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Custom Grenade Slot Replacement Items for Each Class

Compass

Grizzled Veteran
Aug 30, 2010
383
97
Yeah, you heard me. Custom grenades. You buy the upgrade from the Trader and it replaces your standard grenades with new grenades. a culmination of random ideas I've read/hallucinated about.

Demolitions - HEDP Grenade
Extra fragmentation.

Commando - Flashbang
You throw it, it stuns small enemies. Does no damage.

Medic - Adrenaline (deployable)
Allows players in a 2m blast radius to become unkillable for 3 seconds, resets from each toss.

Berserker - Armor Kit (deployable)
Repairs any player's armor by 20

Firebug - Incendiary (already in-game)
Sets things on fire.

Support Specialist - Ammo Crate
Drops a single ammo box to replenish 3 mags of a tier 1, 2 of a tier 2, and 1 of a tier 3, no explosives.

Sharpshooter - Nail Bomb
All shrapnel, no explosive damage.



---

=D
 
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Yeah, you heard me. Custom grenades. You buy the upgrade from the Trader and it replaces your standard grenades with new grenades. a culmination of random ideas I've read/hallucinated about.

Demolitions - HEDP Grenade
Extra fragmentation.

Commando - Flashbang
You throw it, it stuns small enemies. Does no damage.

Medic - Adrenaline (deployable)
Allows players in a 2m blast radius to become unkillable for 3 seconds, resets from each toss.

Berserker - Armor Kit (deployable)
Repairs any player's armor by 20

Firebug - Incendiary (already in-game)
Sets things on fire.

Support Specialist - Ammo Crate
Drops a single ammo box to replenish 3 mags of a tier 1, 2 of a tier 2, and 1 of a tier 3, no explosives.

Sharpshooter - Nail Bomb
All shrapnel, no explosive damage.



---

=D

I have to say no. I use grenades constantly as support. I bounce them off walls, arc them really far, ect. It is a cool idea though, maybe have a way to choose?

edit-nevermind, I read that you buy the upgrade, haven't had coffee yet.
 
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Just my opinion, but I would say no to the adrenaline, and give both Medic and Commando flashbangs (since it fits them both, and flashbangs are fun to use). I would change the flashbang so any affected Zed's are more vulnerable to damage after it hits them as well (so basically a teamwork/coordination item, also because my Berserker idea has stun in it as well).


Also, no to ammo and armor kit. I think the different perks should have different grenades, but they should all be offensive somehow.

For Zerkers, perhaps a spray of sharp throwing projectiles (that are not necessarily knives), that also act as caltrops should you throw them on the floor? Berserker has no trouble retreating most of the time, but this could be used to buy time for teammates to escape. I figure they would do similar damage to a shotgun blast on hit, and stun-lock anything hit with them either thrown or on the ground for a moment or two.

For Support, perhaps grenades that shoot a directional blast of shrapnel? Sorta like claymores, but a direct attack explosive instead of a trap-based item. This is sort of like your Sharpshooter grenade idea.


Can't really think of a good Sharpshooter one.....something that is spike-damage and precision based, but in a throwable attack....perhaps sticky-bombs? That's kind of cliche though, I don't want to suggest something from Halo or Warfail.
 
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I think this sounds like an awesome thing, if you had the option to upgrade it in the trader instead of just starting off with them.

And the flashbang seems kinda weak, just saying (I mean, it basically is like a normal nade if it did 0 damage with a slightly longer stun)

Also, just a suggestion: make the zerker one be throwing knives.
 
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I think this sounds like an awesome thing, if you had the option to upgrade it in the trader instead of just starting off with them.

And the flashbang seems kinda weak, just saying (I mean, it basically is like a normal nade if it did 0 damage with a slightly longer stun)

Hence, I would tack on damage vulnerability to it.


Also, the upgrade route seems fitting, because we still need a purpose for regular grenades. ;)
 
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Sharpshooter should have impact grenades.

Well, at least someone should with the way specs are afraid of people throwing rocks, but not the flaming sticks that shoot death at them.

clearly they too played battlefront 2 on endor hunt as the empire. Your soldiers all do massive barrel rolls at every rock.
 
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I smell a balance nightmare... j/k :)

Some decent ideas in there. I like the HEDP Grenade, Flashbang and Incendiary Grenades (Although I would assume they would be a willie pete grenade or something.)

Sadly there are things I really dislike in there.
Armour boost - Implausible and creates alot of balance issues with the medic. Never liked the idea of mid wave armour recovery period.
Adrenaline - WAY overpowered, and tbh other suggested applications for adrenlaine are either overpowered too or pointless. Using a nade the make zeds omentarily retreat is fine for anything adrenaline could do.
Ammo Crate - Makes spam an even bigger problem. People shouldn't be rewarded for playing badly.
Nail Bomb - Pretty much a grenade... with nails instead of regular shrapnel.

Personally I'd modify this suggestion to simply add flashbangs as a new weapon as an optional replacement for grenades. Have them behave so that if the player is caught by the flashbang they are blinded and deafened too. Same for FF servers.
 
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The idea is great! Just change them a little, but the main idea is great - perk-depending grenades! :D
Adrenaline - YES! But longer works and radius like 5m maybe.
Incendiary nades already in, they rock! :)
Support should have normal grenades only though, but stronger.
Demolition should have "homing" grenades, like they don't explode unless someone steps in them, some kinda mines. Eventually some kinds of pipe bombs with triggers so they can detonate them when they want to.
Flash nades for commando - YES! :D
Zerker - I think he should have some kinda ninja stars instead :D
Sharpshooter - light grenades - you can throw them further, but they cause a little less damage.

That's what I think about this :)
 
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