• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Grenades?!

And what about a server option to make TKers skip a spawn wave if they TKed in their previous life? Works really well as it even makes you really want to avoid TKing even if you don't give a **** about the score penalty.
Excellent idea! Added to the fact that some don't care about score, is that the /np forgive is completely arbitrary based more on mood, then how reckless someone is being with the grenades...

I say make players earn grenades using a points system or something similar to that. It could reduce nade spam and players who are doing well and using teamwork get rewarded for it.
Also a great idea, this would be an effective alternative to the current first come first serve system in managing who gets access to what, similar to America's Army...

DirtyRat's suggestion is a sound over-arching design approach imho; as it would make grenades a finite resource that has to be judiciously used. Some maps could even offer objectives that might require a significant portion of the munitions store to destroy, or get access to -- reinforcing this even more...

:)
 
Last edited:
  • Like
Reactions: evulclown
Upvote 0
One thing I'd definitely like to see is more lethality of the concussion effect of grenades. So you can't hide behind a table or crate half a meter from a grenade and be safe, especially in close environments. Fragmentation effect can be toned down slightly for gameplay reasons. The M24 or M43 should be more lethal for clearing out bunkers and the like, F1's should be more lethal when used in the open.

What I'd also like to see is fragments being modelled, see ArmAII's claymore. So with a fragmentation grenade you'd actually see puffs of smoke/dirt if fragments hit walls and the like. :)
 
Last edited:
  • Like
Reactions: Hoak
Upvote 0
One thing I'd definitely like to see is more lethality of the concussion effect of grenades. So you can't hide behind a table or crate half a meter from a grenade and be safe, especially in close environments. Fragmentation effect can be toned down slightly for gameplay reasons. The M24 or M43 should be more lethal for clearing out bunkers and the like, F1's should be more lethal when used in the open.

What I'd also like to see is fragments being modelled, see ArmAII's claymore. So with a fragmentation grenade you'd actually see puffs of smoke/dirt if fragments hit walls and the like. :)


I was under the impression ROOST F1 grenades already modeled fragmentation. That explains why sometimes you live when you're relatively close, and sometimes you die when you're far. It just depends in you get hit by a random fragment.
 
Upvote 0
Add a small amount of free-aim to Grenade chuckin'

this will reduce the pinpoint accurate tosses of ROHOS.
On the surface that's an interesting idea, but RO already has a lot of 'features' and nerfing effects that break scale with the rest of the game and mitigate both realism and game skill. Free-aim on grenade tossing seems as much of a nerf as 'adding uncontrollable cone' to weapon accuracy, to enforce someone's idea of how a weapon should be used -- which may or may not be better depending in your perspective.

Still, grenades do have both serious game-play and perspective issues, and original solutions really need to be pursued in the games where they prevail (RO). I just prefer game design that at least attempts to maintain some scale with reality, and congruence in scale across the game's design; and RO grenade tossing requires a fair amount of skill that would be disappointing to see obviated this way.

Perhaps using the physics system to 'bounce' grenades more, giving less predictable results in urban settings (where the biggest problem prevails) would be better... And/or more time in shuffling/shouldering your weapon to get a grenade out -- making you more vulnerable would make people more selective about when they used grenades.

:confused:
 
Upvote 0
Free-aim on grenade tossing seems as much of a nerf as 'adding uncontrollable cone' to weapon accuracy, to enforce someone's idea of how a weapon should be used -- which may or may not be better depending in your perspective.

We already have free-aim on main weapons which also acts as uncontrollable variable (sort of) in weapon accuracy yet we can come up with plenty of reasons from realism point of view why it is in and should stay in. Adding small free aim for grenades is realistic for several reasons and is not gamebreaking, presuming it's done carefully.
 
  • Like
Reactions: Snuffeldjuret
Upvote 0
We already have free-aim on main weapons which also acts as uncontrollable variable (sort of) in weapon accuracy yet we can come up with plenty of reasons from realism point of view why it is in and should stay in.
No, free-aim doesn't add any 'uncontrollable variable' to realistic firearms handling, it's still to scale; if you use ironsights you're weapon still shoots where you aim it.


