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#1
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This is more an idea than a suggestion but i have been mulling this over for 1 or 2 years for KF. Feel free to post any suggestions or input. Since Firebug has his own "Napalm" grenades. I mean i still understand this is a balancing assignment but i think it would still be cool to see some different nade types for other classes. Ive been playing KF since the beta UT days so i might just be in that "sick of the game and need something new" phase. But i still think this could be a interesting direction to keep things new.
Iam thinking these "class" Nades will be set along side your current default grenade as a "bonus" grenade similar to Counter strike or Team Fortress Classic's grenade system. By still having default nades and 1 or 2 "Class grenades". As i said before i dont think this as something that should taken seriously but more than an idea or keep things fresh. KF should keep adding content to keep things fresh. Sequal games usually split the player base. But anyways here are my nade ideas. Iam gonna add a Firebug suggestion since hes got his own nade type anyways. But i think to have a grenade option would be better, so the player has a better options to engage enemys with. But Anyways here goes. I know these ideas kinda sound like something from other games but i still think it would be cool to implement this ideas in some form in the future Support: This was kinda difficult to think about. I was thinking either some kind of Smoke grenade which would temporarily slow the Zeds or disorientate them. Smoke which would impede sight and Zed ability. Support players would still have to take other players LOS into consideration but this would be perfect for laying down smoke to cover ones escape Demo: 2 Words First jumped to mind when i though about Demo nades. CLUSTER NADES!!!! ha ha basically i was thinking about given the option a demo could either carry 1 normal grenade and 2 clusters or just 11 normal grenades by default. Basically cluster grenades when thrown would on detonation (smaller yield explosions to keep it balanced) would throw out 5 mini grenades which after a slight delay detonate. Sharpshooter: This was also quite tricky to decide on. The closest i could come up with was a kinda of "nail" grenade with a small explosive yield but more powerfull shrapnel damage and overall projectile amount. Medic: Ive seen theres a Medic grenade possibly in the works. my version for this was thinking of a kinda of experimental Intelligent energy grenade similiar to Borderlands Transfusion grenade which once detonated sent out wave of energy which would steal small amount of health from zeds and healing players in range. Obviously if no players are in the immediate range the grenade would be somewhat useless. So would best be used with a server with 2 or 3 berserkers who are attacking large groups of zeds. Commando: This isnt very easy to decide on i was thinking about some kind of Chemical Grenade which would causes zeds to attack one another, this only lasting for a few seconds. Or a Sort of Sticky grenade? Berserker: For Berserker i had actually a few to many ideas lol. But these are the ones i thought would make the game more fun overall. I was either thinking a sort of Shuriken Volley or a Ballistic Knife attack? Was also thinking about a Stun Grenade which work in a similiar way to the LAR's stun Firebug: Well Since Firebug already has his own grenade type. Ill just add a idea here anyway. For this perk i was thinking Molotov Cocktails? thrown on to the ground would set that area on fire for about 1 minute or less which would cause any zeds walking through it to be set on fire. The main reason i think something like this should be implemented is because it will add more variety to classes and gameplay. and to keep things interesting and fresh it gets abit boring to see the same grenade being spammed over and over ![]() I really think this could be a great addition to KF for the future. Well its either that or ive been playing KF for far to long and want new stuffz lol. Any input and suggestions are appreciated. I know some of these ideas are abit OP but they can be changed to an extent to keep things balanced such has cooldown timers and grenade amounts.
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#2
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Hmm. I think the demo's cluster bomb is kinda cool, but apart from that they don't seem different enough to warrent a new addition.
Also, the medic nade would only be useful if you've got a player and a load of zeds who'll stand in one location for a reasonable amount of time? Normally, unless they're a zerker or a medic, they'll be dead before the nade goes off, or the zeds could be cleared far more easily with a few shots + a healing dart. I'd just plump for some kind of AoE pulse or something which heals instead, so you can throw it amongst 5 players all trying to escape and all injured, and it'll heal them all. Also, flashbangs, if you're looking for more grenade ideas still that're different. |
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#3
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comando grenades would act as normal grenades, but cause any cloaked zeds to be perminately revealed. THink of it as a regular nade, but with a jammer device that causes the cloaking device to malfunction
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#4
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Well yes ghost my main point is that these "bonus" grenades would be set along side normal grenade as a set amount depending on class which would have to be bought at a reasonable cost at the trader, lvl 6's would spawn with 1 and with a implemented cooldown to keep it balanced. This stuff requires alot of thought to decide on. And about the medic grenade why not keep it as it is but still use the knockback effect of normal grenades? Each zed would lose lets say 5-10 health depending on Zeds in immediate area and healing the lowiest HP player as a priority. And About the Commando Grenade (@ L4D thats a cool idea about your commando grenade) this Chemical grenade would only work on lower tier Zeds obviously having no effect on Flesh Pounds and Scrakes. Unfortunately theres only so many grenade types in the world and its quite hard to think about any new ones.
