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Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2012.12.20 02:33:00 -
[1] - Quote
I do not know why you chose to make it so when grenades hit the ground they automatically shorten to a 1-2 second timer but this was a horrible Choice.
I am running into people when they know they loss they fight they jump and throw two grenades quickly at the last second. And with the time you have no ability to escape. You need to fix this before people over populate the proto grenades to take full advantage of this very quick timer.
I like that you are working on the arc of grenades. Which still needs more work but you need to remove the timer after hitting the ground. alot of no skill grenade skills are coming out of this. |
CLONE 2774
Tritan-Industries Legacy Rising
83
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Posted - 2012.12.20 02:36:00 -
[2] - Quote
Caeli SineDeo wrote:I do not know why you chose to make it so when grenades hit the ground they automatically shorten to a 1-2 second timer but this was a horrible Choice.
I am running into people when they know they loss they fight they jump and throw two grenades quickly at the last second. And with the time you have no ability to escape. You need to fix this before people over populate the proto grenades to take full advantage of this very quick timer.
I like that you are working on the arc of grenades. Which still needs more work but you need to remove the timer after hitting the ground. alot of no skill grenade skills are coming out of this. Im pretty sure thier cooking it in there hand before they throw i do all the time.Otherwise its like 5 seconds till it goes off. |
Caeli SineDeo
Imperfects Negative-Feedback
294
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Posted - 2012.12.20 02:56:00 -
[3] - Quote
Put 100b isk down if you throw the militant locus or the locus or the core locus grenade down as soon as it hits the ground you count to 2 it will explode. Unless precooked then you can get less time. But uncooked and thrown instantly it will have 2 second timer after contact.
They implemented a ground contact timer.
And lately I get in a close fight right before I kill the guy he throws a grenade and there is no escape because of the 2 second contact timer added in. |
Belzeebub Santana
SVER True Blood Unclaimed.
409
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Posted - 2012.12.20 03:41:00 -
[4] - Quote
Haven't noticed with my flux yet but this does sound like a bad mistake. I use the longer timer too, if I know the enemy is running up to my postion I can time it so he will run in to the radius when it goes off. |
DUST Fiend
Immobile Infantry
1899
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Posted - 2012.12.20 04:30:00 -
[5] - Quote
I had just figured out grenades, then they went and screwed it all up on me. I almost ALWAYS cook grenades, this change just seems stupid. The arc needs a lot more work for sure, it's not even remotely consistent, for me anyways. |
Grimmiers
ZionTCD Legacy Rising
158
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Posted - 2012.12.20 05:17:00 -
[6] - Quote
I'm hoping they just make this style of grenade a new variant. In fact if CCP thinks of any new function, just add it as a new balanced variant from now on to add variety. |
Greased-Up Deaf-Guy
Opus Arcana Orion Empire
2
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Posted - 2012.12.20 06:43:00 -
[7] - Quote
DUST Fiend wrote:I had just figured out grenades, then they went and screwed it all up on me. I almost ALWAYS cook grenades, this change just seems stupid. The arc needs a lot more work for sure, it's not even remotely consistent, for me anyways.
The arc feels like I'm throwing a 5 lb bag of rice at a person. |
Rugman91
Deep Space Republic
143
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Posted - 2012.12.20 07:18:00 -
[8] - Quote
I agree with op |
Leither Yiltron
KILL-EM-QUICK RISE of LEGION
417
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Posted - 2012.12.20 07:57:00 -
[9] - Quote
It's definitely a shorter fuse, and I'm not particularly fond of the system. Since people can now reliably throw the grenade they have in their hands upon death, there's a new problem. The grenade indicator doesn't appear until a grenade leads a person's hands. This makes it seem like the grenades don't have an indicator in a lot of cases, or else they look like they have a lot shorter of a fuse than they do.
In general though, I don't know that the short fuses are really conducive to fun gameplay. Uncharted 2 had similar functionality in grenades, and it just stinks to die to that grenade someone rubs out right before dying. |
DUST Fiend
Immobile Infantry
1899
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Posted - 2012.12.20 08:13:00 -
[10] - Quote
I liked that cooking grenades took a level of skill. What baffles me is that they reduced the fuse timer so much, yet not only did they keep Thukker grenades in, they lowered them a tier, AND made an ISK version.
