Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
FullOf Ideas
4
|
Posted - 2015.05.30 17:15:00 -
[1] - Quote
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.
For every kill there is a death...
|
Terry Webber
Molon Labe. RUST415
712
|
Posted - 2015.05.30 17:49:00 -
[2] - Quote
These grenades sound pretty useful. But the gunfire grenade could have a better name. Maybe something like decoy grenade. |
FullOf Ideas
4
|
Posted - 2015.05.30 17:53:00 -
[3] - Quote
Terry Webber wrote:These grenades sound pretty useful. But the gunfire grenade could have a better name. Maybe something like decoy grenade. Defiantly, good idea. Have a name for the Phosphorous and armor burn grenades?
For every kill there is a death...
|
Jax Saurian
GunFall Mobilization
251
|
Posted - 2015.05.30 18:19:00 -
[4] - 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.
Radar grenade - I like it but it needs a better name Smoke grenade - This as been suggested multiple times and I still want it phosphorous grenade - It shouldn't kill but rather do enough continuous damage to make people not want to cross in a good number of situations Nanite grenade - this feels OP already especially if it can supply ammo and repair armor Armor burn grenade - It feels useless already I have met players with ridiculously fast shield recharge. By the time you chuck the grenade they would have started regenerating their shields negating the effect. It would make a lot more sense to use a locus instead Gunfire grenade - I suggested this once! I called it they decoy grenade though. Your version has a flaw though, by throwing this grenade I have already shown the enemy my general location. I can't recall what my version did but I remember it had flaws as well
|
Scheneighnay McBob
Tribal Liberation Force Paramilitary
7
|
Posted - 2015.05.30 20:30:00 -
[5] - Quote
I like all of these: the phosphorous grenade is similar to one of my old suggestions in wolfman's wonderful world of weapons. My idea also included it being able to stick to vehicles, and deal damage over time to them.
Aloha snackbar
|
FullOf Ideas
5
|
Posted - 2015.05.30 22:09:00 -
[6] - Quote
Scheneighnay McBob wrote:I like all of these: the phosphorous grenade is similar to one of my old suggestions in wolfman's wonderful world of weapons. My idea also included it being able to stick to vehicles, and deal damage over time to them. 2 things:
- Please give me a link to this post of yours(nice alliteration btw), and
- How would the grenade sticking be better than the up front damage of an av grenade?
Quote: Radar grenade - I like it but it needs a better name
Have a suggestion?
Quote: phosphorous grenade - It shouldn't kill but rather do enough continuous damage to make people not want to cross in a good number of situations
good thinking, I agree
Quote: Nanite grenade - this feels OP already especially if it can supply ammo and repair armor
probably right, should just be ammo, if it is implemented at all
Quote: Gunfire grenade - I suggested this once! I called it they decoy grenade though. Your version has a flaw though, by throwing this grenade I have already shown the enemy my general location. I can't recall what my version did but I remember it had flaws as well
maybe it could be a replacement for a remote explosive and be triggered remotely, or it could be delayed, or it could just be hard to utilize effectively All and all, great suggestions so far, I like it. We have some great ideas flowing here.
For every kill there is a death...
|
korrah silain
True Illuminate
61
|
Posted - 2015.05.31 22:14:00 -
[7] - 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 |
FullOf Ideas
7
|
Posted - 2015.06.01 00:16:00 -
[8] - Quote
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.
For every kill there is a death...
|
korrah silain
True Illuminate
61
|
Posted - 2015.06.01 03:35:00 -
[9] - 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. |
SHADOWBlood ASSASSIN
The Hundred Acre Hood Rise Of Legion.
165
|
Posted - 2015.06.01 03:46:00 -
[10] - 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.
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.
My 6th respec put me into the same things as my 2nd respec, only this time I have 12 million more SP =P
|
|
korrah silain
True Illuminate
61
|
Posted - 2015.06.01 04:02:00 -
[11] - 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. |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.06.01 04:04:00 -
[12] - Quote
The most useful grenade ever would wipe out all stamina and delay stamina regen for a few seconds... |
XxGhazbaranxX
Eternal Beings
1
|
Posted - 2015.06.01 05:48:00 -
[13] - Quote
DeathwindRising wrote:The most useful grenade ever would wipe out all stamina and delay stamina regen for a few seconds...
