, however, I feel you have not taken into account that this is a far future tech sci fi shooter so things wont necessarily work here as they do in the real world.
sure, guns kill in this world as in ours, but the guns in the dust world would kill a person just by firing it ( look at the description of the AR) I think these grenades are using advanced tech making them more focused and deadly.
if you include this into your ideas for how grenades should work, instead of solely basing off real world mechanics ( which I think should apply to a degree) you may find a system more complimentary to the dust world and its mechanics. |
Torneido Achura
The Suicide Kingz
16
|
Posted - 2013.08.26 10:21:00 -
[8] - Quote
True Adamance wrote: Personally I think grenades should just simply not be restored by Nanohives.
Maybe you're looking for a Turnbased-RPG-Shooter, and that wonGÇÖt be Dust...
If anyone is killed by those 5 seconds nades made for topchefs.. they deserve to die, cuz this game is for that purpose.. to die; thereGÇÖs even a video, the first time you play, that says so So the next time anyone is spammed by nades consider that maybe you're in the middle of a warzone.. and itGÇÖs a valid tactic
Aside from that +1 to the vast majority of op, but I disagree on the nades count, thereGÇÖs a need for at least two nades on ADV suits and 3 on protos because of the time they remain in the bf
Also the splash-damage needs to be touched in some similar way as op suggest but in all explosive weaponry, those MD's are god mode, and maybe something like these would give them balance: So that.. (STD MD) splash = 3-4m -> 20hp-damage 2-3m -> 40hp-damage 1-2m -> 70hp-damage 1m -> 100hp-damage directHoT -> rests untouched
That would be so good
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