Tremulous Forum
General => General Discussion => Topic started by: TheMarxer on February 14, 2010, 12:31:10 am
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What happens when you drop it and your teammate is right next to you with a flamer? :P
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What happens when you drop it and your teammate is right next to you with a flamer? :P
TEAMKILLS
But what happens when a zap zap gets near you and you throw out a grenade?
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The grenade isn't around long enough for it to be worth it. Also if it works anything like a present day grenade then shooting it wouldn't set it off (At least I doubt it, as the mixture needs to ignite (Flamer wouldn't work as it couldn't penetrate the shell)).
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Most (all?) explosives in use today are really really hard to set off, by design. I'd guess by whichever century this is set in explosives are 100% safe against accidental stuffs.
So more realistic would be damage for no explosion.
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Old school dynamite it is!
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No point in making unrealistic changes to detonation time, but it would be nice if unexploded nades could be nudged. If you don't like the bounce, you could take a chance on kicking it closer to the target before running away.
:grenade: -> -> -> :booster:
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No point in making unrealistic changes to detonation time, but it would be nice if unexploded nades could be nudged. If you don't like the bounce, you could take a chance on kicking it closer to the target before running away.
:grenade: -> -> -> :booster:
1. Earn a lot of credits.
2. Make armory next to vent where aliens are hiding.
3. Buy/drop grenades with a bind while your teammate is chaingunspamming them towards the enterance.
4. ???
5. Profit! (Explosive dretch cooking)
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I like the idea of being able to hit a grenade to move it.
It would allow aliens to move grenades away from structures, and humans to move them where they want them.
The two major problems I see are:
1) Coding: Nobody is going to do this ever.
2) I can already see the humans on one side of ATCS knocking the grenades over the bunker with a luci.
It would be an interesting, if not impractical gameplay mechanic.
As for exploding on damage:
This would make it far too easy for humans to stand on a nade, and shoot it as soon as an alien walks up.
As for not exploding on damage:
Oops, I did too much splash damage to my nade while killing the OM. Now I spent 200 creds for 0 damage.
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I'd say human weapons destroy them / nudge them, where as alien attacks can be assumed to be grabbing and throwing, so the grenades can go flying miles.
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I say grangers should be able to deactivate grenades :3
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Grangers should be able to swipe to pick up, and then spit to lob them. And if you hit a human it sticks to them, and the med station can de-stick it to provide them incentive to blow up their own base.
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Grangers should be able to swipe to pick up, and then spit to lob them. And if you hit a human it sticks to them, and the med station can de-stick it to provide them incentive to blow up their own base.
Yeah because this happens in a map smaller than the bunker in ATCS. :P
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Instead of letting the aliens stop every nade rush ever with little effort, and making bullets move nades, how about we just teach the humans to *throw*.
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how about throwing nades like the previous post said but not really far cus then nades would be too powerful. also, how about nades that explode on contact? just gotta throw it well or else ur team will be screwed. would be nice if you could throw a nade at a rant and make it explode just as it hits them. another idea: how about we have different types of nades that can do different things like stick, throw, larger explosion, remote detonation, mines, and etcetera but they would have different prices. a mine would be pretty expensive seeing its usefulness.
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Instead of letting the aliens stop every nade rush ever with little effort, and making bullets move nades, how about we just teach the humans to *throw*.
What he said. Although shooting nade to make them move could be interesting to try, granger spit definetly should not disable grenades, as this makes it way to easy to make everyone's 200 purchase a waste.
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What if aliens sitting on nades reduced the damage and splash to everyone else?
Then, if needed, you could like suicide a goon on the nade to save that egg.
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What if aliens sitting on nades reduced the damage and splash to everyone else?
Then, if needed, you could like suicide a goon on the nade to save that egg.
I've disagreed with everything else, but this makes sense.
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What if the grenade was kept as is? Wouldn't that just make it nice and simple to code all the changes?
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as is
changes
:D
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Ahhh, Irony
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as is
changes
:D
Well if you keep it as is there aren't many changes are there?
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I like the idea of being able to hit a grenade to move it.
It would allow aliens to move grenades away from structures, and humans to move them where they want them.
The two major problems I see are:
1) Coding: Nobody is going to do this ever.
This is actually pretty easy. Knockback already exists, after all. You need some ingenuity so that weapon fire collides with grenades even though players don't, but that's not likely to be insurmountable.
...but I'm still not doing it :P
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The tremulous grenade works by creating a tiny amount of antimatter at the precise second of explosion, thus creating a large bang.
Nah, I'm just shitting you. Could be a meh idea. But at least the grenade should move when hit (goon/granger barbs come to mind)
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1) Coding: Nobody is going to do this ever.
Really? I will do it. If I will find how to detect collisions with bullets/maul.
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i love you rotacak
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Meh.
I don't see this as anything but another hummie buff.
It seems more likely that the hummie will be able to either reposition a grenade toss to maximize damage, or be able to detonate it at will and instantly kill most bugs.
Any bug advantage is minimal at best. And in the face of 1.2 or whatever, this is a concern.
Damn, this roast pork is absolutely delicious. You have no idea how difficult it is to spell that word when really drunk. Long live SeaMonkey.
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