Hand Grenades

co0kieco0kie Join Date: 2012-11-05 Member: 167349Members, Reinforced - Shadow
<div class="IPBDescription">Anyone?</div>10 resources for 2
Radius 2.5 Ft
Fuse time 2 seconds
Damage 275
«1

Comments

  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    Expanding on that idea, make it a slot two weapon that replaces pistol and welders. up it to 3 per buy. Maybe have it not like a demolition-type item, but more like an anti-alien type item. 2.5 ft isn't a huge blast radius so maybe make it an explode on enemy contact/bounce on miss type of grenade designed for punishing sloppy and predictable alien attackers, while still not being useful for area of denial attacks.
  • RedSwordRedSword Join Date: 2006-12-07 Member: 58947Members, Reinforced - Shadow, WC 2013 - Supporter
    edited November 2012
    I agree that it would be cool to have them back in NS2. They might need to be 10 for 1 however (since you could prevent an ambush too often).
  • DogfaceDogface Join Date: 2012-11-05 Member: 167225Members
    GL spam is annoying enough already. :P Marines should have to put themselves at risk to advance. More grenades just means less ability for aliens to hide in corners waiting to ambush or leap out of vents, like they should be doing.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited November 2012
    Dunno, I realy miss them from NS1.

    They were a powerful, but sparse commodity. And the windup time meant you had to have the jump on the Aliens to lob them. But man, if you landed them, Skulks lost a decent chunk of health. And once you used the 2, you're done.

    The biggest thing though was how it rounded out your arsenal, providing more variety imo.
  • PHJFPHJF Join Date: 2005-07-13 Member: 55898Members
    The biggest joke of an item in NS and you want it added to NS2?
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    they were great for vent clearing in ns1.

    if you made it so you had to buy 1 grenade for say 5 res it would be cool
  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    <!--quoteo(post=2013438:date=Nov 6 2012, 06:15 PM:name=schkorpio)--><div class='quotetop'>QUOTE (schkorpio @ Nov 6 2012, 06:15 PM) <a href="index.php?act=findpost&pid=2013438"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->they were great for vent clearing in ns1.

    if you made it so you had to buy 1 grenade for say 5 res it would be cool<!--QuoteEnd--></div><!--QuoteEEnd-->
    Carrying just one grenade that goes out in a flash wouldn't be very good on it's own. I've seen a similar thread requesting to reduce the number of mines you get. Personally, I don't think that's a bad idea, but it shouldn't be so restrictive either.

    Let's say you get 1 grenade for 5 res, but can buy up to three for a total of 15 res. What about that?
  • grizzlyyygrizzlyyy Join Date: 2012-10-09 Member: 161924Members
    Bring back hand grenades. Marines feel naked without them.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    The GL is good enough, having hand grenades would be redundant
  • grizzlyyygrizzlyyy Join Date: 2012-10-09 Member: 161924Members
    <!--quoteo(post=2013493:date=Nov 6 2012, 06:59 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 6 2012, 06:59 PM) <a href="index.php?act=findpost&pid=2013493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The GL is good enough, having hand grenades would be redundant<!--QuoteEnd--></div><!--QuoteEEnd-->

    Then NS1 is redundant?
  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    <!--quoteo(post=2013493:date=Nov 6 2012, 06:59 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 6 2012, 06:59 PM) <a href="index.php?act=findpost&pid=2013493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The GL is good enough, having hand grenades would be redundant<!--QuoteEnd--></div><!--QuoteEEnd-->

    Having a pistol and a rifle is redundant with that logic...

    What's wrong with more boom?
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    just make it so you can lob mines long distance and you have hand grenades, that blow up on contact only. :3
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    The idea is to have clear roles between players, to foster teamwork.

    I don't know about you, but I'd think having hand grenades AND a shotgun or MG would be too good to pass up. I'd never use GL again. You get a lot more flexibility with that, and I'm sure many players would agree. As a result, you'd probably have generic "flexible loadouts" for everyone, and thus put less focus on teamwork. You'd no longer have to worry about a good mix of weapons in your unit, or worry about making sure your GL guy is in the proper position to respond to threats, or worry about having MG/SG backup for your GL guys during a push. Basically, fights will become a matter of just sending some generic marines to the front lines until you get Exos.

    I mean, we might as well ask for underbarrel shotguns/ attachable flamethrowers while we are at it.
  • louis cardinallouis cardinal Join Date: 2010-12-14 Member: 75664Members
    regarding anyone that says GL makes this useless, you are wrong. There is a clear economical difference between a entire tech tree to GL and one research from the start default armory.

    Secondly the hand grenades are essential however no one would purchase them if they costed something. They should cost 20 research and give a marine two each life regardless of what they buy. Make it slot 4 (same with mines) Grenades should do 150 (in ns1 they did 120) and have a smaller radius than the GL nades.

