the grenades
1. are fast projectiles
2. have large hitboxes
3. do high damage
just getting rid of one of those three would be a good start.
Let's get rid of #1 and make it a homing missile... that moves verrrrry slowly. You can outrun it, but one day... ONE DAY it will find you. You'll never be able to stop running from it.
Yes, add the blue shell to the game. Let's make it casual.....
He was joking.
So was he (I think).
Then I'm not getting the blue shell reference.
Mario Kart.
The blue shell always hits (it basically can't be dodged by anything but extremely skilled players) the player in front of the race, and can only be dropped for players at the back. Basically it allows a badly performing player to hugely screw up the day of a well performing one simply by pure RNG. There's a reason people hate it.
I cannot believe I didn't make the connection, derp
the grenades
1. are fast projectiles
2. have large hitboxes
3. do high damage
just getting rid of one of those three would be a good start.
Let's get rid of #1 and make it a homing missile... that moves verrrrry slowly. You can outrun it, but one day... ONE DAY it will find you. You'll never be able to stop running from it.
Yes, add the blue shell to the game. Let's make it casual.....
He was joking.
So was he (I think).
Then I'm not getting the blue shell reference.
Mario Kart.
The blue shell always hits (it basically can't be dodged by anything but extremely skilled players) the player in front of the race, and can only be dropped for players at the back. Basically it allows a badly performing player to hugely screw up the day of a well performing one simply by pure RNG. There's a reason people hate it.
I cannot believe I didn't make the connection, derp
I liked when GLs didn't detonate on impact unless they were in they were in the air for some time; i.e. Had activation time.
This is still the case, there's a minimum distance (or time) requirement before exploding on impact.
Without this.. the GL can easily become an explosive shotgun.
I think outlining the GL projectiles would go a long way to being able to avoid them.
They are fast and super potent against lifeforms, and require very little skill to utilize as a marine - and it feels horrible to come around a corner and die instantly to one.
I'm all down for lessening player (And only player) damage more, but I think being able to distinguish the fast projectiles against a chaotic/ dark enviornment would make your death from them less frustrating.
I liked when GLs didn't detonate on impact unless they were in they were in the air for some time; i.e. Had activation time.
This is still the case, there's a minimum distance (or time) requirement before exploding on impact.
Without this.. the GL can easily become an explosive shotgun.
I think outlining the GL projectiles would go a long way to being able to avoid them.
They are fast and super potent against lifeforms, and require very little skill to utilize as a marine - and it feels horrible to come around a corner and die instantly to one.
I'm all down for lessening player (And only player) damage more, but I think being able to distinguish the fast projectiles against a chaotic/ dark enviornment would make your death from them less frustrating.
That won't help because they are still predicted client-side
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
I could be wrong, but I think the visual representation to the client shooting is predicted.. but the projectiles you see as the alien victim are server side, hence why they don't move smoothly and skip around instead.
Another idea, what about scraping the "explode on contact" part altogether and replacing it with alternate fire (right click) that detonates the grenade?
Another idea, what about scraping the "explode on contact" part altogether and replacing it with alternate fire (right click) that detonates the grenade?
Still keeping the max timer tho
That would result in them being incredibly OP and making every shot easy to land.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Don't like it.. that idea was very close to being playtested once, way back in the day (2013?) but we all brought up arguments how it would be used against a fade exiting the room.
Don't like it.. that idea was very close to being playtested once, way back in the day (2013?) but we all brought up arguments how it would be used against a fade exiting the room.
Not if you keep a timer on it
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect while not nerfing it in any way even giving more depth to tactical options making it less stupid to use
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect
What are you talking about? It would severely worsen this aspect because the projectile doesn't even have to hit the lifeform.
Yea.. might not be the best idea but at least it makes the weapon somewhat less braindead.
Explode-on-impact is bugged as hell sometimes it explodes in melee range, sometimes not, and to time the detonation yourself manually would be a skill in itself.
I am talking about GL spammers, baddies shooting all 4 grenades in a row down a hallway mindlessly getting random kills.
Having said that there is no need to remove the old timer of grenades so that the reach of those new tactical options do not extend beyond situational use.