This is good
Also recon grenades sound fun
Plasma Cannon Advocate
|
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.06.01 14:27:00 -
[14] - Quote
XxGhazbaranxX wrote:DeathwindRising wrote:The most useful grenade ever would wipe out all stamina and delay stamina regen for a few seconds... This is good Also recon grenades sound fun
yea recon grenades would be pretty awesome too lol |
Derpty Derp
Dead Man's Game
1
|
Posted - 2015.06.01 14:36:00 -
[15] - Quote
Sounds good, but a few suggestions...
Anything using a particle effect, such as the smoke grenade - BIN IT! Game performance is terrible and I remember the poison and smoke grenades in MAG causing a **** ton of bad framerate.
Armour burn grenade, should burn armour even if shields are up, but can't drop you below 0 hp... Seems more interesting to me, plus normal grenades do exactly the same thing, but also effect shields if they're up, why would you ever choose this over one of them? |
FullOf Ideas
15
|
Posted - 2015.06.01 17:10:00 -
[16] - Quote
korrah silain wrote: 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.
Good ideas, although your idea of a decoy grenade could be a whole different grenade.
SHADOWBlood ASSASSIN wrote: 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.
Actually, that is what the main purpose is, to get that few second advantage and get the jump on an enemy. Besides, you have to make sure he doesn't see you place/throw whatever we decide should make the noise(nade or remote explosive).
For every kill there is a death...
|
FullOf Ideas
15
|
Posted - 2015.06.01 18:10:00 -
[17] - Quote
DeathwindRising wrote:The most useful grenade ever would wipe out all stamina and delay stamina regen for a few seconds... Why would that be useful? So they cant run away, even though they know you are coming and will be shooting? Not bashing, just confused.
For every kill there is a death...
|
Derpty Derp
Dead Man's Game
1
|
Posted - 2015.06.01 19:22:00 -
[18] - Quote
FullOf Ideas wrote:DeathwindRising wrote:The most useful grenade ever would wipe out all stamina and delay stamina regen for a few seconds... Why would that be useful? So they cant run away, even though they know you are coming and will be shooting? Not bashing, just confused. Off the top of my head, for screwing over pogo people? hit 'em with a grenade, oops no more jumping away, basically they're screwed.
Also when someone is out in the open, they may fight for a moment, but try to run behind cover when it looks like they're losing... This would make them so slow it's not worth trying. |
DeathwindRising
ROGUE RELICS
1
|
Posted - 2015.06.01 20:20:00 -
[19] - Quote
FullOf Ideas wrote:DeathwindRising wrote:The most useful grenade ever would wipe out all stamina and delay stamina regen for a few seconds... Why would that be useful? So they cant run away, even though they know you are coming and will be shooting? Not bashing, just confused.
Yes. They can't run, or jump. Makes it easy to kill someone by limiting the ability to escape. It would be an amarr grenade with a large blast radius as it doesn't cause direct damage. I'd also suggest that it be made a contact style grenade. Explodes on contact.
It's a counter to speed fits and jumpy fits. And useful for trapping anything with high mobility, such as a scout speed hacking an objective. You can simply and kill him as he tried to walk away. |
FullOf Ideas
16
|
Posted - 2015.06.02 14:38:00 -
[20] - Quote
DeathwindRising wrote: Yes. They can't run, or jump. Makes it easy to kill someone by limiting the ability to escape. It would be an amarr grenade with a large blast radius as it doesn't cause direct damage. I'd also suggest that it be made a contact style grenade. Explodes on contact.
It's a counter to speed fits and jumpy fits. And useful for trapping anything with high mobility, such as a scout speed hacking an objective. You can simply and kill him as he tried to walk away.
Right, jumpy scouts, did not think of that. I agree, good idea.
For every kill there is a death...
|
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |