korrah silain
True Illuminate
61
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Posted - 2015.05.31 22:14:00 -
[1] - Quote
FullOf Ideas wrote:We have three types of grenades in dust 514. I have ideas, some adapted from call of duty, that could be worked into the game, adding more options and strategies. Radar grenade- this grenade coats enemies in a swarm of networked nanites that return signal waves, in other words it makes enemies show up on radar for the next 10 to 20 seconds, depending on the level of the grenade. Wide radius or low pg/cpu cost should apply to this grenade to encourage use, as it would otherwise be more prudent to simply kill enemies with a locus grenade. Smoke grenade- sends out some smoke from where it lands which makes it hard to see and reduces scanner capability, used for a quick escape, to close distance, to sneak by someone, or whatever else you can think of. May be counterproductive for cloaks by giving them away if you get close enough. Phosphorous like grenade- the burns for 10 or 20 seconds depending on level. It will make it a bad idea to cross the point that the grenade is blocking, as doing so will likely result in death. Great to seal off a passageway for vital seconds or something like that, area denial, even will damage a tank, but probably not kill it. Nanite grenade- support grenade, showers your team with a bunch of nanites, quicker resupply than a nanohive, leaving room for something else, assuming you didnGÇÖt want an offensive grenade. Could resupply ammo, armor, or both. This grenade should not be capable of being resupplied by another nanite grenade, as that would be overpowered and an endless source, supply depots are fine though. Armor burn grenade- opposite of a flux grenade, canGÇÖt hurt shields, but if shields are down devastates armor, can even to lots of damage to an unprotected tank. Gunfire grenade- makes noise and shows up on radar as a person shooting, can distract an enemy. WonGÇÖt work for long, buy you only need a few seconds to get the first shots off and have an advantage. Also for a good scout sneaking by. Those are some cod grenades adapted to dust 514 as well as some of my ideas. Any criticisms, complements or feedback would be appreciated.
I'm just gonna suggest names for now: Radar:probe, recon grenade Smoke: chaff grenade(as it is also designed to interfere with ewar) Phosphorus: crucible Armor burner: ERM, honestly this sounds kinda weird and would need more of a description of function to name it Nanite: psycopomp grenade |
korrah silain
True Illuminate
61
|
Posted - 2015.06.01 03:35:00 -
[2] - Quote
FullOf Ideas wrote:the function is supposed to be armor destroying, but it cant get past any shields, opposite of the flux grenade The idea of "crucible" is clever. I like it. Not what I meant, will it have a large blast like a flux? Exactly how effective against armor? Are we talking secondary av grenade status? Hmmm idea instead of "burning" it releases a cloud of nanites in much the same pattern as a flux which begins to eat armor at a fixed rate until either time expires, or a flux shorts them out. (Maybe shield fully regening also Shorts them out.) So...ERM...nanite grenade?, corroder, entropy grenade...oh oh! The. Gregy Goo. Grenade! Oh and gunfire grenDe-havok grenade, causes the HUD, and on screen markers to become unreliable, all blue chevrons become red(with display of HP being the only thing to differentiate friend from for) as well as phantom blips showing up while in the. Area of effect. Duration of a couple of seconds, or until the made is destroyed Last edit: also the probe should persist for quite awhile or until destroyed, but it shows up on the enemy radar easily. |
korrah silain
True Illuminate
61
|
Posted - 2015.06.01 04:02:00 -
[3] - Quote
SHADOWBlood ASSASSIN wrote:FullOf Ideas wrote:We have three types of grenades in dust 514. I have ideas, some adapted from call of duty, that could be worked into the game, adding more options and strategies. Radar grenade- this grenade coats enemies in a swarm of networked nanites that return signal waves, in other words it makes enemies show up on radar for the next 10 to 20 seconds, depending on the level of the grenade. Wide radius or low pg/cpu cost should apply to this grenade to encourage use, as it would otherwise be more prudent to simply kill enemies with a locus grenade. Smoke grenade- sends out some smoke from where it lands which makes it hard to see and reduces scanner capability, used for a quick escape, to close distance, to sneak by someone, or whatever else you can think of. May be counterproductive for cloaks by giving them away if you get close enough. Phosphorous like grenade- the burns for 10 or 20 seconds depending on level. It will make it a bad idea to cross the point that the grenade is blocking, as doing so will likely result in death. Great to seal off a passageway for vital seconds or something like that, area denial, even will damage a tank, but probably not kill it. Nanite grenade- support grenade, showers your team with a bunch of nanites, quicker resupply than a nanohive, leaving room for something else, assuming you didnGÇÖt want an offensive grenade. Could resupply ammo, armor, or both. This grenade should not be capable of being resupplied by another nanite grenade, as that would be overpowered and an endless source, supply depots are fine though. Armor burn grenade- opposite of a flux grenade, canGÇÖt hurt shields, but if shields are down devastates armor, can even to lots of damage to an unprotected tank. Gunfire grenade- makes noise and shows up on radar as a person shooting, can distract an enemy. WonGÇÖt work for long, buy you only need a few seconds to get the first shots off and have an advantage. Also for a good scout sneaking by. Those are some cod grenades adapted to dust 514 as well as some of my ideas. Any criticisms, complements or feedback would be appreciated.
The Phosphorous one would be too difficult to implement, given CCP's limitations, and the armor one is OP. Say I'm running my AK.0 Assault (194 sHP/757 aHP). Someone could take a few shots with any gun and then crush me with a grenade. It sounds like a Core Locus, only more OP. No thanks. Also, the gunfire one would be really stupid if used right. I could throw it down in a corner somewhere and when someone goes to investigate, just RE them or charge shot them with a scrambler. I like the smoke, but it would also be difficult to implement. The Radar capability is in the game, but maybe it should be a contact grenade, so it's similar to a scanner, but you don't need to cook your scanner, you know? I would LOVE the nanite one on my logi so I can run a needle in PC. I can't use a needle because we all need ammo, reps, scans, and links and this would save my ass, allowing me to finally pick up my teammates in PC. The Nanite 'Nade is genius, the rest are a little lackluster, but overall, good job. I disagree, implementing the phosphorus one could work simmaler to a nanohive repair, just in reverse, and centered on a grenade. The anti armor one would be op if implemented as a flux, but as a cloud of armor "poisonous" nanites it could work And giving a scanner made as an aoe would allow you to take alternate equipment if you still wanted scan ability Honestly though at this point I really doubt CCP is looking for new grenade suggestions, and that's gonna be the bigger problem. |