View unanswered posts | View active topics It is currently Thu Jan 16, 2025 8:18 am



Reply to topic  [ 118 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next
 Limited Grenades, unlimited ammo? 
Author Message
User avatar

Joined: Fri Jul 18, 2008 9:18 pm
Posts: 131
Location: Sacramento, CA
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
While all this talk of grenade fixing is going on...

I actually like the trait grenades have in which an actor carrying them will, in nearly all cases, explode upon death. Whenever I deploy robots I also stick a couple grenades onto them, so that when their weapons get shot apart (which happens a lot), they can still be useful in causing damage to the enemy. It's also fun to send in crabs with grenades.

But I think instead of out-right eliminating that from the game you could make a grenade/bomb whose function was to blow up upon the death of the actor carrying it. Something to the extent of a sapper-charge; that way you're arming actors with bombs that have an explicit function, rather than exploiting the mechanics.


Sun Jun 21, 2009 8:42 pm
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
I don't think anyone is talking about removing the Kamikaze effect from the grenades.


Sun Jun 21, 2009 9:21 pm
Profile YIM
User avatar

Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
tons0phun wrote:
While all this talk of grenade fixing is going on...

I actually like the trait grenades have in which an actor carrying them will, in nearly all cases, explode upon death. Whenever I deploy robots I also stick a couple grenades onto them, so that when their weapons get shot apart (which happens a lot), they can still be useful in causing damage to the enemy. It's also fun to send in crabs with grenades.

But I think instead of out-right eliminating that from the game you could make a grenade/bomb whose function was to blow up upon the death of the actor carrying it. Something to the extent of a sapper-charge; that way you're arming actors with bombs that have an explicit function, rather than exploiting the mechanics.

You raised a point that I was wanting to refute in the first paragraph, then immediately dealt with it in the second paragraph sensibly. Yeah, that's what I would suggest. Grenades aren't really supposed to do that, but there's nothing saying that there can't be intentional suicide weapons.


Mon Jun 22, 2009 12:18 am
Profile YIM
User avatar

Joined: Fri May 11, 2007 4:30 pm
Posts: 1040
Location: England
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
I thought everyone hated the fact that all inventory grenades usually explode upon death, or is it just me who hates them then?

I think grenades should not be dropped on death UNLESS they are the active weapon. Also I think a maximum of ten weapons/items should be dropped upon death so overloading with grenades does not create superweapons.


Mon Jun 22, 2009 4:53 pm
Profile
Banned
User avatar

Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
robolee wrote:
I think grenades should not be dropped on death UNLESS they are the active weapon. Also I think a maximum of ten weapons/items should be dropped upon death so overloading with grenades does not create superweapons.


THIS REPLY IS HIGHLY RELEVANT TO MY INTERESTS


Mon Jun 22, 2009 4:58 pm
Profile YIM
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
Nah, it's fun to load with standard dropship bombs and bodyslam someone.


Mon Jun 22, 2009 5:17 pm
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
Flammablezombie wrote:
Nah, it's fun to load with standard dropship bombs and bodyslam someone.


You can't read, can you?

Because Robolee's suggestion would allow that. You do realize that, right?


Mon Jun 22, 2009 7:30 pm
Profile
User avatar

Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
I mean in their hundreds. with a ROCKET.


Mon Jun 22, 2009 7:50 pm
Profile
User avatar

Joined: Tue Nov 18, 2008 1:03 am
Posts: 342
Location: Spathiwa
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
pretty sure that would work with robolees suggestion too

but this is a tricky subject, grenades may be not be quite done right but they are still a prime choice for bunker busting. possibly to make them more useful give an extended aiming trail to grenades, showing bounce and distance. this could be done similar to the grenade aiming trail in gears of war(2). also grenades need to have alot more particles when exploding but with lower velocity/lifetime(a smaller AOE)

EDIT: possibly have ammo for only certain weapons(flak cannon, rocket launcher etc...) this would also make having lighter weapons(assualt rifles, shotguns, pistols) make more sense. as it is now there is little reason to get anything other than the heaviest of weapons because your much more likely to kill several enemies with a heavy sniper rifle than a compact rifle.


Tue Jun 23, 2009 12:17 am
Profile

Joined: Fri Mar 06, 2009 10:47 pm
Posts: 23
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
Manticore wrote:
EDIT: possibly have ammo for only certain weapons(flak cannon, rocket launcher etc...) this would also make having lighter weapons(assualt rifles, shotguns, pistols) make more sense. as it is now there is little reason to get anything other than the heaviest of weapons because your much more likely to kill several enemies with a heavy sniper rifle than a compact rifle.