    This research is great as it supports marines doing early pushes preventing aliens from over expanding if they got greedy. If this doesnt get put in it basically forces the marines to play turtle mode and never attack untill they get exo, GL and jetpacks. (which is currently the game's status)
  • SurviveToGameSurviveToGame Join Date: 2012-11-07 Member: 167918Members
    What about like a STUN GRENADE
    Stuns the onus stomp and slows the fades blinks
  • grizzlyyygrizzlyyy Join Date: 2012-10-09 Member: 161924Members
    <!--quoteo(post=2013868:date=Nov 7 2012, 02:57 AM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 7 2012, 02:57 AM) <a href="index.php?act=findpost&pid=2013868"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The idea is to have clear roles between players, to foster teamwork.

    I don't know about you, but I'd think having hand grenades AND a shotgun or MG would be too good to pass up. I'd never use GL again. You get a lot more flexibility with that, and I'm sure many players would agree. As a result, you'd probably have generic "flexible loadouts" for everyone, and thus put less focus on teamwork. You'd no longer have to worry about a good mix of weapons in your unit, or worry about making sure your GL guy is in the proper position to respond to threats, or worry about having MG/SG backup for your GL guys during a push. Basically, fights will become a matter of just sending some generic marines to the front lines until you get Exos.

    I mean, we might as well ask for underbarrel shotguns/ attachable flamethrowers while we are at it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You never answered me. Basically you're saying NS1 is a redundant unbalanced turd.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    <!--quoteo(post=2013922:date=Nov 7 2012, 04:05 AM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 7 2012, 04:05 AM) <a href="index.php?act=findpost&pid=2013922"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You never answered me. Basically you're saying NS1 is a redundant unbalanced turd.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wasn't talking to you.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    As long as they're on the advanced armory and cost an appreciable amount of res. to unlock, I'm not opposed to the idea, although I don't really see the appeal.
  • grizzlyyygrizzlyyy Join Date: 2012-10-09 Member: 161924Members
    <!--quoteo(post=2014157:date=Nov 7 2012, 08:24 AM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 7 2012, 08:24 AM) <a href="index.php?act=findpost&pid=2014157"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I wasn't talking to you.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm talking to you. Have you even played NS1? Or are you just another noob coming onto the forums to try and make NS2 casual.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2013900:date=Nov 7 2012, 10:12 PM:name=SurviveToGame)--><div class='quotetop'>QUOTE (SurviveToGame @ Nov 7 2012, 10:12 PM) <a href="index.php?act=findpost&pid=2013900"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What about like a STUN GRENADE
    Stuns the onus stomp and slows the fades blinks<!--QuoteEnd--></div><!--QuoteEEnd-->
    its called the mac emp it saps energy
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    edited November 2012
    Hand Grenades were OP in NS1.

    There is a clear separation in NS2. If every marine was equipped with HG's, then GL's would not be used. A squad of four marines armed with up to 3 grenades each, doing 275 damage (2.1x the damage of a single grenade) all armed with SG's. That would be like having 4 SG's and 2 GL's among 4 people, that is way OP, and people would not bother with GL's.

    To the nubs who use the HG's were in NS1 so they should be in NS2 argument - Focus was in NS1, but it broke NS2 completely, so it was removed. NS1 is not NS2, NS2 is not NS1.

    If you can't work out how unbalancing HG's would be in NS2, then I suggest you go and sit down and play with the numbers, figure out the tech tree's and all it's costs, and come up with a solution that doesn't make HG's OP. If you do that, you will realise you actually need to make them worthless to fit them into NS2. I played NS1 from 2003, just in case you were wondering, although I must point out, just because you say you played a game, doesn't mean you have the faintest clue about how game design and balance works..
  • SplicerSplicer Join Date: 2012-04-23 Member: 150952Members
    Make them a slot 3 item. You can have an axe/welder or you can give up melee entirely for a limited number of grenades.
  • co0kieco0kie Join Date: 2012-11-05 Member: 167349Members, Reinforced - Shadow
    No one is saying make them OP like in NS 1. The idea of grenades itself should be enough to work around if they were to be implemented into the game.
  • wallweaselswallweasels Join Date: 2010-07-26 Member: 73009Members
    Honestly my only memories of hand grenades being used commonly in NS1 was in CO (since you'd get one everytime you spawned). In CA you'd only "need" them to kill defensive blockades...and thats not hard to deal with without them
  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    <!--quoteo(post=2014690:date=Nov 7 2012, 05:17 PM:name=Soul_Rider)--><div class='quotetop'>QUOTE (Soul_Rider @ Nov 7 2012, 05:17 PM) <a href="index.php?act=findpost&pid=2014690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hand Grenades were OP in NS1.

