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Felix Totenkreuz
Intrepidus XI
0
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Posted - 2013.06.08 09:02:00 -
[1] - Quote
I would like to suggest the implementation of a new utility grenade which would build on the Dust grenade's "area denial," but without dealing any damage.
The grenade, sitting at 10/12/14m range, would force enemies that enters its blast/effect field area to crouch over a 3/4/5 sec duration. The skill itself would increase the duration of the blast/effect field area by 0.5 sec/level, up to a maximum of 4 seconds. 0.7 sec build-up time from the time of explosion (basically this time is a window for enemies to run out of the area before they are forced into a crouching position.) The grenade saps Stamina from the point of the explosion at a high rate, meaning even if the crouch effect "misses" the enemy still suffers from it's use.
These could be made quite bulky and only be allowed in stacks of 2 (as opposed to the standard 3), and/or only be fitted on Heavies.
Scene:
- Blue throws grenade
- grenade lands
- grenade explodes into a blue/black "GM field," with vertical lines moving downwards, indicating it is a GM Grenade
- 3 red dots are in the "GM field"
- 1 red sprints forward, making it out in time before the Crouch effect, but ends up having to leave cover and dies to blue players
- 1 red stays in the field, getting 1/2 of his stamina drained before the 0.7 Crouch effect even kicks in, at which point he is forced into crouching position and his stamina is further drained at a quick rate. He is in cover and safe for the moment, but being forced to crouch for 2 seconds and with no Stamina left after the effect ends, he would have no way to escape the blue troops if they decide to advance on red's position.
- 1 red jumps backwards, making it out of the field before the 0.7 Crouch effect kicks in, but since the blast hit and he had to jump out he is now almost out of stamina and cannot rely on sprinting away.
- a nearby red, not initially hit by the grenade, comes around a corner and ends up running straight into the still-active GM Grenade's "GM field." He is instantly forced to his knees and remains there for 4 seconds, watching his stamina drain to 0 before he is allowed to get up again.
Again; this grenade would deal no damage to shields or armor, but instead "damage" Stamina and hinder movement, or force movement if the enemy reacts by trying to make it out of the "GM field" before the 0.7s crouch effect starts. It would also force tanks into a stand-still and reduce LAV speed to a minimum, or stop it fully if it enters the AM field at a low speed. It is unlikely they would ever be able to hit a dropship but I one would assume it would follow the trend of kicking them when they're down and pick them out of the skies, just like anything else does.
TLDR:
- GMG.
- Creates a GM field that cripples enemy movement.
- GM field takes 0.7 sec to fully manifest. Lasts X seconds.
- After 0.7 sec any enemy that enters the field becomes "crouched" for Y seconds.
- 0/0/0 dmg.
- 50% stamina drain/sec.
I imagine its main uses would be strategic movement/prevention of movement, area denial, position breach and as an anti-CQC/scout measure for Heavies, as well as a somewhat lasting protection versus LAV's and potentially HAV area denial and movement denial. In close range it would also prevent HAV's from running away when endangered, with a bit of teamwork. If one wants to take it a step further they could be used to force Swarm rockets into the ground, as a sort of artillery/HAV protection measure, when fired upon by Swarm Launchers over long ranges.
Could also come in the form of Remote Explosives, I imagine. |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
92
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Posted - 2013.06.08 10:11:00 -
[2] - Quote
I both like and don't like the idea. On the one hand it seems very niche fit, but on the other hand, sometimes you just NEED that niche filled. At the very least it would allow for more interesting gameplay strategies to evolve instead of more of the same.
If you don't mind, I'm going to hijack your thread with some Grenade ideas I've been considering for a while.
1) Laser Grenade "Scatterburst" Grenade design is designed for clearing out/softening up targets huddled inside of closed areas such as rooms and hallways.
Operation:
- Grenade will bounce off of a surface a single time before detonation, and will detonate in mid-air.
- During detonation, grenade will "hover" in the air and spin about rapidly, launching small laser shots at various angles.
- Lasers will ricochet off of walls, ceilings, and other surfaces several times before dissipating, or will instantly dissipate if hitting a target.
- As per laser style, they will inflict heavy shield damage but only moderate armor damage. Targets that have already sustained armor damage may find themselves vulnerable to this weapon.
Pros:
- Very effective against shield tanked suits
- Capable of scoring kills, unlike Flux grenades
- Very effective at softening up multiple targets in rooms with lots of cover
- Can cause confusion amongst the enemy
Cons:
- Less likely to score kills as Locus Grenades
- Less effective against shield tanked vehicles or single targets, unlike Flux grenades
- Not useful in open areas
- Requires direct/accurate throw through doorway to function properly (the grenade mostly "detonates" on impact)
2) Kinetic Grenade "Bora" Grenade is manufactured by the Caldari, and is named after a winter wind, somewhat in keeping with their Avian themes. Used for direct area denial, remote explosive.
Operation:
- Charges for 1 second after activation, then detonates.
- Grenade deals 0 damage to any targets in the vicinity, instead creates a massive outburst of air pressure
- Air pressure will knock suits backwards at a distance relative to their mass. Armor tanked heavy suits would be pushed back the least, where shield tanked light suits would be pushed back the most, dropsuits will be picked up off of their feet slightly
- Air pressure AOE is 210 degrees, with the most force being applied in a 60 degree cone "forward"
- Approx. maximum push distance around 20 meters
Pros:
- Effective area denial weapon in narrow walkways and rooms
- Can be used to knock dropsuits down to lower levels
- Can break apart enemy formations
Cons:
- Does not deal damage, incapable of killing (unless by fall damage)
- Kind of gimmicky, very niche
3) Plasma Grenade "Purgatory" Grenade is used for anti-infantry combat and area denial. "The floor is lava"
Operation:
- Grenade operates like a standard locus grenade, able to bounce off of surfaces, around corners, etc. before detonating
- Grenade will erupt with plasma upon detonation, dealing damage to any targets in the area
- Plasma will stick to the floor like napalm and burn continuously for a set period of time
- Any units that walk through the plasma will catch on fire and take DoT
Pros:
- Capable of scoring kills on direct damage
- Splash radius is turned into AoE DoT plasma that can kill weakened enemies
- Can be used to force enemy infantry to take a different path to your location or suffer damage
- Gives players a unique choice in contrast to Locus Grenades
- Can be used without direct LoS due to rubberized nature
Cons:
- Does not cause significant splash damage upon detonation, unlike locus grenades
- Prone to "friendly fire"
- Overall applied damage takes longer than through Flux or Locus grenades (which are instant)
[*] Not useful vs Vehicles
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Felix Totenkreuz
Intrepidus XI Omega Commission
1
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Posted - 2013.06.09 15:34:00 -
[3] - Quote
I am sure there are many more creative 'nade designs out there, keep them coming! |
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