I don't agree there. I only use light weapons so I can jet around, that way when I carry just a single rocket launcher and fall down some hole or get stuck in the ground I can't get out without a digger. Don't change the ammo system, it's fine as it is. About bunker busting, I make cruise missiles out of Dummy Rockets. Fill it with a standard dropship bomb, 5 blue bombs, 5 frag grenades, 2 cluster grenades, and 6 pineapple grenades you got something that only costs 200oz of gold and it can wipe out the sniper towers on dummy assault no problems. Or load a dropship with 10 standard bombs, 10 napalm bombs, and 10 cluster grenades then scuttle it high above your target, carpet the entire area with napalm :)

I'll try making a vid of me using my cruise missiles on Dummy Assault and whatnot.


Tue Jun 23, 2009 1:13 am
Profile
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
Learn to abuse jetpack bursts. I can take off and fly to any height carrying a rocket launcher, gatling gun, and an AK-47.


Tue Jun 23, 2009 1:23 am
Profile
User avatar

Joined: Wed Jan 07, 2009 10:26 am
Posts: 4074
Location: That quaint little British colony down south
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
Flammablezombie wrote:
Nah, it's fun to load with standard dropship bombs and bodyslam someone.
Flammablezombie wrote:
I mean in their hundreds. with a ROCKET.
robolee wrote:
inventory grenades
Grif wrote:
You can't read, can you?


Tue Jun 23, 2009 8:08 am
Profile WWW
User avatar

Joined: Wed Jan 03, 2007 12:48 am
Posts: 163
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
What if ammo and grenades both needed to recharge?

Grenades would work like this: for every grenade you buy, you add that grenades weight to you inventory but you can throw more grenades prior to needing a recharge or the recharge takes less time. Pretty simple, I would like this feature.

Guns would be slightly more complicated: The gun comes loaded and ready to fire, and also comes with a certain number of extra magazines/clips/shells/whatever. When you reload a magazine, the extra clip number, displayed next to the bullet count on the little HUD, would be subtracted by one. There are two options for how to deal with resupply.
One: Once the extra clip size reaches 0, a recharge bar will begin to fill, similar to a weapon reload. Until this bar (visible as a little loading bar, or invisible like weapons reload currently) fills up, you cannot reload your weapon.
Two: There is a shorter recharge bar, and you are constantly refilling your extra ammo supply. If you fire faster than you can recharge your magazines, you will run out of ammo at some point. If this system is picked, I'd recommend a very small extra ammo supply (one magazine or two).

The main reason I thought of giving guns a ammo resupply time was to discourage constant gunfire, encourage pistol use, and give more balancing options to a powerful weapon besides reload time and weight. For example, a shotgun could be given a quick reload, but a long resupply time; this would let the shotgun be very powerful against few enemies, but the long resupply would require a retreat or weapon-switch while it gets it's ammo back.


I'm all for grenade recharge, and I like the way guns currently work, but this is just a suggestion if someone is looking for a way to have guns need some sort of recharge.


Last edited by AGENT15 on Wed Jun 24, 2009 5:31 am, edited 1 time in total.



Wed Jun 24, 2009 12:36 am
Profile
Loose Canon
User avatar

Joined: Sun Mar 29, 2009 11:07 pm
Posts: 2992
Location: --------------->
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
AGENT15 wrote:
What he said

I like option number 2 better than one, because if you run out of ammo at a critical moment, you're boned. With the other one, reload is much smaller, so you have more ammo, more quickly.
But why do i care about all this, I have Bioshock to play! ( Yes, I only JUST got it. Shut up.)


Wed Jun 24, 2009 12:45 am
Profile WWW
REAL AMERICAN HERO
User avatar

Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
Reply with quote
Post Re: Limited Grenades, unlimited ammo?
AGENT15 wrote:
What if ammo and grenades both needed to recharge?


Standard US army soldiers carry seven magazines for their primary weapon. Two magazines is not very realistic for far future.

To explain the "charge" time, if this system is ever implemented, how about you say that the soldier has to reload the magazines themselves from some belt (which adds enough ammo that you could arguably call it infinite).

This is still not my preferred way of doing things; I'd much rather just leave it as is. There's enough micro going on already.


Wed Jun 24, 2009 1:46 am
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 118 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 8  Next

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.077s | 16 Queries | GZIP : Off ]