KingLol said:
Grenades were very powerful weapons and could kill you from distances further than you could throw them, so I would say it's probably acceptable that their lethality is toned down a bit for gameplay purposes.
Then how do you reconcile this?
KingLol said:
Hoak said:
...hand grenades...used in urban settings...could easily kill a friendly squad behind the man throwing the grenade
Not really. While defensive grenades such as the F1 or the Mills Bomb do indeed have a lethal radius equal or greater than the effective range it can be thrown it doesn't mean that they are 100% lethal up to that range.
I qualified my statement, with '
in urban settings', (and twenty years of experience using them). Where masonry buildings, walls, and enclosed spaces -- the boundaries are not substantially destroyed perform as powerful energy reflectors.
By way of example just throwing a grenade in a narrow street or ally, say 2m wide or less the space behaves more like a < Pi/2 steradian domain, then a quarter space domain as the energy of the blast can only go up and in one axis -- the energy multiplying effects on are enormous and can put the blast front well past the Grenadier.
Other problems that present in using real grenades in urban settings that are not well portrayed in games is no one's aim is perfect, there can be unpredictable gusts of wind around the harsh geometry of urban settings, and grenades bounce unpredictably and roll...
The point is in the real world these effects and their consequences make for much more cautious and judicious use of grenades in urban settings then we see in most games, were it's much more of a planned affair, the most capable man is often tasked with the throw, and it's usually done around a corner or over some sort of protective revetment.
I'm just gonna put what I said kinda offtopic in the
other grenade thread:
I will add to this that I first posted this idea about 3 years ago when RO first came out...dunno if it's still on the forum somewhere, but I think it's obviously better to pool ammo on a per player basis to make things fair...I think this system would greatly enhance RO...I was playing Stalingrad on TWBs server tonight and it felt like 50% of the deaths were from grenades...not so fun.
I'm guilty of getting easy grenade kills probably like everyone else here, but if we limit them and the mapper can assiagn a set amount on a per player basis - people will be much more cautious before "wasting" them and actually conserve them for those instances where there is dire need to push forward.
+1
I think that's a brilliant idea regardless of how realistic or arcady the damage metrics and load-outs end up being! And in terms of theater realism (if there's some sort of '
realism mode'), there were plenty battles were ammunition and munitions were scarce -- the Russian two bullets, two soldiers one rifle story should be pretty famous by now, and the German logistics train was streatched thin in many areas across the front...
This could even play well as a '
game feature' where running out of ammo adds a tactical means to decisive outcome. Buy way of illustration: one team may decide to go for an all out Blitzkrieg like strike to create a fast round where they quickly and decisively achive their objective, or run out of enough ammunition to accomplish it, alternatively they nurse their ammunition judiciously, hit & run, harass, and try and get the other team to burn it's ammunition reserve, then make the decisive move...