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#5
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I'm glad you liked my commando idea. I thought about it, and it wouldn't be too bad if it were to ever be used. If that doesnt work, then perhaps make it such that when a comando dies, all of his un-used grenade will randomly scatter, and detonate after a few seconds. Think of it as a way to avenge for his death. I know its kind of odd, but you never know, although it would be bad if those grenades caused a FP or scrake to rage.
As for you support grenade, something that causes confusion (aka, delaying effect) would be a great idea, because it would give players a chance to quickly reload, while keeping the zeds at bay. Of course the trade off would be that the smoke makes it hard for players to see through it as well. For sharpshooters, I think Ive got the solution for you. When you think of sharpys, what do you think that they excel at? Headshots and long range killers. Why not have their grenades be able to be thrown farther? Since a sharpy is about accuracy and long distance, why not give a grenade that compliments it? Demolitions grenade being a bunch of smaller nades is a good idea, or maybe he could have grendes that have to be activated (kinda like how C4 works). The big down side would be that he could only use one at a time, or that binding a key to trigger them might be an issue. And of course firebugs have their usual incendiary grenades. Ill just make a quick fancy design post for you. Support: Smoke Grenades + Causes zeds to temporaliy lose focus of players - Smoke screen created makes it difficult to see through Sharpshooter: Long range grenades + Grenades can be thrown a much farther distance - Take longer to detonate Demolition: Cluster grenades + Each grenade splits into three smaller grenades - Each smaller grenade does lesser damage than a regular grenade Commando: Electromagnetic Pulse (EMP) grenade + Causes all cloaked zeds to uncloak - Lesser damage from grenade Beserker: Stun grenades + Stuns most zeds for X seconds - Lesser damage from grenade Medic: grenAIDes (get it )+ Damage done to zeds, is returned as health to the players with the least amount of health. If all players are at max health, then grenade acts as a regular grenade. - When used as medical grenade, damage is reduced by X%
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Last edited by Left 4 Dinner; 06-28-2012 at 10:05 AM. |
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#6
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For instance, a sharpshooter turns the corner and encounters a FP very close, but just outside nade explosion radius range. Pulls the Xbow, shoots it in the head, then while the Xbow is reloading, he can toss a grenade at it's chest (which instantly explodes), then shoot it again during the rage animation for an instant kill on HoE extremely easily. Alternately, two normal nades + 1 instant nade would (I think) instantly kill a FP, since he'd have no time to move away from the normal nades. This'd also be easy as pie, as long as you don't MISS him, and throw the nades fast enough that he doesn't move. etcetc. Just adds a lot more tactics possibilities, and makes the sharp quite a lot better against FPs, but probably for the wrong reasons? I like the EMP nades and stun nades, although presume the latter would only work on husks and below. Also, FYI, the nades are very varying in power. EMP and medinades aren't that powerful, (assuming the medinade would only heal teammates within the blast radius. If it healed any teammate on the map it'd be cool), but comparatively sharpshooter nades and stun nades seem to be very good to me. |
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#7
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The reason for medics grenades being what they are, as in less powerful, is that medics arent meant to be offensive. So thats why I went with the defensive/passive grenade. And besides, if everyone is healed, then it acts as a normal grenade. Also, the main thing about the comando's grenades being able to disable cloaking, is that its a reward for anyone who decides to go commando on the final wave and are able to hit pat with one of his grenades. The more we talk about it, the more I get interested in this idea of special nades. Maybe there could be a mutator that does this, or atleast does some of the special grenades we've talked about.
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#8
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ha ha thanks for all the replys guys. It seems most people think is a cool idea to an extent. I still think it would be cool if new grenade types in general were implemented in the future. They dont HAVE to be the grenade types i listed above but if tripwire had to implement this in some way it would be awesome
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#9
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It would be a great mutator. I know I would love to play on a server with it. It would be a different type feel for the game
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#10
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yes mutator or permanent addition to the game either way it will be awesome if they implement this
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