Don't like it.. that idea was very close to being playtested once, way back in the day (2013?) but we all brought up arguments how it would be used against a fade exiting the room.
Not if you keep a timer on it
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect
Yes, because it wouldn't be random anymore! "There's a low fade coming my way? Better mine this place up with my grenade launcher!"
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect
What are you talking about? It would severely worsen this aspect because the projectile doesn't even have to hit the lifeform.
Yea.. might not be the best idea but at least it makes the weapon somewhat less braindead.
You are just making the bad aspect of GL's worse. However, this change, along with a strong nerf in damage, would succeed in making the weapon a braindead noobtube.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited August 2016
Just a question, has anybody up in here experience the magic BEACONED GRENADE, WHEN YOU'RE BEACONED, ON LOW HP AND SEE YOUR GRENADE ALSO MADE THE TRIP TO EXPLODE IN YOUR FACE WHEN YOU'RE "SAFE" IN BASE?
I'm sorry... Dunno what came over me But yeah, that happened to me once during a playtest a long time ago and none believed me with me being the only nader on the team, I wasn't able to repro it and... My mouse went flying, cause it scared me close to death, that damn sudden explosion death egg!
Just a question, has anybody up in here experience the magic BEACONED GRENADE, WHEN YOU'RE BEACONED, ON LOW HP AND SEE YOUR GRENADE ALSO MADE THE TRIP TO EXPLODE IN YOUR FACE WHEN YOU'RE "SAFE" IN BASE?
I'm sorry... Dunno what came over me But yeah, that happened to me once during a playtest a long time ago and none believed me with me being the only nader on the team, I wasn't able to repro it and... My mouse went flying, cause it scared me close to death, that damn sudden explosion death egg!
Just a question, has anybody up in here experience the magic BEACONED GRENADE, WHEN YOU'RE BEACONED, ON LOW HP AND SEE YOUR GRENADE ALSO MADE THE TRIP TO EXPLODE IN YOUR FACE WHEN YOU'RE "SAFE" IN BASE?
I'm sorry... Dunno what came over me But yeah, that happened to me once during a playtest a long time ago and none believed me with me being the only nader on the team, I wasn't able to repro it and... My mouse went flying, cause it scared me close to death, that damn sudden explosion death egg!
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect
What are you talking about? It would severely worsen this aspect because the projectile doesn't even have to hit the lifeform.
Yea.. might not be the best idea but at least it makes the weapon somewhat less braindead.
You are just making the bad aspect of GL's worse. However, this change, along with a strong nerf in damage, would succeed in making the weapon a braindead noobtube.
Again you keep spouting words with nothing to back it up as usual.
IeptBarakatThe most difficult name to speak ingame.Join Date: 2009-07-10Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
edited August 2016
Personally I think the ability to fire and manually detonate a single grenade could put a lot more skill into the weapon that is simply built for spam, because you would actually have control over it rather than hope something is unlucky enough to be at the other side when the timer ends or that an alien flies into it.
If that happens then a player damage and explosion radius reduction wouldn't be bad.
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect
What are you talking about? It would severely worsen this aspect because the projectile doesn't even have to hit the lifeform.
Yea.. might not be the best idea but at least it makes the weapon somewhat less braindead.
You are just making the bad aspect of GL's worse. However, this change, along with a strong nerf in damage, would succeed in making the weapon a braindead noobtube.
Again you keep spouting words with nothing to back it up as usual.
I thought the implications were obvious (with what I stated in the previous post), but because you asked so politely (as you usually do), I will elaborate some more. If you can remote detonate then you don't need any aim with it and can always cause it to explode next to (multiple) aliens with ease. This would make it incredibly OP, so if a strong nerf were to come with it, it would become a noobtube (literally) because it's incredibly easy to land hits and the nerf would make it not very effective in combat.
This may not be the case if it's just the explosion radius that is nerfed, but then the GL wouldn't have that much of a unique purpose if that were so.
I could be wrong, but I think the visual representation to the client shooting is predicted.. but the projectiles you see as the alien victim are server side, hence why they don't move smoothly and skip around instead.
