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Ten-Sidhe
Osmon Surveillance Caldari State
454
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Posted - 2013.04.09 03:56:00 -
[1] - Quote
Grenades can't be put away, it has to be thrown. Real grenades can have the pin put back in if the handle isn't released yet. If a digital timer is used it could be aborted and reset once cooking is started.
The scope button is unused with grenades. I suggest using this with grenades to pause the cooking, and if scope is held when grenade button is released the grenade timer is reset and grenade stowed to switch back to original weapon.
This would allow for grenade timer skills that are not used now. I don't have any clever skill names unfortunately. A fast cooking skill could allow the timer to reduce at a multiple of the time it is held, so say 1 second hold cooks two seconds off the grenade timer. This would be very dangerous without ability to stop timer.
A extended timer skill. This would add time to the grenade timer. Not very useful by itself, but with good timing and few ranks of the fast cook skill you could get few grenades to go off at same time. The fast cook skill would be a good prereq skill.
A back up safety fuse skill, this would make the grenade switch to a back up fuse instead of detonating when cooked to zero. This back up fuse would make it a contact +6 seconds, and -1 second off the fuse per level. So at Lv5 it would be impact +2 seconds if thrown after it was cooked to zero. So, if trained to level 5 and grenade is fully cooked it would act like the last version did as standard. The sp need and need to cook should avoid the spam issue. The extended timer skill would be a good prereq skill.
Some more obvious skills, +5%/lv throw distance, +5%/lv blast radius, +2%/level damage(if weaponry doesn't apply already), -5% cpu needed. |
Spkr4theDead
Namtar Elite Gallente Federation
37
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Posted - 2013.04.09 04:06:00 -
[2] - Quote
Ten-Sidhe wrote:Grenades can't be put away, it has to be thrown. Real grenades can have the pin put back in if the handle isn't released yet. If a digital timer is used it could be aborted and reset once cooking is started.
The scope button is unused with grenades. I suggest using this with grenades to pause the cooking, and if scope is held when grenade button is released the grenade timer is reset and grenade stowed to switch back to original weapon.
This would allow for grenade timer skills that are not used now. I don't have any clever skill names unfortunately.
A fast cooking skill could allow the timer to reduce at a multiple of the time it is held, so say 1 second hold cooks two seconds off the grenade timer. This would be very dangerous without ability to stop timer.
A extended timer skill. This would add time to the grenade timer. Not very useful by itself, but with good timing and few ranks of the fast cook skill you could get few grenades to go off at same time. The fast cook skill would be a good prereq skill.
A back up safety fuse skill, this would make the grenade switch to a back up fuse instead of detonating when cooked to zero. This back up fuse would make it a contact +6 seconds, and -1 second off the fuse per level. So at Lv5 it would be impact +2 seconds if thrown after it was cooked to zero. So, if trained to level 5 and grenade is fully cooked it would act like the last version did as standard. The sp need and need to cook should avoid the spam issue. The extended timer skill would be a good prereq skill.
Some more obvious skills, +5%/lv throw distance, +5%/lv blast radius, +2%/level damage(if weaponry doesn't apply already), -5% cpu needed. Something like this is what I've been thinking of for all shooters, not just this one. You can keep the spoon held down indefinitely after pulling the pin, until you either throw it which releases the spoon, or let go of it while it's in your hand to start cooking it. |
Ten-Sidhe
Osmon Surveillance Caldari State
454
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Posted - 2013.04.09 04:13:00 -
[3] - Quote
A U.S. Marine has also made a new design. A lever is turned at top of grenade, then spoon is held down, lever can be turned back while spoon is still held to re-safe the grenade.
Both designs allow putting the grenade away if not needed.
The grenades we have seem to be electronic, cpu is needed for them, so they would be able to have even more options for timing/re-safeing built it. |
Heathen Bastard
Kang Lo Directorate Gallente Federation
136
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Posted - 2013.04.09 04:17:00 -
[4] - Quote
judging by the animation and mechanics of the grenades we have, they are impact activated(if you hold it, the soldier smacks the grenade to activate it and then cook it, if you tap, they just chuck the thing and it will not detonate for 5 seconds after impacting something.) It seems like it would be hard to take something like those back, it would require an external button or something of that nature, which would allow the enemy to simply deactivate them, reactivate them and hurl them back. |
Th3rdSun
L.O.T.I.S.
331
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Posted - 2013.04.09 04:38:00 -
[5] - Quote
I've been a big hater of the grenade mechanics in Dust.
Honestly,I thought I would love the cooking mechanic,but in all honesty,it really sucks.The grenades should be just like a sidearm or nanohive,where you can run with them in your hand until you are ready to use them.
Basically,they should either just make the L2 button bring up the grenade,then when you are ready to cook and throw,hold down L1 and release.Simple solution. |
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CCP Frame
C C P C C P Alliance
632
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Posted - 2013.04.09 04:45:00 -
[6] - Quote
Thread moved to Feedback section. |
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Ankoku Daishogun
Amarr Templars Amarr Empire
1
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Posted - 2013.04.09 20:16:00 -
[7] - Quote
Ten-Sidhe wrote:Grenades can't be put away, it has to be thrown.
Grenades can be put away indeed, by using the R2 or switch weapon button. If you change your mind while cooking a grenade and don't want to throw it anymore, press R2 and switch to your main weapon, and your grenade will be stowed away for later use. You can also sprint while cooking a grenade. Cook, sprint, throw seems to me like it covers longer distance than stationary or walking throws. I think your idea of an improved interface and skills is excellent. |
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