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Gernade Revamp Discussion
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StarNick
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StarNick
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In light of recent...Mouse bombs...I propose a radical change on how our gernades work - based on these evil little droid bombadiers...
 
...there is no doubt theres going to be a cry from the elite proffessions to nerf the droid bombs..no doubt, but aside from that....base our gernades just on those bombs..
 
Meaning, the gernades have a decent blast radius, and when a target is inside that blast radius..the gernade has 100% accuracy....also adding a new system in place for gernades...
 
The Closer a gernade detonates to a target, the more damage he takes from it...and vice versa. This could be achieved with a random number that determines "where the gernade falls" in relation to the target.
 
For example, lets say the ideal range of a proton gernade is 15 m....the random number says the gernade falls within 5 m of a target..it does 3 X the base damage (lets say its max dmg is 2k...so 6k dmg)...but if that number says it really fell at 15 m it does .5 X the base dmg (so 1k dmg...and it'll have a chance of hitting you cuz it fell @ the max ideal range...and if you're lets say 10-15 m in range of that..chance of blowing your head off) but that should be a very very rare random number..the majority of the falls landing 1-10 meters
 
Very rough, but its food for thought...other ideas on how gernades work is welcome as this is a discussion...im just throwing off one of many ideas here
 
In line with essentially a overhaul of how gernades work...as a master commando..we should also have extremely high accuracies and speeds with gernades...they should not be tied in with how fast/accurate our hvy weapons are (as gernades in general..really arent that hard to use...)....and also boost the stack number (maybe also add in a new belt that can hold inventory and display em? a Gernade belt? stores only gernades and such now that would be cool)
 
Atm, gernades are not useful at all..and take the betterment of 1/4 of our class...there really should be something done...and again this is only one of many ideas and should be discussed...some questions for all of ya:
 
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?
 
Our gernades dont get much attention..in light of the Droid Bombs...I think its about time they should... (in all..the droid bombs are ALOT like how our gernades are worked..just far more range...)
 

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Pyro Games
04-25-2004 04:17 PM  

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Re: Gernade Revamp Discussion
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StarNick
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La bump....Garvin has told me ingame that he's pushing a discussion of revamping our gernades of some sort on the correspondant forums...it may be a good idea for the community to discuss it as well...as our gernades are almost always overlooked on both ends....

People - post your ideas...this may be a chance to go head on with the new droid bombs

--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games
04-26-2004 12:47 PM  

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Re: Gernade Revamp Discussion
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SpecWar1
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There should be gernades that do Special Attacks:
 
1 Knockdown - from blast
2 Dizzy - from gas
3 Blind - from acid or gas
4 Dot Damage - from fire
5 Smoke -  to obscure vision so people cannot get auto targeted automatically
6 area of effect damage - damages more then one person in a radious
 
 
Some thing to that effect. I mean come on they do nothing in the game but do damage other weapons that are far superior do. Im not lobbing a blast gernade that does 200dmg when my launcher can do way more, give it an effect for that matter! Its an even trade.

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04-26-2004 12:59 PM  

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Re: Gernade Revamp Discussion
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Raptor2k1
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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.

Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum

04-26-2004 03:41 PM  

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Re: Gernade Revamp Discussion
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emo-kor
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They need to do more damage

Have a better chance to hit

Not take so long to through

Add some status effects

and perhaps add poisen and disease and fire

04-26-2004 05:16 PM  

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StarNick
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great post raptor...it sounds alot like how gernades are handled in KOTOR...in that game, gernades are VERY useful..especially the sticky ones..or the cyroban ones (they freeze...same thing in swg and kotor..but in kotor they freeze the target..same animation almost too!)

And it just hit me..yes some of the higher gernades need a KD or dizzy effect...its our unique way of getting these affects out...rather than specials like others..but with hvy hitting gernades - its perfect!

