Poll

Is this idea good?

After shot speed and other changes, this idea could improve soldat.
This idea is not what soldat needs because it m79 should be short range.
I think this idea isn't good for a different reason.
I think the m79 should be left alone, period.
I'm not really sure..
I'm just marking something so I can see the poll results.

Author Topic: m79 idea  (Read 15405 times)

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Offline popsofctown

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m79 idea
« on: November 14, 2006, 10:31:06 pm »
this might go more in the improvement section, but i think it pertains to weapon balance.

to reward skilled shots, punish short range shots, and make the m79 fresh,

the m79 grenades gain damage potential the more time they spend in the air, until they become strong enough for a one hit kill.

or simpler, the m79 does more damage if the user is far from the explosion, or it does more damage when the grenade has slowed down.

Or, instead of gradual increase, it goes from paltry damage to deadly after it reaches a certain point.

Increasing splash damage is also good, but i think it will make the m79 too useful for splash damaging enemies.
the idea came to me when i was playing clone wars, because the game's rocket launcher does that.

plz do not respond with "in real life," as if you can take a couple ak-74 bullets to the head in real life.

now attack my idea ruthlessly
« Last Edit: November 15, 2006, 01:33:35 pm by popsofctown »
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Offline Cato269

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Re: m79 idea
« Reply #1 on: November 14, 2006, 11:01:18 pm »
I would only say to the first one, more time spent in air the more damage is done.

Offline {LAW} Gamer_2k4

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Re: m79 idea
« Reply #2 on: November 15, 2006, 01:17:28 am »
Hmm, then it might become a skill weapon...

I like it.
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Offline F3nyx

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Re: m79 idea
« Reply #3 on: November 15, 2006, 01:40:10 am »
I know you said not to mention "real life" -- but real life is more supportive of your idea than you might expect.  The real M79's 40mm grenade had an arming range of 30 meters.  Anybody that got hit under that range wouldn't get exploded, but it sure would hurt.

Or, instead of gradual increase, it goes from paltry damage to deadly after it reaches a certain point.

Basically, this is perfect.  I love this solution.  The arming range would need some tweaking, of course.  Also, IMO a direct hit below the arming range should still do substantial damage, say 70-80% of health -- but not enough for a one-shot kill, of course.

Offline ElephantEater

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Re: m79 idea
« Reply #4 on: November 15, 2006, 02:49:44 am »
I love the first idea.

But it will literally make the m79 useless in close range, thus completely changing its purpose.

Offline Toumaz

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Re: m79 idea
« Reply #5 on: November 15, 2006, 04:28:08 am »
Or, instead of gradual increase, it goes from paltry damage to deadly after it reaches a certain point.

Basically, this is perfect. I love this solution. The arming range would need some tweaking, of course. Also, IMO a direct hit below the arming range should still do substantial damage, say 70-80% of health -- but not enough for a one-shot kill, of course.

Couldn't agree more.

Offline cooz

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Re: m79 idea
« Reply #6 on: November 15, 2006, 05:22:21 am »
but let's don't forget that m79 is already close range weapon, so if this idea would be implemented i think range of fire should be extended too...
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Offline -Vis-

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Re: m79 idea
« Reply #7 on: November 15, 2006, 08:23:57 am »
I think the range of fire is fine. I like this idea, but the initial damage should be at least 80%, so as not to cripple the weapon too much.


Offline popsofctown

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Re: m79 idea
« Reply #8 on: November 15, 2006, 03:38:27 pm »
Well, that was better received than i expected.  Yes, this would make the m79 a longer range gun, which i think should happen, because i feel the spas and mp5 should take the short range.  Shot speed, damage, reload speed, etc.  would have to be tweaked very correctly.

Date Posted: November 15, 2006, 01:23:48 PM
here, i added a poll
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Offline Cato269

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Re: m79 idea
« Reply #9 on: November 15, 2006, 04:11:05 pm »
I think the range of fire is fine. I like this idea, but the initial damage should be at least 80%, so as not to cripple the weapon too much.

i would prefer 60% starting damage.
And gain 2% more damage for every 5th of a second in the air, so when it's been in the air for a full second it does 100% damage.

Offline Death MachineX350

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Re: m79 idea
« Reply #10 on: November 15, 2006, 05:09:35 pm »
This is sweet. I don't know why no one has thought of this.

