Why this now?

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Crumpp

FNG / Fresh Meat
Jun 17, 2006
41
0
0
Personally I would be happy if they just gave the grenades their correct advantages.

Stielhandgranaten should on average be able to be thrown farther and more accurately. That was the whole idea of the "stick" giving leverage to the grenade. It should also be an "offensive" grenade meaning less shrapnel and more blast effect. It was designed to be thrown while assaulting. In otherwords, you do not need to take cover when it's thrown unless you are in the blast radius.

The fragmentation sleeve can also be modeled but I think the Steilhandgranaten 39 would be a better choice for an Axis defensive grenade.

http://www.inert-ord.net/ger03a/gerhgr/m39/index.html

The F1 on the other hand cannot be thrown as accurately over distance or as far. At short ranges for small targets like windows it is probably better. However in a wooden building the fragments will penetrate the walls. It is also a defensive grenade and is more lethal over a wider area. As with any defensive grenade the lethal distance of the fragments exceeds the range it can be thrown so it must be used from cover. Once thrown it is not safe for any movement until the grenade detonates.

It seems very difficult to get a Steilhandgranaten in RO through a door 3 feet away. From the prone position it also seems to have very little range. By comparison the F1 can be thrown much farther and more accurately in RO. Least that is the impression I get using both.

All the best,

Crumpp
 

breadtruck

Active member
Nov 21, 2005
770
84
28
Wisconsin, USA
Jaesperson said:
the current 2 nades are ok to me, but i wondered why you could only pick up either 2 F1s or 2 stielhandgranaten. why not one of these and another of them?

I agree, it would be nice to pick up a spare regardless of the current loadout.

Brinkman said:
your idea has probably been thought of by the devs.. it's not that great of an idea because there would be too many grenades on the field.. too much spamming.. every time someone dies there's a fresh supply of grenades you can toss.. then one of the guys you killed (with the grenade) has MORE grenades to throw..

I purposly throw my one nade out anywhere just to pick up the two fresh ones. If anything, the current system causes more spam (atleast in my case)
 

lumberg

FNG / Fresh Meat
Mar 18, 2006
81
0
0
breadtruck said:
I agree, it would be nice to pick up a spare regardless of the current loadout.



I purposly throw my one nade out anywhere just to pick up the two fresh ones. If anything, the current system causes more spam (atleast in my case)

yep i do that all the time ..toss it towards the enemy hope for a kill and pick up the next 2
 

SingeDebile

FNG / Fresh Meat
Feb 23, 2006
325
34
0
EvilAmericanMan said:
Yes, waiting for men to load in 50 88mm rounds would sure help the game and would be fun!

most people would have thought forceing you to open hatches wouldnt "be fun", the point with this game is that it pursues realism and that out of some cool twist of fate its alot of fun when everything is realistic.

the reloading could be realistic, each round loaded one by one... with a "load bar" showing you the progress of each one... it would make you want to conserve your amo more (ie: realistic gameplay),

i guess the hard part with making a game that attempts to really be realistic is that at every turn you are constantly confronted with the alternative of taking the easy route, kudo's to the dev team for keeping it together this long!