Keep em coming

--Stern Synex-- --Master Commando-- --IDI Forces--
--Proud Commando of 42 Months-- --Last Commando Correspondent--

We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games
04-26-2004 07:02 PM  

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Re: Gernade Revamp Discussion
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Raptor2k1
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"it sounds alot like how gernades are handled in KOTOR"
 
It should, I was playing it yesterday and it helped to inspire that list.

Kyeran Halkyon

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SWG Commando Forum

04-26-2004 10:09 PM  

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serisscweald
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yup status effects are the best idea, and make it times like a combat medics throws. The higher you ge tthe faster you can throw a gernade. Have a radius on it but only effects enemy targets, when you use a flame cone it doesn't hurt you group so why make gernades do the same?
 
but yea could be a good tree if done right. only reason I keep it is for the ranged mitigation right now. but commando could be a great and fun class if done right. OH and also make it take very little HAM to throw one also, as of right now does more DMG to throw one then to hit with one.

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04-27-2004 01:32 AM  

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Re: Gernade Revamp Discussion
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Raptor2k1
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Hmm, no one else has any ideas? Come on, we've been needing to consolidate specific grenade ideas for a while now.

Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum

04-27-2004 05:42 PM  

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Re: Gernade Revamp Discussion
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Teigen
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I made a separate post about this a while back, but it didnt get a lot of response.

IMHO if grenades are to be viable they really need to increase the number of charges per stack and make them a lot more cost effective to use. Even if you get your grenades really cheap I cant think of many ways to be able to make back that money by using grenades alone.

That's too bad really, because there are a lot of different damage types and armor piercing levels available to commandos through grenades (and HW consumables for that matter), but none of it is ever used. All it needs is a little bit of tweaking of how they work (more accuracy and get rid of the damage to the user) and big increase to the number of uses per stack.

04-28-2004 01:30 AM  

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StarNick
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gernades never get any attention...its sad

but with the introduction of these bomb droids..we need to start formulating ideas...OR conslidating ideas such as raptor's (which is also the best gernade revamp i would say..KOTOR's gernades are FUN and can make a world difference in combat!!!....hell the first time i dueled Malak [i beat the game 3 times]....i didnt have alot of stims...and it was on hard diff...i only beat him by using adhesive gernades!!!!!)

--Stern Synex-- --Master Commando-- --IDI Forces--
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We fear no enemy...we are the few, the proud, and the brave. We are, Commando!

Pyro Games
04-28-2004 01:48 PM  

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Re: Gernade Revamp Discussion
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skotadi
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we need demolition charges like in the VI movie with the destruction of the sheild generator the thrown distance should be based on a persons strength it could add in the meaning of the unarmed part of commando and lower the ham cost you dont use much effort to throw a rock a someone
04-28-2004 02:32 PM  

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Raptor2k1
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Hmm, no one else has any ideas for a grenade revamp? It' be goog to keep threads like this continuously flowing with ideas.

 

Another thought, maybe we could make the grenades and heavy support weapons work together. Ie. The rocket launcher by iteself would be empty; however, since it's basically an RPG, you can load it up with whatever type of grenades you want to fire (change damage type and purpose of the warhead. Since Proton Grenades are used right now for RL's it gave me the idea.)

Come to think of it, that could help with some of the issues I have with HSW too.

Kyeran Halkyon

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SWG Commando Forum

05-03-2004 03:36 PM  

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Feixeno356
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Yeah, ours should do some knockdown / dizzy effects. that or some really high damage. i mean. cmon its a friggen grenade

( I hate to be a spoil sport star nick, you're doing great with this just its GRENADE )

Master Teras Kasi / Going Pistoleer Master. A member of ROGUE Beta Tester who is behind the times We will show them the true power of the C-Force
05-03-2004 06:00 PM  

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LuapLink
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From what Garvin has said it looks like he is trying to get a grenade launcher, a weapon that we would use fire grenades, the code is in the game as you get droids that can fire scout traps.

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05-04-2004 07:35 AM  

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