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Quote from: 8th_account on April 27, 2008, 03:34:50 pmAnyhoo... What would the support be for redoing the nade damage algorithm? Make it based on the speed of the nade as well? Then hard thrown nades would be likelier to kill in one hit, but slow nades that are just 'dropped' would do less damage. As we all know, in order to throw a nade hard, you have to spend considerably more time charging up.But wouldn't that just make it an area-of-affect knife?
Anyhoo... What would the support be for redoing the nade damage algorithm? Make it based on the speed of the nade as well? Then hard thrown nades would be likelier to kill in one hit, but slow nades that are just 'dropped' would do less damage. As we all know, in order to throw a nade hard, you have to spend considerably more time charging up.
Quote from: SDFilm on May 04, 2008, 04:34:33 pmQuote from: 8th_account on April 27, 2008, 03:34:50 pmAnyhoo... What would the support be for redoing the nade damage algorithm? Make it based on the speed of the nade as well? Then hard thrown nades would be likelier to kill in one hit, but slow nades that are just 'dropped' would do less damage. As we all know, in order to throw a nade hard, you have to spend considerably more time charging up.But wouldn't that just make it an area-of-affect knife?The nade's speed shouldn't be proportional to it's damage, as in the knife's case. High nade speed would only give a "bonus damage" that would be capped off at perhaps +20%. Reversed, zero nade speed could modify the damage by -20%.
Quote from: 8th_account on May 04, 2008, 06:18:39 pmQuote from: SDFilm on May 04, 2008, 04:34:33 pmQuote from: 8th_account on April 27, 2008, 03:34:50 pmAnyhoo... What would the support be for redoing the nade damage algorithm? Make it based on the speed of the nade as well? Then hard thrown nades would be likelier to kill in one hit, but slow nades that are just 'dropped' would do less damage. As we all know, in order to throw a nade hard, you have to spend considerably more time charging up.But wouldn't that just make it an area-of-affect knife?The nade's speed shouldn't be proportional to it's damage, as in the knife's case. High nade speed would only give a "bonus damage" that would be capped off at perhaps +20%. Reversed, zero nade speed could modify the damage by -20%.that would only give rushers more advantage! Rushers are the one that abuse the nade most often now we are give them more reason to abuse nades?
You can avoid all of the bullets in the world, but when a player drops his load of grenades on your head, you're pretty much finished.
It doesn't have to be a realistic 3-4 seconds. Something like .75 seconds, so players who run out of bullets and are faced with an enemy at full health, can't tap their grenade button to kill them both. So players can't run around and score these easy kills like they have been for the past year by simply lobbing grenades in everyone's face from two feet away.
[EDIT #2] I guess I didn't make this entirely clear. Before 1.3 (I think it was 1.3) grenades could not be thrown at an obstacle (player) and explode on contact. Now they do. I'm suggesting this be modified so it can't be done literally in someone's face or removed all together back to the way it was. It will open up fighting drastically, and force people to use GUNS and not GRENADES to make their close-medium distance kills.
Rusher or not grenades will inflict 80 to 100% of your life upon being hit whether its a very slow or an extremely fast grenade.If you want to do the algorithm and to completely nerf grenades there would have to be a huge penalty for slow grenades otherwise it is HARDLY worth it, because as soldat is now, the majority of grenades will never do enough damage to kill someone, but will inflict just enough to make them a split second finish kill.I still say removing the impact would be the easiest and effective solution. People will get used to it and soldat will be better for it.
The nade's speed shouldn't be proportional to it's damage, as in the knife's case. High nade speed would only give a "bonus damage" that would be capped off at perhaps +20%. Reversed, zero nade speed could modify the damage by -20%.
I mean its the easiest way to nerf it.
I attend grammar school, last grade, and ignorance is all around me. Well, good for them. Ignorance is bliss.
Quote from: excruciator on May 04, 2008, 11:49:03 amI mean its the easiest way to nerf it.Then that's the server owner's problem, not something that should be made the norm.
Quote from: † on April 14, 2008, 01:25:20 pmTo sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)And we still don't know if dead guys can keep a stiffy.
To sum up my point: We had a multipage debate about toilet padding. (Putting TP in the water so you don't get splashed.)
I've always wondered. Why does nade have 6 digit number dmg yet it only takes off half of the life most of the time.