Commando Archive
Thread: grenade idea
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Towim
Sat Jul 03, 2004 6:05 pm
#1
I'm reposting this as I got no response from the thread I posted it in a few days ago, it got pushed onto another page so I'm thinking no one saw it
Just an idea, but, if they cut the minimum damage say in half, or maybe down to 25% of what is it now.
Increase the range out to something viable 35 or 40m? If I remember right traps have a 40m max range so it's already determined that they don't think someone can throw well past that. (they've already said the range CM's can throw poison/disease is not intended and will be changed)
but the trick to all this is that they increase accuraccy to where we almost never miss. It just doesn't make much sense that you can throw a high explosive at something and not do ANYTHING to it. But it does make sense that you wont always hit it with the full blast.
with the range fixed so we aren't blowing ourselves up, and minimum damage lowered we are in no way guaranteed huge damage every throw, we wil still pay the HAM costs and with the accuracy raised way up we know that we aren't completely wasting a grenade and HAM most of the time.
None of these changes seem like any coding beyond changing some numbers and running it on the TC to so how it works, there are no changes in game mechanics, so it's possible that the DEV's may beable to help us in this regard maybe by the next major publish.
What do you all think?
-Towim Hode -Lowca
-Lofate - TC
Towim
Sat Jul 03, 2004 6:08 pm
#2
Sorry I don't have an edit function yet..
I just wanted to add that grenades with this change wouldn't be great for single targets (not that grenades really should be used on just one thing, we have other weapons for that)
They would work really well when you had multiple mobs on your group and could hit them all with the grenade or when multiple melee profs were attacking a member of your group in PvP.
-Towim Hode -Lowca
-Lofate - TC
thiostan
Sat Jul 03, 2004 9:59 pm
#3
/agree
We should have a further range on our grenades OR we should not take damage when we throw them. C'mon, reality check, we are TRAINED in their use. We should know what needs to be done to avoid killing ourselves. Now. . . if a person is NOT trained then they should run the risk of hurting themselves, but Commando's are TRAINED in Grenades, heck, we have a whole tree dedicated to them.
Grenades are AREA EFFECT WEAPONS. The enemy should take some damage if they are in the blast radius. I'm okay with the HAM costs because you don't want people spamming grenades, but come on! Make the grenades worth while. Put some kind of state on them.
Although I understand the Dev's not putting much effort into them. According to the movies Starwars battles were fought like pre World War I battles with 'pretty' formations of troops lineing up in groups to shoot at each other. Somebody with a grenade launcher would be slaughtering the enemy, same with somebody using a e-web.
I never quite understood that.
They should fix grenades or take them out of them game.
kenrw24
Sun Jul 04, 2004 7:57 pm
#4
Increase our range, reduce CM range.
Reduce our HAM cost so we aren't killing ourselves by usinig them. We should do more damage to the enemy than we do to ourselves with our own weapon and high HAM costs is just like getting hit, so lowered HAM costs for the grenades is essential.
Lower the damage? Well, won't make much difference to me because unless they actually become effective weapons I won't bother using them. But if we go lowering the damage, aren't we dooming them to less effectiveness? Yes, you were mentioning increased accuracy as well. That's nice too. Like I said, doesn't matter much to me.
One good thing would be increased stack size, at least to 10. Stacks of 5 are ridiculous.
Grizzlyau
Mon Jul 05, 2004 8:09 am
#5
Fixing the Typo in the Wookiee C12 cert would be great too!!
Cert grenade fragmentation lightagmentation light
Yup, been there since Beta
Cert grenade fragmentation lightagmentation light
Yup, been there since Beta
mh307
Mon Jul 05, 2004 10:38 am
#6
Towim wrote:
I'm reposting this as I got no response from the thread I posted it in a few days ago, it got pushed onto another page so I'm thinking no one saw it
Just an idea, but, if they cut the minimum damage say in half, or maybe down to 25% of what is it now.
Increase the range out to something viable 35 or 40m? If I remember right traps have a 40m max range so it's already determined that they don't think someone can throw well past that. (they've already said the range CM's can throw poison/disease is not intended and will be changed)
but the trick to all this is that they increase accuraccy to where we almost never miss. It just doesn't make much sense that you can throw a high explosive at something and not do ANYTHING to it. But it does make sense that you wont always hit it with the full blast.
with the range fixed so we aren't blowing ourselves up, and minimum damage lowered we are in no way guaranteed huge damage every throw, we wil still pay the HAM costs and with the accuracy raised way up we know that we aren't completely wasting a grenade and HAM most of the time.
None of these changes seem like any coding beyond changing some numbers and running it on the TC to so how it works, there are no changes in game mechanics, so it's possible that the DEV's may beable to help us in this regard maybe by the next major publish.
What do you all think?
-Towim Hode -Lowca
-Lofate - TC
How about Grenades that Can cause status Effects, Like a Stun grenade can stun, a concussion grenade can Knockdown, a flash grenade can Blind ... etc.
It would be nice to have some PvP Grenades.
It would be nice to have some PvP Grenades.
Hellshot
Mon Jul 05, 2004 10:54 am
#7
Going off topic here, but has anyone tested if a Jedi can saber block a grenade?
Curgenven
Mon Jul 05, 2004 1:15 pm
#8
If they can't.... shall we start a book on how long before they whinge and CAN block, I say about a week.
Remember, what the Jedi wants, the Jedi gets. Lets hope the Jedi wants to take a long walk off a short pier
Remember, what the Jedi wants, the Jedi gets. Lets hope the Jedi wants to take a long walk off a short pier
Kisedd
Mon Jul 05, 2004 8:02 pm
#9
All I remember are my days from dark forces when I heard that clank of a thermal detonator hitting the floor and you pretty much would run. You don't want grenades to be super powerful, but people should think twice about ignoring them. They should be a great AoE weapon.
Jockothemonkey
Tue Jul 06, 2004 8:54 am
#10
Whatever happened to close only counts in handgrenades and horseshoes?
Ster
Tue Jul 06, 2004 10:41 am
#11
Jockothemonkey wrote:
Whatever happened to close only counts in handgrenades and horseshoes?
Whatever happened to Jedi being rare? Or Bounty Hunters being able to kill their bounty? Or commandos being good in combat? In SWG, anything can happen.
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