Offline popsofctown

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Re: m79 idea
« Reply #11 on: November 15, 2006, 05:17:23 pm »
i was hesitant to to talk about it because i had figured it was already ruled out.  and because generally im the only one who thinks my ideas are brilliant.  this seems to be an exception.
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Offline Rook_PL

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Re: m79 idea
« Reply #12 on: November 15, 2006, 05:31:14 pm »
tell the Creator about it, BEFORE he releases new version. or die tryin' :P

Offline popsofctown

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Re: m79 idea
« Reply #13 on: November 15, 2006, 08:01:35 pm »
I don't kno the creator

i figure hed like it though
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Offline papercut

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Re: m79 idea
« Reply #14 on: November 15, 2006, 08:07:51 pm »
I was still for the short reload,  less damage, and huge explosion radius, but I like this idea as well.

however I think it should be as low as 40% for the starting shot, and then increase damage as it's airtime increases.
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Offline popsofctown

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Re: m79 idea
« Reply #15 on: November 16, 2006, 07:18:53 pm »
The poll gives 100% approval so far.. ;)

I'm going to call this hypothetical m79 the air m79, because its based on airtime

The air m79 can either be start at a fairly or very high percentage and strenghten until it reaches 100%, as some here prefer, or it can go from a set percent straight to 100% when it reaches a set point.  I think both versions would be good.  But I think the second of the two is better.

One one hand, a gradually increasing air m79 would be a good reward for failed instant kills.  Kills that get some range but not enough would be rewarded by requiring few socom shots or grenades to the head to finish the target off.

On the other hand, i think that there would be a lot of almost-fatal hits, just from the nature of people wanting to do just enough to get by (or here, take just enough risk).  Having a bunch of people with a sliver of health left roaming around rewards random spraying too much. 

Also, i think the air m79 would be more of a skill weapon if there was no compensation for close failures.  I really think the one hit kill weapons should be the ones that require the most skill.

A seperate note, the air m79's grenade could change color when it becomes deadly, to take some of the guesswork out of shooting.   
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Offline Cato269

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Re: m79 idea
« Reply #16 on: November 16, 2006, 08:31:23 pm »
i think the first one, as longer in the air more damage, otherwise people will complain about they are damage absorbing if it hits .02 of a second before the max power, therefor staying on a low percentage damage, however if it builds up to the 100%, it won't have as much to complain about.

Offline popsofctown

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Re: m79 idea
« Reply #17 on: November 16, 2006, 10:23:20 pm »
um, could you try to clean up the grammar some so i can tell what you are saying?
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Offline Noz

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Re: m79 idea
« Reply #18 on: November 17, 2006, 12:46:45 am »
This would pretty much kill the M79. This idea is also completely illogical. Like, there is a difference between SOLDAT IS NOT REAL LIFE and SOLDAT DEFIES THE LAWS OF PHYSICS. I mean, this would make the M79 completely useless. At close range the SPAS would be doing more damage, with a rate of fire that is about 30x faster, over a larger area, with no self-damage. Over long ranges the barret would be more reliable and easier to aim.

Doing this would not make the M79 more "skillful", it would just make it annoying to use.
« Last Edit: November 17, 2006, 12:48:47 am by Noz »

Offline F3nyx

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Re: m79 idea
« Reply #19 on: November 17, 2006, 01:31:59 am »
This idea is also completely illogical. Like, there is a difference between SOLDAT IS NOT REAL LIFE and SOLDAT DEFIES THE LAWS OF PHYSICS.

From my first post in this thread:

The real M79's 40mm grenade had an arming range of 30 meters.  Anybody that got hit under that range wouldn't get exploded, but it sure would hurt.

Maybe you should make sure you understand real life before you start insisting that Soldat should be modeled after it.

As for the rest of your post... You complain that the SPAS would be more effective at close range, and the Barrett would be more effective at long range -- do you realize that this is true for every single primary, except the current M79?  The SPAS and the Barrett represent the two extremes -- if any weapon can consistently defeat the SPAS at close range, or the Barrett at longe range, something's wrong.

Aside from that, your exaggeration is ridiculous.  We're talking about reducing damage to 80% of full health, which would be enough to finish off any injured targets.  The weapon wouldn't be useless, even at close range.

And your final complaint that this "would just make it annoying to use" shows you have no idea what weapon balance is.  Do you find it "annoying" that you can't fire the Barrett in semi-auto?

A seperate note, the air m79's grenade could change color when it becomes deadly, to take some of the guesswork out of shooting.

Yet another excellent idea.  Maybe not necessarily a color change, though... perhaps the projectile could start giving off tiny sparks or smoke puffs when it's reached explosive range?
« Last Edit: November 17, 2006, 01:49:07 am by F3nyx »