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Post by yepitsjc on May 3, 2010 20:50:01 GMT -5
they lowered the kill radius from 1.5 to 1.0? this has got to be a joke, the grenades are already shitty as they are, you cant even cook them! wow..
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Post by cheshire on May 4, 2010 11:20:25 GMT -5
Much like the grenade launcher for assault class, the nerf was necessary not because of the actual power of the explosive, but the inability to stop unlimited spamming of them. A more elegant solution would have been an exponential increase in the time it takes an ammo box to return a grenade, or some similar route. Sadly they just chose to reduce their effectiveness and allow kids to continue sitting in the tree line 40 metres from the objective lobbing grenades continuously for 9 minutes at a time.
Why you can't cook them still confuses me, however.
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Post by SheWolf on May 4, 2010 12:46:42 GMT -5
maybe a nod to realism. no real-world-soldier would seriously consider cooking a grenade, or if, then only as the last option when other less darwin-awardy methods are not possible (bouncing of a surface, hard and high throw...) people tend to forget that real grenades, unlike game-grenades, don't detonate after an exact ammount of time. the fuse is chemical-based and makes the thing go of in something between 3 and 7 seconds, plus minus^^
that or it was a decision for balancing, maybe they would be too powerfull if they could be made to detonate exactly on impact, dunno.
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Post by Protolisk on May 5, 2010 1:52:27 GMT -5
having a 3-7 second delay would really suck as you would have no idea when it'd asplode.
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Post by ][nquisitor Mateo on May 5, 2010 17:45:27 GMT -5
They do suck.
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Den
He's That Guy
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Post by Den on May 5, 2010 18:58:12 GMT -5
Cooking is a discouraged practice with handling grenades. To deal with the variation in the fuse of each frag, soldiers used an overhand throw to give the grenade a big arc and more air time, more time for the fuse to burn, less time for the enemy to throw it back. Since BC2 doesn't have throw-backs, the lack of cooking isn't a problem. Bad guys will try to avoid it instead and that means they're either going to be hurt or moving out of cover.
Frag grenades in games have always been poorly represented, either out of laziness or incompatibility with other game mechanics. A hop away is enough to get out of the area where the concussive force would be harmful and a drop to the ground could avoid all harm from the shrapnel. The generic sphere of pain that nearly every game uses for them though...
The fast health recovery of many current online games keeps the action-packed pace up, but that pace negates the effect of grenades (as they used to be) as means of clearing rooms or wounding enemies.
They had to be made more lethal - to kill the enemy easily with a huge lethal radius - since it was very unlikely that the player could follow up immediately after the explosion to finish off any injured opponents, thus making that grenade a waste. Compared to older games with health and armor packs everywhere and a direct explosion was quite survivable.
Bad Company's slow health recovery allows for the old style of game hand grenades, where the foe is wounded (and still has a chance rather than instant death) and you move in with the advantage of health. You gotta follow up and finish him off. Or throw more grenades.
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das147369
True Bro
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Post by das147369 on May 7, 2010 0:23:15 GMT -5
Thats so funny I forgot to laugh. Very true with few exceptions: video.google.com/videoplay?docid=705675169925203364#Grenades roll, bounce, have variable fuse time with cooking, explosion and shrapnel is realistically modeled, even the pin and spoon flying off is animated.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on May 7, 2010 1:12:46 GMT -5
Hell yeah. That and STALKER have awesome grenades.
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Post by yepitsjc on May 8, 2010 1:25:17 GMT -5
ok i understand your point on the wounding the soldier. and cooking not being realistic, but then again realistically a grenade would fuck up a room and anything in it on balancing, not being able to cook-ok fine, but having a kill radius of only 1.0 is crazy, because since you cant cook it and there is a grenade indicator, it gives you plenty of time to get out of harms way, even to the point that you arn't wounded, or barely wounded, while having advantage of position while you are in building 2nd story for example. so at least make the kill radius 3.0..
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Post by SheWolf on May 8, 2010 2:26:13 GMT -5
maybe then they intended to make them pure flush-people-out-of-places-tools rather then really dangerous weapons...
or someone found a way we don't know about here to abuse them really bad so they had to get decreased radius^^
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Post by yepitsjc on May 9, 2010 15:56:05 GMT -5
well thats the thing, it doesnt flush people out of places...
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