Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Vexen Arc
OSG Planetary Operations Covert Intervention
10
|
Posted - 2012.12.11 18:54:00 -
[1] - Quote
This is the future! Program my suit's HUD to display where my grenade is going to land (and the blast radius) before I release the throw button! |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.11 19:17:00 -
[2] - Quote
No. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
3064
|
Posted - 2012.12.11 19:31:00 -
[3] - Quote
Balance issue. Grenades are potentially 1 hit kills, this would make them dangerous beyond measure.
Edit (again): At first I thought you meant like a path displayed after you throw the grenade, like the light trail following thrown grenades present in Killzone 2 and 3. |
Jason Pearson
Seraphim Initiative. CRONOS.
742
|
Posted - 2012.12.11 19:34:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Makes sense, I don't see why not.
Because it aids in removing what Skill this has (imo). You take out the trial and error of learning to use grenades, ya know? Might aswell add a timer showing me how long til the grenade explodes. When its in my hand show it on my screen, when it's on the ground, show me above it.
(And if you take me seriously about the whole timer thing, I'll murder you in your sleep, much love.) |
Vexen Arc
OSG Planetary Operations Covert Intervention
10
|
Posted - 2012.12.11 19:54:00 -
[5] - Quote
Good! We both agree this would make grenades more effective. Now it's just a matter of getting to a comfortable place. How about an option where if you equip grenades instead of your primary/sidearm your HUD displays this info? Pro: you get some better info on where your grenade will land; Con: you're more vulnerable for the few seconds it takes to swap/aim/throw/swap back.
As for the skill argument: would you also support removing friend/foe markers, crosshairs, minimaps and ammo counts because they remove necessary elements of skill? |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.11 19:59:00 -
[6] - Quote
Yes, this is the far flung future where all that would be possible. You could predict grenade throws and mass driver arcs. You could program in automatic threat detection and aiming into dropsuits and hand held weapons. A soldier would become a systems operator along for the ride while automation took care of all the important tasks that require precision and split second timing. The logical progression would lead to full automation where drone battles drone where we would all stay home.
CCP has to drastically limit automation if it wants a playable game, and use whatever lore it can dream up to explain away things we would expect to see (like rogue drones). I personally hate logical inconsitancies so I try not think about it too much and I appreciate attempts to "explain" why things are as they are.
All the same I have trouble with violations of phyics like the LR which does less damage at close range than at far. How can a laser beam gain destructive power as it looses energy due to reflection and dispersion? I can't even begin to weave a story arround that. It's good for game play, but the blatent disregard for reality bugs me. You can't pass it off as missing automation due to being cheap. |
VicBoss
Militaires-Sans-Frontieres
135
|
Posted - 2012.12.11 20:03:00 -
[7] - Quote
no, thats weaksauce. i was kinda mad when they put the grenade indicator in the game, not knowing where grenades were at your feet was AWESOME |
ArMaGeDoN The Cat
Systems Federation Coalition of Galactic Unity
157
|
Posted - 2012.12.11 20:08:00 -
[8] - Quote
Anyone else thinks grenade throws are kinda awkward in this game? I mean the animation doesn't match the grenade throwing arch at all. This confuses me so much when using them, even after hundreds of grenade throws. (And mind you in almost all games I can get the hang of grenade arches after the first nade) |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.12.11 20:24:00 -
[9] - Quote
The issue here is the concept of a player skill requirement for each weapon and vehicle. We all naturally want our tools to be easier to use so we can get more kills, but at the same time we hate it when others use that "noob" weapon against us for "easy kills".
The thing is, you don't really want an easy mode. Easy mode removes the personal challenge of learning a skill such as grenade throwing. We had the same argument about hit scan for snipers just a few weeks ago. The easy button is rewarding for a very short time, then you get bored. So what if you made that great kill, anybody else could line up that predictor circle with the enemy and push the button to throw the grenade. You have nothing to feel good about or to brag about if your four year old niece could do just as well.
This game is supposed to last for years, but it won't if the core player base departs due to boredom. Make it too easy and you will only attract the most casual players.
Do yourself a favor and practice to perfect your skill. Is the heat of battle too distracting? Drop a nano hive in your spawn and practice tossing nades until you get a feel for distance. Then go out and use your new skill to impress your corp mates and let them do your bragging for you. |
Vexen Arc
OSG Planetary Operations Covert Intervention
10
|
Posted - 2012.12.11 21:09:00 -
[10] - Quote
Skihids wrote:The issue here is the concept of a player skill requirement for each weapon and vehicle. We all naturally want our tools to be easier to use so we can get more kills, but at the same time we hate it when others use that "noob" weapon against us for "easy kills". The thing is, you don't really want an easy mode. Easy mode removes the personal challenge of learning a skill such as grenade throwing. We had the same argument about hit scan for snipers just a few weeks ago. The easy button is rewarding for a very short time, then you get bored. So what if you made that great kill, anybody else could line up that predictor circle with the enemy and push the button to throw the grenade. You have nothing to feel good about or to brag about if your four year old niece could do just as well. This game is supposed to last for years, but it won't if the core player base departs due to boredom. Make it too easy and you will only attract the most casual players. Do yourself a favor and practice to perfect your skill. Is the heat of battle too distracting? Drop a nano hive in your spawn and practice tossing nades until you get a feel for distance. Then go out and use your new skill to impress your corp mates and let them do your bragging for you.
I agree with your premise of not wanting an easy button. I don't think anyone wants that.
What I do want is a feature that allows me to increase the accuracy of my grenade throws. I can understand and support wanting to implement such a feature in a way that is balanced, so my question to you then becomes:
Is there a way to implement this feature without you feeling like it's grenades: easy mode? |
|
bone bad
Manhunt Inc
13
|
Posted - 2012.12.12 00:44:00 -
[11] - Quote
I don't necessarily want tracers or predictors on my grenades... But the mechanics and animations are off. I also usually get grenades pretty quick in any game but here, to many times have Ithrown a nade and had it go to high or short and I'm like wth? Is my clone a 5 yr old? The animation acts like it's going 30 meters and it will go ten.
One suggestion though. Add a charge for strength feature so like if we want to whip on at someone's face if we want or lob it an extra little distance. Kind of like the nova knife but it adds strength behind the throw. Also was thrilled to find you can cook off grenade . Adds an element of surprise when an enemy thinks they have 3 seconds and they really Have point 5 lol
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |