1) What should be the purpose of our gernades?
2) Should gernades be extremely accurate (like a T-21 to a rifleman?)
3) What range should the gernades be...what ideal and blast range? Should they have high accuracy modifers?
4) Should they be a "spammable" weapon? (meaning that they are fast and dont take much ham)
5) Should how a gernade hits a target be totall overhauled? (like 100% accuracy?)
6) What are your ideas in general of making gernades a more viable weapon for us, and have a greater impact on PvP and GCW?
1. AE Damage (depending on what type of 'nade used) to clustered groups of infantry, can still hit a single target fine, but used most efficiently (Ie. not wasted.) Think of these as being our anti-infantry heavy weapons (although some like proton grenades could be made to function as decent anti-armor weapons as well.)
2. Grenades should function like CM grenades in terms of accuracy. If you're within range and aren't running away when it's thrown (if you're the target), consider yourself blasted.
3. Grenades should work out to 48m since, quite frankly, thats how far CM's can throw grenades, and it seems to be fair, seeing as we have to stop and wait for the animation to play while hurling them (which lasts a second or two.) Note however, that at 48m out accuracy would be on the medium side, while idealy they should be thrown from 20-32m. Up close they should be very accurate; however, as in real life, throwing a grenade within a blast radius is not recomended (cam you guess why?).
4. This would be grenade dependent. Part of my idea is to incorporate a grenade timer, which would function similar to the healing timer doctors get, with the difference being that the delay of the grenade you use affecting how long until you can throw again. The heavy-hitters could only be thrown once in a while (like every 30 seconds or so), while some of the lighter ones could be thrown up to once every 5 seconds, with crowd-controlling grenades falling somewhere in the middle. During the timer's 'charging' period, you could perform all other battlefield functions (much like with the healing timer) but you would have to wait until the timer was up to use another grenade. I use balance to justify the implementation of this. I know some folks want to go all 'gung-ho', but that just won't work out in game mechanics, since people would just then carry crates of grenades around (wheras this normally isn't an issue in games because you can only carry around 5 grenades total without having to return to a base to restock.)
5. If something is within the AE blast (THIS INCLUDES YOU), when it lands in the area, they should be hit. You can't dodge, counterattack, or block an explosion with your bare hands.
6. Grenades should be situationally used weapons that are extremely useful at clearing out clustered groups of infantry. While being capable of taking out lone infantry, this should be dissuaded and be far less effective than targetting clusters (because is it really worth it to waste a grenade on a single troop?) Certain variations of grenades should have special abilities and uses as well. For example, I'd recomend:
- Proton Grenades - Specializes in raw damage on heavily armored targets, such as vehicles and buildings (what did Han use to blow up the bunker in RotJ?)
- Thermal Detonators - These should be the feared general purpose weapon. If you're caught in its blast radius, you should take a great deal of damage, and be sent sprawling if you don't have very much anti-KD defense. I want them back so that when princess Leia pulls one out in RotJ, we see fear in Jabba's eyes again.
- Imperial Detonators - Lesser versions of the Thermal detonator that are the generic anti-infantry grenades. No KD effect and only a damaging affect. Perks of it would be that you could throw more of them within a shorter period of time. Maybe add a blinding affect (flashbang) to make them have their own niche?
- Glop Grenades - These should temporarily immobilize a target for around 6-10 seconds or so. They can still fire and react, but they can't move anywhere. No damage is done, these are more of a crowd-controlling tool than a conventional weapon. The affected area would be fairly small.
- Cryoban Grenades - These would function similar to glop grenades, but do damage upon impact, have a shorter delaying affect, but have a larger AE.
- C-22 - Higher powered versions of the C-12. They would be capable of moderate damage, but be light and fairly easy to use, compared with the heavier hitting grenades.
- C-12 - Everyone can use these, so these would be the least powerful of the bunch. They would pack a mild punch, that (given enough quantity of throwers) could potentially do damage over the course of a fight, but nothing coming anywhere near to the damage of the later grenades.
Kind of a long-winded post there, but I think implementing these changed would make grenades go from a grade D wothless utility, to a Grade A item worthy of having it's own skil-tree, while maintaining balance.
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