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Model 39 Grenade Project - Cpt-Praxius:

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  • #16
    Here's a question.

    Do you have any ideas on how your new grenade might work in terms of gameplay? Do you anticipate any aspects that differentiate it from current grenades?

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    • #17
      Originally posted by Coopsta View Post
      Do you have any ideas on how your new grenade might work in terms of gameplay? Do you anticipate any aspects that differentiate it from current grenades?
      Well the throw distance will be less, as you can throw a stick grenade better in general, but it's power would be slightly greater than the stick grenade. The Stick grenades have a 5 second time delay, while the Model 39 has approx a 4 second time delay.

      The differences would be minimal, and it'd be more or less up to the player's own preference in what they'd want to use..... but I'm still thinking about having the different timers for each kind of grenade fuse, or if I should just leave it at the standard 4 second one.

      Because of the slightly different focus of both grenades, those trying to take an objective with a pile of defending forces might want to use the stick grenade for longer distance with longer time delay.... and people like MG's, Marksmen, etc might want to choose the Egg to quickly toss down some stairs or around a door.
      Last edited by Cpt-Praxius; 04-28-2012, 10:48 PM.

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      • #18
        Originally posted by Cpt-Praxius View Post
        Well the throw distance will be less, as you can throw a stick grenade better in general, but it's power would be slightly greater than the stick grenade. The Stick grenades have a 5 second time delay, while the Model 39 has approx a 4 second time delay.

        The differences would be minimal, and it'd be more or less up to the player's own preference in what they'd want to use..... but I'm still thinking about having the different timers for each kind of grenade fuse, or if I should just leave it at the standard 4 second one.

        Because of the slightly different focus of both grenades, those trying to take an objective with a pile of defending forces might want to use the stick grenade for longer distance with longer time delay.... and people like MG's, Marksmen, etc might want to choose the Egg to quickly toss down some stairs or around a door.
        Being able to setup booby traps on doors and such, like it says it was used for in the wiki article, would add a whole new gameplay element. Not sure how well it would be received with this cranky community, but it sure would be interesting...
        [SIZE=3]
        [/SIZE]

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        • #19
          Originally posted by CaptRanger View Post
          Being able to setup booby traps on doors and such, like it says it was used for in the wiki article, would add a whole new gameplay element. Not sure how well it would be received with this cranky community, but it sure would be interesting...
          My guess would be that they used the red capped grenades with the 1 second fuse..... and while it probably wouldn't be impossible to add into the game, those traps would be equally deadly to both the enemy and your team.... and while one could use some highlighting effect for team mates, that wouldn't be all that real. Though it would have to force players to communicate better by telling their team that they rigged a specific area, and where so their team mates didn't wander through blindly and kill themselves.

          I also have a few ideas on what I may do with the Molotovs and which classes would get them, etc.... but I'll do another thread specifically for the Molotov when I start working on that.
          Last edited by Cpt-Praxius; 04-29-2012, 02:39 AM.

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          • #20
            Originally posted by CaptRanger View Post
            Being able to setup booby traps on doors and such, like it says it was used for in the wiki article, would add a whole new gameplay element. Not sure how well it would be received with this cranky community, but it sure would be interesting...

            Yep...... they're called "tripwires" and they were quite effective. Still in use today. That's how effective they are.

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            • #21
              Haha "Tripwires". Oh the irony. It's not actually ironic but I still find it funny.

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              • #22
                Originally posted by Mike_Nomad View Post
                Yep...... they're called "tripwires" and they were quite effective. Still in use today. That's how effective they are.
                Yeah, I've actually setup quite a few claymores, both training and live. These m-39 seem to work on the same triggering principle, although a bit more rudimentary. Still see this exact thing done with various grenades in Afghanistan today (and even more in Iraq while we were there). Kick in a door and BOOM.

                Originally posted by Cpt-Praxius View Post
                My guess would be that they used the red capped grenades with the 1 second fuse..... and while it probably wouldn't be impossible to add into the game, those traps would be equally deadly to both the enemy and your team.... and while one could use some highlighting effect for team mates, that wouldn't be all that real. Though it would have to force players to communicate better by telling their team that they rigged a specific area, and where so their team mates didn't wander through blindly and kill themselves.

