Commando Archive

Thread: Grenades Suggestion Thread

Mishap
Fri Oct 31, 2003 1:28 am
#27

I think the best way to fix grenades is to give them a scalable blast radius. The idea that I can totally miss my target over 50% of the time when the current radius is 10m is comical. Accuracy should determine how close you can get the grenade to your intended target. The craftmanship of the grenade should determine if it is a dud or not. This BS about throwing a full stack of grenades and having absolutely 0 effect has to stop.


Give grenades damage % ranges:


5m or less = 100% potential damage


5m-10m = 66% potential damage


10-15m = 33% potential damage


>15m = no damage


( "Potential Damage" is defined as the displayed amount of damage before resists.


Grenades should not be duds as often as they are. If we are going to have an "Accuracy" skill it should properly implemented.





Misfortune
TKA/Doctor- Radiant
PadawanChong
Fri Oct 31, 2003 1:36 am
#28






Pvt wrote:

1. When crafting Grenades, if you have the schems for them, take a look at them. There are OPTIONAL components that can be used, such as a Warheads Effects Booster and an Enhanced Composition Charge. The schems currently do no exist in the game at all. They are missing from the game!!! We need these desperatly. To make the Grenades more powerful.


2. GRENADES NEED TO DO MORE DAMAGE!!!! It's as simple as that. Listen there are no special moves for grenades so THEY WILL NEVER DO MORE THAN WHAT THE MAX DAMAGE AND AP RATING ALLOW THEM TO HAVE. It 's silly really that a Flamethrower can do more damage than a thermal detonator. Remember when the Princess dressed as the bounty pulled out the thermal detonator at Jabba's and the entire palace trembled with fear. They did so because a Thermal detonator set off inside Jabba's place would literally LEVEL the entire building. Right now using the greatest resources you still cannont get a thermal detonator's max damage above 2000 without a power up. Even though they are AP2 this makes no difference against most creatures because they usually have no armor rating or Heavy. Grenades get reduced by 75% in PvP anyway so we can't use them during a PvP fight either!!! Grenades need to do more damage.


3. The Field tactics line should have higher grenade mods. Such as Accuracy +100 and possibly damage plus +200 per field tactics box and then one for Master Commando as well. That way they will do more damage and when you hit commando they will do a plus +1000 damage total. Thrown Weapon Speed +100 would be good too!


4. The Field tactics line should include special moves for grenades as well. We do the most damage using our specials. Grenades have no specials and are almost worthless. The accuracy sucks, so does the damage, and the HAM costs are too high. Give us a some special moves that way grenades can be where they are supposed to be at.


5. All grenades should be HEAVY ARMOR PIERCING......not AP1 or AP2 they should be AP3. What I would like to ask from you is have you ever thrown a real grenade. I have and let me tell you, they are the most powerful hand held devices on the battlefield. Literally your whole chest vibrates in and out from the power of these things. The grenades and heavy weapons (not including Acid Rifle or FLame Thrower) are supposed to do more damage than anything else in the game period. The Rocket Launcher, Proton Grenades, Particle Beam Cannon, Thermal Detonator, Acid Stream Launcher, Imperial Detonator, Glop, Cryoban, C22, and C12..................In that EXACT ORDER IS HOW THE DAMAGE SHOULD BE DONE. Rocket launcher's of course being the highest at say max damage of 10,000 and then the C12's being the lowest having1,000 max damage. Yes people 10,000 Max damage you read right with heavy armor piercing. Commando's are supposed to be commando's. They are already reduced in PvP by 75% so that's not what they are going to be used for anyway.



Thanks for this awesome thread. I hope it accomplishes something.







1. Not true. I know for sure Kliknik glands can go in C12's, C22's, Cryobans and Glops.


2. Grenades will commonly do more than what is listed in the max dmg - especially if the target is vulnerable to the dmg type.


4. What special moves are there to throwing grenades? The side arm motion? The underhand lob? Perhaps the skipping-stone effect? If anything, I say they need to have more radius damage and stop missing entirely so much. At the least, they should do some sort of minor damage even if it doesn't 'hit' it per se.


5 I don't think you'll EVER see 10,000 listed as a max damage. That's ridiculous. I as a WS who specializes in munitions would like to see that as my weapons would look better, but you're asking too much when you make requests like that. Where's the balance in that ascommandos who getthe first shot off would ALWAYS win.


I'd imagine that a well-placed proton or RL blastin a cluster of NPC's could do 10k or more damage. No way that much should be dealt to one target though.




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GermainePropane on Virtue - City of Heroes. The best combat system in an MMO.
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