Sometimes, CCP...sometimes....smh.... |
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Legionay
Doomheim
39
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Posted - 2012.12.20 08:45:00 -
[11] - Quote
Ambush is grenade heaven now, there being thrown everywhere, not that that's a bad thing.
They were hardly used previously in the last build because they were so bad. |
Jack Boost
Zarena Family
194
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Posted - 2012.12.20 09:25:00 -
[12] - Quote
Turn On FF and they stop :) |
The Black Jackal
The Southern Legion
302
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Posted - 2012.12.20 09:34:00 -
[13] - Quote
Future shalt not have contact fuses!
Future shalt not have impact sensors!
Future shalt not...
Sorry, but I think the contact timers are an actual imporvement. Makes people move much more cautiously instead of blindly rushing in to Teabag someone, or just trample multiple people under their HMG.
Nothing I dislike more than seeing people RUSH to get kills rather than trying to preserve their clones and make a profit.
Secondly, the grenade arcs are pretty good now, consistent etc. Time your throws right and the contact timers wont impact you too much. |
Drommy Hood
Tritan-Industries Legacy Rising
242
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Posted - 2012.12.20 11:16:00 -
[14] - Quote
I think the whole impact timer idea was brought in to stop nades going off before they hit the floor.
However iv been on the receiving end of a suicide grenade twice now. It's a pretty cheap trick. Oh no I'm outclassed! Suicide Jump nade attack!
Should make them have a safe distance. It's the future as the poster above points out. Who in their right mind would want a nade going off right next to them anyway. I think if your clone is in the explosion radius the nade won't arm to safe guard the user from malfunctions, this would also continue if you die and your suit is still present.
No more suicide nades |
Pent'noir
Algintal Core Gallente Federation
61
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Posted - 2012.12.20 11:28:00 -
[15] - Quote
Wasn't there already a grenade that exploded on impact and that was its special function that made it a costly grenade. I can't remember... maybe thunker was its name. It seems odd that all the grenades explode like that now. I'm guessing its a bug and didn't intend for them to have such a short time. |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.12.20 11:56:00 -
[16] - Quote
Contact timer grenades are a great idea.
But not the best option for ALL grenades.
Also, the throwing mechanics are slightly more broken than they used to be.
In Codex, you threw the grenade on an angle that was based on where you were looking, with a fixed amount of force applied to the throw. The arc was mostly parabolic, with minimal apparent effect on the grende due to friction, which makes sense for something aerodynamically designed, say, for example, A GRENADE.
In Chromosome, your throwing arc is FIXED NO MATTER WHERE YOU'RE FACING, and looking up or down only adjusts the force behind the throw. If you're aiming slightly downward when you throw, the grenade flies a short distance forwards, THEN FALLS ALMOST STRAIGHT DOWN. It reacts like a cardboard brick. Grenade physics, unless you're throwing with at least a moderate upward angle to your facing, treats grenades as if they're extremely light and facing a large amount of air resistance. They basically "stall" when you throw them.
In Codex, the core problem with throwing mechanics was that the throwing arc was much too high. You weren't throwing the grenade in anything like the direction you were facing. It seems like it was optimised so that, when facing straight on level ground, you'd get the optimal arc for a long-distance throw. That made it hard to perform "trick throws" through gaps in cover, because you had to look down so far you could no longer see the gap you're aiming for. It also made it a bad idea to do what players are used to and aim higher for a longer throw, but allowed for high-angle trick throws if you aimed up to land a grenade on a rooftop where an enemy sniper was waiting. The new design helps with the former, but ruins a completely different type of trick shot - those high-angle throws where you're either landing the grenade on a nearby rooftop or trying to throw over cover and rebound from a wall to hit a well-protected enemy are no longer an option.
Obviously, neither Codex nor the new approach is ideal, and both bring some good elements, but tweaking the old mechanics would have been a much better idea than creating new ones that are even less familiar to FPS gamers.
Throwing arc should be based on the angle the player is facing, but it should be a relatively flat arc. If you want to aim higher to get a longer throw, or to throw a grenade over an obstacle, or to land a grenade on a rooftop, you need to be able to do that.
Finally, there should be contact-fuse grenades (like we've had since the "thukker" first showed up), timed-fuse grenades (like most grenades worked in Codex and before), and hybrid-fuse or dual-fuse grenades (like we have now). |
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