Adding small free aim for grenades is realistic for several reasons and is not gamebreaking, presuming it's done carefully.
Incorrect, a grenade has no ironsights in the real world or in the game to mitigate the effecs of free-aim, where you look in game is where you aim and approximate a center of aim and a complex ballistic trajectory; and even that's an approximation.

To make aiming grenades even more vague with free-aim is no different then adding additional random cone fire/toss to the grenade, which is not to scale with how firearms are handled and aimed in RO...

:cool:
 
Last edited:
Upvote 0
No, free-aim doesn't add any 'uncontrollable variable' to realistic firearms handling, it's still to scale; if you use ironsights you're weapon still shoots where you aim it.

That is if we're presuming that we would use freeaim to engage targets at range, which is not the case. Where it becomes uncontrollable is in close quarters when you can run into such situations fairly frequently that you have time to point your weapon somewhere and shoot but not enough time to really start 'aiming' around properly in RO. Everything looks from perspective point of view you would hit dead on your target from point blank range, yet you missed by few pixels and you're dead, unless you have plenty of experience hipshooting regarding ingame terms.

Incorrect, a grenade has no ironsights in the real world or in the game to mitigate the effecs of free-aim, where you look in game is where you aim and approximate a center of aim and a complex ballistic trajectory; and even that's an approximation.

Neither are your eyes and arms perfectly synced especially in odd positions, something which the weapon freeaim sort of simulates. Sure with weapon it's easier to scale or get a rough estimation, which is why implementing it on grenades for a game would require some careful consideration or maybe even a relative visual aid. As for game aim and trajectory, you can already toss grenades to unrealistically long ranges in RO:Ost with perfect accuracy while sprinting, jumping or even hitting the deck which would be physically impossible position-wise and downright silly regarding the range.

Now the thing is, in RO:CA you could toss grenades slightly further than in RO:Ost and grenades were more like mininukes in terms of explosive radius. They killed basically anyone even remotedly near them and in some maps nades often caused bottlenecks since you could just toss one and guarantee to kill few guys just like that, and a map called Spartakovka was probably the worst offender. Putting it in other words nades were crapload more powerful in the RO mod, hence more 'realistic', to the point if you even saw a single grenade 30 yards away you wanted to find the nearest basement to hide. Also everytime you even pressed your fire button to pull the pin, if you died the nanosecond it happened or afterwards it always left a deadnade, so not only they were mininukes, but dropping a grenade on open street could easily wipe half of your team out. Even with 32p servers your typical RO mod map had nades flying relatively often around, it was almost worse than the common RO:Ost 50p nadespam joke on certain maps.

This is where we run into the problem that sometimes in order to make things more realistic overall, certain things may have to be toned down due excessive exploitation the player can influence with his avatar, as even if the throwing range would be halved (in comparasion to RO:Ost) you couldn't have any 'fear' a real soldier would have when handling a handgrenade when it comes to friendly fire or possible collateral damage or simply ****ing up the throw.

Now we could go on arguing about physics with the explosive thingy but quite frankly I could go and argue we need to have slipping and some other footwear related physics as I have never, ever seen a game that would model hobnails and\or heel irons correctly physically and considering footwear was (and still is) pretty damm important part of soldiers' daily life, it would be quite important. However anyone who has actually used any boots with those in poor weather or on even remotedly slippery surface (even bare wooden floor is sufficient in some case) can probably figure out why no-one has ever done it and probably won't do it.
 
Upvote 0
That is if we're presuming that we would use freeaim to engage targets at range, which is not the case. Where it becomes uncontrollable is in close quarters when you can run into such situations fairly frequently that you have time to point your weapon somewhere and shoot but not enough time to really start 'aiming' around properly in RO. Everything looks from perspective point of view you would hit dead on your target from point blank range, yet you missed by few pixels and you're dead, unless you have plenty of experience hipshooting regarding ingame terms.
And that's realistic as far as it goes; in real CQC you at least try and use your weapons sights, or will hold it in close aim where you're looking over the sights -- and all other things being equal the man who is better aimed will prevail.

It would break the game's aim system scale to put free-aim on grenades, substantially nerf skill, and not really address the issue of 'nade spam' -- which is map specfic and more down to the raw munition volume on a map due to the arcade nature of respawning, and putting a bottomless inventory of explosive munitions on the map (see DirtyRat's Post).

=O/
 
Last edited:
  • Like
Reactions: evulclown
Upvote 0