Commando Archive

Thread: Innovative Ideas for Grenades?

Daker-Naritus
Tue Jul 06, 2004 5:23 pm
#1


While we twiddle our thumbs and wait for the combat nerf, OOPS....I mean "balance," I thought I might to take the opportunity to brainstorm a little about one of the biggest problems with the commando profession:


Grenades.



BEFORE YOU POST, please read the following to get a flavor for what I am getting at...


We all know the bread-and-butter basic problems with grenades: high HAM costs, low damage, accuracy range overlaps with damage range, etc. In my opinion, the above problems aren't even the REAL problem with grenades...they are just technical glitches with grenades operation. For purposes of this discussion, assume all of these technical problems are fixed.



I think the REAL problem with grenades is that, conceptually, our grenades suck. Let me explain: Grenades currently have 3 attributes: (1) Area of Effect Attack, (2) That DoesStraight Damage (no real status effects), and (3) is thrown from short to medium range.


The problem being thatis EXACTLY what 2 of our other weapons do...Both the HAR and the Flamer have AOE attacks that have short range, and the flamer comes with the added bonus of a flame dot. Additionally, neither of these weapons can damage the shooter in the process like grenades (thrown granades damage the thrower) , and they are not expendible like grenades.


In sum, the problem with grenades is NOT that their stats are messed up, the problem is that they do the EXACT same thing as several of our other weapons, only worse. No amount of damage, speed, or accuracy is going to fix that.



Now.........I and several others, have been suggesting that the way to fix grenades is to add STATUS EFFECTS to them to give us more of a reason to use them. Recently, I have had second thoughts about that solution, and would even say that I now think it is a BAD IDEA. Why?


(1) Because EVERY class already gets the EXACT same status effects that we would be adding to our grenades. There are only 6-8 status effects, and almost every class has the ability to apply 75% of them if not all of them. Other classes have the ability to apply them both singly and through area of effect.


If every class in the game can apply the same 6-8 status effects, what is the difference between the classes?


If commandos get the ability to apply some or all of those same 6-8 status effects, what, exactly, is so special about that?


(2) Because there is already a weapon in the game that does exactly what we are asking for grenades to do...Scout Traps. Scout Traps apply status effects from long ranges, so we would basically be asking for short range, really expensive, scout traps. Again, what is so special about that?


I am totally opposed to the developers taking any weapon, repackaging it, painting it a different color, and then giving it to another class as something "brand new." Class identity is something that needs to be preserved above all.




I think the best thing about the commando profession, is that we get to do some things that (until recently) no one else could do. We get to set people On Fire...only one other class has that ability (BH, and theirs is weaker than ours). We also (arguably) have a lot of great blast weaponsand the role of killing turrets and AT-STs...that is something really cool. That was recently eroded by exploding mouse droids, and now devs owe us one.


I think we deserve no less than a unique function for our grenades as well...there is no reason for the developers to continue to make 600 differently shaped weapons that all do the exact same thing, and we deserve better.



So....here is the brainstorm: What is something useful that grenades could do in the game, BESIDES the plain-jane six-pack of status effects that every other class already has.


What is some cool ability you have always wanted, or that you had in another game and really liked?




Answer this Question:


"If grenades could do anything in the world, I would want them to _____________________."




p.s. If your answer involves (1) AOE damage, or (2) any existing status effect in the game, I am going to cry....so DON'T do it.


Message Edited by Daker-Naritus on 07-06-2004 11:34 PM

Daker-Naritus
Tue Jul 06, 2004 7:35 pm
#2


Ok I will contribute the first 2 ideas...


(1) Stopping Blast - Immobolizes target for 10-15 seconds. The target can still attack and function, but is simply stuck in place for 10-15 seconds.


This ability would play nice with our flamer/HARwith it's range restrictions anddelays. It stops a ranged player for long enough for you to close the distance and fire a special. It also helps against melee, against whom we have low resistances. It allows you to stop them in their tracks while you back up to a safer distance.



(2) Shrapnel - Causes 50 to 100 WOUND (only) damage to to 3 to 4 pools (of the 9 total stats) per hit. This is not a high number compared to damage but is:


(a) Not readily healable in battle without a dedicated healer with a medical droid (wound damage)


(b) Harmful to the cost of specials...more wounds to secondaries = more encumberance to the other player every time the other player shoots off a special



There will be more, these are just the first 2 that came off the top of my head....

Message Edited by Daker-Naritus on 07-06-2004 09:36 PM

peterspus
Wed Jul 07, 2004 8:40 pm
#3

what about creating craters in the ground, this would help with slowing downanything without terrain negotiation



along the lines of shrapnel what about increased armor damage as well when hit with the shrapnel


i love the shrapnel idea, btw!



Josef Etoan, Orion's Retreat, Naboo.
Master Commando, Novice Pistoleer, Novice Smuggler.

ex Master Droid Engineer, ex Master Artisan
Daker-Naritus
Thu Jul 08, 2004 12:49 am
#4

What about a "jamming" or "smoke" grenade that prevented AT-ST's and turret's targeting systems from working for 5-10 seconds?


Basically, this would allow the commando to delay AT-STs and turrets from attacking for 5-10 seconds, during which otherplayers could move upto or away from a base without getting shot at by the effected turret.


Of course there would have to be a LONG delay on the use of these grenades (probably at least one minute delay that allows the effect to only work once per minute, even for multiple commandos), to prevent people from continuously using them over and over to keep the ATST or turret from ever firing.



However, I think this would be a useful skill that would help preserve our role as the "must-have" class for killing Turrets/AT-STs..
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