    There is a clear separation in NS2. If every marine was equipped with HG's, then GL's would not be used. A squad of four marines armed with up to 3 grenades each, doing 275 damage (2.1x the damage of a single grenade) all armed with SG's. That would be like having 4 SG's and 2 GL's among 4 people, that is way OP, and people would not bother with GL's.

    To the nubs who use the HG's were in NS1 so they should be in NS2 argument - Focus was in NS1, but it broke NS2 completely, so it was removed. NS1 is not NS2, NS2 is not NS1.

    If you can't work out how unbalancing HG's would be in NS2, then I suggest you go and sit down and play with the numbers, figure out the tech tree's and all it's costs, and come up with a solution that doesn't make HG's OP. If you do that, you will realise you actually need to make them worthless to fit them into NS2. I played NS1 from 2003, just in case you were wondering, although I must point out, just because you say you played a game, doesn't mean you have the faintest clue about how game design and balance works..<!--QuoteEnd--></div><!--QuoteEEnd-->

    If so much has changed since NS2 from NS1, than how is 'hand grenades will not work because they were in NS1' a sound argument? That's the exact same as 'hand grenades will work because they were in NS1' as well.

    If the developers agreed that it was a good idea, they could make it work. It's their project after all. It's not impossible.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    <!--quoteo(post=2014602:date=Nov 7 2012, 03:12 PM:name=grizzlyyy)--><div class='quotetop'>QUOTE (grizzlyyy @ Nov 7 2012, 03:12 PM) <a href="index.php?act=findpost&pid=2014602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm talking to you. Have you even played NS1? Or are you just another noob coming onto the forums to try and make NS2 casual.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I have never even mentioned NS1. I stated my reasons of why I think hand grenades won't fit into NS2.

    Instead of tossing off ad-hominem and red-herring fallacies, why don't you actually use logic and form a coherent argument?

    You can start by explaining the positive aspects of hand grenades in NS1 and how they can apply to NS2. You know, rather than firing off petty insults like a child.
  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    <!--quoteo(post=2014916:date=Nov 7 2012, 08:20 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 7 2012, 08:20 PM) <a href="index.php?act=findpost&pid=2014916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have never even mentioned NS1. I stated my reasons of why I think hand grenades won't fit into NS2.

    Instead of tossing off ad-hominem and red-herring fallacies, why don't you actually use logic and form a coherent argument?

    You can start by explaining the positive aspects of hand grenades in NS1 and how they can apply to NS2. You know, rather than firing off petty insults like a child.<!--QuoteEnd--></div><!--QuoteEEnd-->


    But why must it be the NS1 hand grenade? Why not think of something new that works for NS2 instead of trying to look back at old ideas?
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    The ns1 handgrenades were invaluable at killing camping skulks and gorges bile bombing from vents.
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    edited November 2012
    <!--quoteo(post=2014926:date=Nov 7 2012, 08:30 PM:name=Blindga)--><div class='quotetop'>QUOTE (Blindga @ Nov 7 2012, 08:30 PM) <a href="index.php?act=findpost&pid=2014926"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But why must it be the NS1 hand grenade? Why not think of something new that works for NS2 instead of trying to look back at old ideas?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Someone mentioned a stun grenade, and I think that could be interesting.
  • BlindgaBlindga Join Date: 2012-10-21 Member: 162931Members
    <!--quoteo(post=2014958:date=Nov 7 2012, 08:56 PM:name=Squishpoke)--><div class='quotetop'>QUOTE (Squishpoke @ Nov 7 2012, 08:56 PM) <a href="index.php?act=findpost&pid=2014958"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Someone mentioned a stun grenade, and I think that could be interesting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    how about something like this?
    "
    <b>Concussion Grenade (Requires Armory research).</b> These small, round, explode on contact hand grenades were originally designed for anti-riot purposed back on earth, but they have been re-designed and re-worked to combat the Kharaa threat. These miniature charges have been fitted with a powerful concussive shockwave generator capable of staggering even the sturdiest of beasts.

    Stats:
    Cost- 15 res
    Number- 2 per purchase (Additional purchase required for more ammo)
    Damage- 0/concussion (non-lethal, stuns enemies.)
    Stun on blast- 2.5s (hit by blast radius.)
    Stun on contact- 5s (direct hit with thrown grenade.)
    Radius- 3 meters (A little less than a GL grenade by my guess.)
    Rate of Fire- 1 every 2.5s
    Delay- 0.5s

    When thrown, these grenades generate a ear shattering burst of force that stuns Kharaa life forms and leaves them dazed and slowed. It's not capable of dealing damage on it's own, but it slows enemies and paves the way for attacks. Even the mighty Onos or agile Fade can be stopped in their tracks with one of these. But if used carelessly, it will leave you open. With half a second in which you are defenseless after a throw and another two seconds to push the button and wind up another toss, good aim and careful timing are needed for the best effect.
    "
    What about that?
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