Hand grenades should be altered

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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
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A lot of people complain about how useless the grenades are. Some people agree with this statement while some people disagree and they say that grenades do have advantages.

First off, I'll list a few of the "good points" to using grenades.


  • Great for killing the "babies" when a good hit is scored. They're mainly effective for stalkers and crawlers and maybe clots.
  • When thrown and exploded in a tight area, a good few ZEDs get some light damage so they can be killed with smaller weapons easier.
  • Lobbing them into crawler/stalker air vents resulting in a rain of blood is very satisfying.
  • Dropping as many nades as possible is a good way of sucide to kill ZEDs swarming your corpse.
  • "Chaining" them with an M79 is very satisfying.
  • Getting them to the other side of a welded door can be useful, provided you don't blow up the door...
  • They can kill fleshpounds! Provided that all the players throw all of their grenades and hope they don't miss...

Those last two didn't seem so good... Now for the bad points...


  • They're
 
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Salad Snake

FNG / Fresh Meat
Aug 2, 2010
875
148
0
32
Honolulu, Hawaii
I agree with suggestion 4. The problem with grenades is that you rarely if ever score a good hit with them.

Damage could use a boost too since you can only carry 5 at any time with most classes.
 

Yomommassis

FNG / Fresh Meat
Sep 24, 2009
705
233
0
Palmdale, CA USA
Gorefasts just flinch slightly, taking only a tiny bit of damage and then they proceed towards you afterwards at full sprint so they can stab you in the face.
lol so elaborate


idk what all you guys are talking about, nades are OP

dropping a nade in the path of a raged FP will result in a confused FP who is set to rush an unlucky player but its programmed to aviod the nade
resulting in him just dancing in place preventing the rush
repeating this process gives the team more then enough time to drop him



spamming nades within range of eachother to chainreaction them stacks the damage across the entire blast radious resulting in uber effective nades
based on Nade.uc, LawProj.uc, M79Projectile.uc
Stats:
Grenade - 250 dmg - 350 radious
M79/M32 - 350 dmg - 400 radious
Law - 850 dmg - 500 radious​
Example:
spamming 5x nades in a mob so that each nade is just at the edge of the other blast radious (close enough to chain reaction but far enough for maximum coverage) will result in an instant ~1250 damage over a radious of ~1750

thats not even factoring in a supports or demolitions abilty to throw 10+ or the damage boost from a demolitions

my point being that unless your single nade is to confuse a rushing zed than yes a single nade is crap
but as is nades are meant to be thrown in multiples
IMO lowering the price would be unfair and gamechanging, removing the ZED abilty to avoid them would be game changing and actually be a nerf (FPs, Scrakes)

altough i do agree demo needs to get his nade discount
 
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C_Gibby

FNG / Fresh Meat
Jan 18, 2010
7,275
2,716
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Well, I guess they're not that bad in terms of damage, then. I mean, I have had a good few instances with a "win-nade" that killed lots of trashy ZEDs.

It's just that it's so difficult to get successful kills with them in a normal situation due to the AI and there's so many drawbacks involved, the price is just too much.

Alongside a little "dumbing down" of the ZEDs, a decrease in price should be enough to get people using them more and thinking of them as useful again. :)
 

Lunatic[BoM]

FNG / Fresh Meat
Apr 22, 2010
80
15
0
I think grenades is OK, as it is. You only have to use it right. If at least 2 men throws few grenades under FP's feet and then starts blasting him, he will fall down until he rages. Also firebug incendiary grenades, is very effective against big groups, or scrakes.
 

9_6

FNG / Fresh Meat
Sep 4, 2009
2,461
727
0
8. make them twice as expensive and make them the ohshi- situation smartbomb they're supposed to be.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
0
34
liandri.darkbb.com
What I want changed most of all is the look of the explosion effect and the resulting lingering smoke. It just doesn't look convincing.
If it's at all possible I would like to make them a little bouncier too. The way they are now they cling to wherever you throw them. They don't even have to bounce or roll far or physically correct. Just a little so it doesn't look as stupid.

And when this is all improved and someone still has some spare time I think the view shake effect when one goes off needs tweaking too. Maybe it has too much sideways movement or something. I don't know what it is exactly, but somehow it doesn't feel right. I think a tiny, short zoom-out, kind of like when you score a headshot in Red Dead Revolver except not in but out, would feel much better. A view-shake isn't a bad idea either but the current one, ... meh. Less is probably more in this case.

On the gameplay-side they could use a slightly larger radius, imo.
I don't think reducing the price is necessary.
 
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ShyMiningStar

FNG / Fresh Meat
Jul 5, 2010
61
16
0
I don't think that grenades are too expensive you don't need them early just for later waves at least mostly and you start with 3/5 grenades. I recently played as Commando perk so I saw healthbars, grenades do alot of damage really on hard the Fp almost died because of 4 or 5 grenades... just throw them at the right moment that would be when he is about to enrage at that time he doesn't avoid them.
 

HalfDemon

FNG / Fresh Meat
Apr 3, 2010
182
34
0
Perhaps have Semtex for Demo? I know this sounds really silly at first, but if you think about it, wouldn't it be so much more useful for the Demo to be able to blow up ZEDs more efficiently as the explosion is stuck to them than simple nades? Or maybe in addition? Just a thought I saw with these great solutions :)

Oh yeah and what about Support? Should he still have bonuses to grenades?
 
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Johnny Darko

FNG / Fresh Meat
Aug 7, 2010
254
13
0
Grenades are near useless at the moment. Yea you can confuse a FP for a little bit with one but it's hard as hell to actually do much damage at that time. They do good damage, but they never directly hit because zeds are so good at avoiding them. If they removed the ridiculous dodging, they'd be much more useful in general and might actually warrant a higher price. FPs take a LOT of damage from them as is, and that's with their crazy avoidance of the things.
 

vealck

FNG / Fresh Meat
Aug 19, 2009
2,833
234
0
The only thing hand grenades are good for on suicidal is destroying welded doors.
 

-[SiN]-bswearer

FNG / Fresh Meat
Apr 3, 2008
3,460
1,942
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idk if it's been suggested yet but......


what about the simple ability to "cook" grenades like we can in RO? then you can time it to expload over the zeds so that they don't have the time to move out of the way?