I think it would be a good change to have them outlined like mines, if that is possible. That way you could see and avoid them better. Other than that, I don't have much of a problem with the GL at the moment (fade POV).
I would be careful with nerfing the GL. You shouldn't be completely defenseless when using one. The GL spam is not a GL problem, but a high slot server problem, imo.
edit: Another suggestion would be to indicate when the grenade is actually primed. E.g. by giving it a red light when the minimum traveling distance is reached.
I think it would be a good change to have them outlined like mines, if that is possible. That way you could see and avoid them better.
Yeah I think they should have an outline and more clear sound so you can avoid them better. There was talk before from other people about sound and have them easier to see, I think that is a good way to go. I would like a slight nerf to damage to players, but the other 2 things should be done at least.
Comments
This guy wins, get him a homing grenade launcher.
I cannot believe I didn't make the connection, derp
Thinking about upgrade chambers?
This is still the case, there's a minimum distance (or time) requirement before exploding on impact.
Without this.. the GL can easily become an explosive shotgun.
I think outlining the GL projectiles would go a long way to being able to avoid them.
They are fast and super potent against lifeforms, and require very little skill to utilize as a marine - and it feels horrible to come around a corner and die instantly to one.
I'm all down for lessening player (And only player) damage more, but I think being able to distinguish the fast projectiles against a chaotic/ dark enviornment would make your death from them less frustrating.
That won't help because they are still predicted client-side
Still keeping the max timer tho
That would result in them being incredibly OP and making every shot easy to land.
Not if you keep a timer on it
Well it has the advantages of removing the shoot-in-your-general-direction-and-get-random-kills aspect while not nerfing it in any way even giving more depth to tactical options making it less stupid to use
What are you talking about? It would severely worsen this aspect because the projectile doesn't even have to hit the lifeform.
Yea.. might not be the best idea but at least it makes the weapon somewhat less braindead.
Explode-on-impact is bugged as hell sometimes it explodes in melee range, sometimes not, and to time the detonation yourself manually would be a skill in itself.
I am talking about GL spammers, baddies shooting all 4 grenades in a row down a hallway mindlessly getting random kills.
Having said that there is no need to remove the old timer of grenades so that the reach of those new tactical options do not extend beyond situational use.
Yes, because it wouldn't be random anymore! "There's a low fade coming my way? Better mine this place up with my grenade launcher!"
Or give a skill to one of the life forms to bat them back somehow (maybe have umbra do this?)
You are just making the bad aspect of GL's worse. However, this change, along with a strong nerf in damage, would succeed in making the weapon a braindead noobtube.
I'm sorry... Dunno what came over me But yeah, that happened to me once during a playtest a long time ago and none believed me with me being the only nader on the team, I wasn't able to repro it and... My mouse went flying, cause it scared me close to death, that damn sudden explosion death egg!
"Nanites"
Again you keep spouting words with nothing to back it up as usual.
If that happens then a player damage and explosion radius reduction wouldn't be bad.
I thought the implications were obvious (with what I stated in the previous post), but because you asked so politely (as you usually do), I will elaborate some more. If you can remote detonate then you don't need any aim with it and can always cause it to explode next to (multiple) aliens with ease. This would make it incredibly OP, so if a strong nerf were to come with it, it would become a noobtube (literally) because it's incredibly easy to land hits and the nerf would make it not very effective in combat.
This may not be the case if it's just the explosion radius that is nerfed, but then the GL wouldn't have that much of a unique purpose if that were so.
Afaik, you're right:
http://ns2docs.bplaced.net/ns2docs/src/natural+selection+2/ns2/lua/Weapons/Marine/GrenadeLauncher.lua/
Nope. They have in built tracking, so when you fire them, they always land where you least expect them to. Headshot
I would be careful with nerfing the GL. You shouldn't be completely defenseless when using one. The GL spam is not a GL problem, but a high slot server problem, imo.
edit: Another suggestion would be to indicate when the grenade is actually primed. E.g. by giving it a red light when the minimum traveling distance is reached.
Yeah I think they should have an outline and more clear sound so you can avoid them better. There was talk before from other people about sound and have them easier to see, I think that is a good way to go. I would like a slight nerf to damage to players, but the other 2 things should be done at least.