small change to grenade launcher behaivior

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mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
apearantly the grenade launcher has a saftey that disarms the device when fired at close range relying soley on the impact to kill the enemy. currently there is no alternate fire for the grenade launchers. i have a small change that will make them more usefull.

primary fire will stay the same.

my idea was to add a timed grenade as a secondary fire.
firing the launcher with the secondary trigger will launch a physical timed grenade with a 3 second fuse.

If you hit a specimin point blank the grenade will stick and the specimin will detonate in 3 seconds.

If the physical impact kills the specimine the corpse will be thrown backwards a few feet a and detonate in 3 seconds.

in all this will allow a skilled demo to shoot a clot point blank and ensure that the explosive will both detonate rather than being wasted due to a safty feature. and give the demo time to back off.
 

imonoz

FNG / Fresh Meat
Jul 14, 2010
126
35
0
swedan
Also, this could help if your about to take down a group of clots, instead of shooting the clot in the front of the cluster with your grenade launcher taking down about 4 of them, you could actually place an ALT-FIRE shot right beneath them, then make them walk over it and BAAM it'll explode in the middle of them, taking down quite more.. ( You could also jump and shoot but yeah, this seems a lot easier imo :D )

Schi like it!
 

human_gs

FNG / Fresh Meat
Jun 14, 2010
109
9
0
If you hit a specimin point blank the grenade will stick and the specimin will detonate in 3 seconds.
If the physical impact kills the specimine the corpse will be thrown backwards a few feet a and detonate in 3 seconds.

Although not realistic, KF does tend to keep the original function of weapons. I don't know if a round like that exists for the M32 but in my opinion it's a little far fetched.
The sticking to the enemy is already out of the question, since it kind of ridiculous, making such a big round penetrate/stick to the enemy would require a very special ammunition, and I don't think it fits the game.
The grenade already knocks back the enemies a little, I don't know how much you want but I think it's fine as it is.
About the grenade exploding over time, it feasible, but personally I don't like it. It would cause more suicides than anything. Think about it, you're cornered, fire on the mob and hit a stalker at point blank. You're basically screwed.
Lacking point-blank damage is one of the characteristics that define the demo, otherwise it would be overpowered.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
It's not realistic. That alone won't rule it out, but what does it bring to the game? In my opinion it would help circumvent an interesting aspect of the demo perk. That he has to shoot at targets beyond a certain range or his weapon is severely crippled. Do I waste a grenade, knowing it's not going to explode in this one? Or do I risk letting it come even closer and hit me?
To me that's a cool gameplay mechanic that creates interesting situations all the time. I'm worried that having the option to circumvent this would break it.

I have to say I don't play demo though. I only pick up grenade launchers from the ground from time to time or burn some spare money on one for fun.:eek:

Don't regular hand grenades work like you describe though? The number of such grenades a player can carry is pretty limited so the suspense I mentioned above remains intact, but if you desperately need a timed grenade here and there you still have a few.
 

imonoz

FNG / Fresh Meat
Jul 14, 2010
126
35
0
swedan
I just shoot the nade launcher in the sky if possible and let all hell rain down on zee specimens.

Ohh it's so wonderful when your aiming the m32 grenade launcher towards the sky, fireing all the rounds and just let it randomly rain down at those poor ZEDS, like artillery fire in a well made war movie it's just lovely, so fricken lovely..
 
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Major Liability

FNG / Fresh Meat
Apr 14, 2010
917
165
0
New York
If they got that close to me I'd rather shoot the ground or a wall behind them. Why would you wait even longer to fire if they're right on you?
 

mikeloeven

FNG / Fresh Meat
Jul 5, 2010
97
22
0
ok maby the sticking is out of the question but a timed bouncing nade that has the capacity to impact specimins is more than realistic. the m32 is the same device used by riot cops to fire beanbags and teargas wether the weapon is lethal or non leathal is all dependant on the type of round you load. people can be knocked off their feet at close range though they would stumble backwards or fall over rather than being hurled against the wall. but that kind of physical impact combined with a timed nade would be usefull.
 
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Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
a timed bouncing nade that has the capacity to impact specimins is more than realistic.

A nuclear bomb is also more than realistic. Seriously the M32 doesnt need any modifications and you can simply throw a grenade (11 or 12 when you are a lvl 6 Demo or Support).
 
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nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
9mm pistol / backup weapon

/thread.

If say, a scrake or FP gets too close, you're :
1) Playing Solo.
2) Playing with a bad team.
 

Undedd Jester

FNG / Fresh Meat
Oct 31, 2009
3,059
881
0
Sheffield, England
my idea was to add a timed grenade as a secondary fire. firing the launcher with the secondary trigger will launch a physical timed grenade with a 3 second fuse.

Sorry to rain on the parade... but isn't this pretty much just a regular frag grenade?

I say take a page from CoD (Bad Jester! SCHLAAPP!) and be able to cook normal grenades.

YouTube - CoD4 TDM - Cook Your Grenades

Remarkably the best movie I could find with a decent example. I didn't think it would be that hard to find one :D