                I also have a few ideas on what I may do with the Molotovs and which classes would get them, etc.... but I'll do another thread specifically for the Molotov when I start working on that.
                I have to admit I'm kind of playing devil's advocate, because I'm not sure I'd want them to have this ability in RO2... but wouldn't it be possible to show in the map and tactical view where a boobytrap is setup in order to alert players on your own team?
                [SIZE=3]
                [/SIZE]

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                • #23
                  Originally posted by CaptRanger View Post
                  I have to admit I'm kind of playing devil's advocate, because I'm not sure I'd want them to have this ability in RO2... but wouldn't it be possible to show in the map and tactical view where a boobytrap is setup in order to alert players on your own team?
                  Well I don't see why not.... but it's start to move a bit into the "COD" of things imo.... perhaps if what was done was to have it noted on the map, but generalized on location kind of like how the enemy spotting is soon going to work like.... where in "This General Area" you have to watch your step, but it's not clearly noted.... thus forcing players to use their eyes and watch where they're going.

                  But I'd much prefer not to have that kind of thing in at all, as without such a system, those rigging up the booby trap would be more enticed to better communicate with their team, or face having some TK's under their belt, as well as dropped honor.

                  And one thing this game needs more of, is more communication between team mates.

                  Added:

                  As an update, I have made a few more modifications to the model since last I put up a screen shot. I have refined the design of the wing nut, smoothed the edges a bit more, as well as curved the ends. I also improved the texture that was used on the Wing Nut and begun working on the belt ring on the bottom.

                  But I've also been pretty busy and haven't put up a screen shot yet. Once I finish up the belt ring, I'll throw up an updated screenshot.
                  Last edited by Cpt-Praxius; 04-30-2012, 07:23 AM.

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                  • #24
                    trips

                    lol I'd say no tripwires. I've played lots of Project reality and even with marked mines on the map, 3D VIOP and the ability to crawl past them about 70-90% of the insurgents TKs are by mines and grenade traps.
                    People seem to like to run around not looking where they are headed.
                    Last edited by leathery; 04-30-2012, 02:32 PM.

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                    • #25
                      Originally posted by leathery View Post
                      lol I'd say no tripwires. I've played lots of Project reality and even with marked mines on the map, 3D VIOP and the ability to crawl past them about 70-90% of the insurgents TKs are by mines and grenade traps.
                      People seem to like to run around not looking where they are headed.
                      Well I did have an idea earlier today, in that the different grenade types would be assigned to specific classes.

                      Assault's would have the 4 second ones.... recon and MG's would have the 1 second ones for tripmines, and the 10 second ones could be for Commander/Squad Leaders.... still thinking about it though, but that way, it would limit the amount of players being able to lay down tripmines.

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                      • #26
                        In the German Army placing mines or booby-traps is a speciallity of engineers, so if you want to reduce the numbers of red-cap handgrenades, you could assign them to the engineer class instead of machine gunners. If the loadout is too heavy, make it an option to choose either a satchel or a booby trap grenade. Of course it is a good idea to give them to recon too.

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                        • #27
                          By the way, there is a detail regarding the sound: the Eierhandgranate 39 used in Stalingrad (produced later than 23.05.1942) had the fuse type Brennz

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                          • #28
                            Just as an update, this project is on temporary hold.... perhaps only for a short time.

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                            • #29
                              Cool, no rush.

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                              • #30
                                Alright, after giving the last update a trial run in the last week and determining if Classic was going to take over all the servers in my area & leaving me with nothing I'd enjoy, I no longer feel concerned that I would be working on a model for a game I wouldn't play anymore (or enjoy anyways)..... so the modeling is back on the next chance I get to load up Maya.

                                There are a few glitches and bugs since the last patch, but nothing serious that won't get fixed later on.

                                I'll update this thread again the next time I have something new to show.

                                The Molotov Cocktail and a few other weapons are still planned to be worked on after this project..... so long as I don't hit a road block in this project

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