Home › Forums › General Discussion › Balance Discussion › Grenade fuse
- This topic has 10 replies, 5 voices, and was last updated 6 years, 11 months ago by Damian.
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09/01/2018 at 9:46 am #5676mor_julietParticipant
I think the grenade fuse should be longer(+0.5, +1 or +1.5 s) for both game play and realism.
For game play, in most situation, you can’t dodge the grenade if enemy throw one to you. In my previous experience, when I saw the enemy’s grenade flying to my troop, I was trying to dodge it with sprint, and my troop still lost about one-third health. If I really wanted my troop unharmed, I had to predict whether enemy would throw a grenade, then ran before enemy really throwing it. Although it can distinguish the player is micro-well or not, I still don’t like this feature. It leads the game into ‘The one who throw the grenade first will win the battle’.
For realism, I did a test on Germany model 24 grenade. It has 3 seconds fuse in game now, while the fuse should delay 4.5 seconds in realism.
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09/01/2018 at 10:28 am #5677DamianParticipant
You can dodge a nade quite easily. Before even enemy soldier throws a nade, squad that it’s thrown on will shout “GRENADE!!!” or something like this. When you hear this, move your units away. Same goes for the planes. Before they even enter the map, your soldiers will start shouting “PLANES!!!”.
Same goes for arty yada yada.
If someone is throwing a nade on you from behind cover (you can’t see them), your soldiers will shout anyway…. so just listen to what they are trying to tell you commander 😛
I think majority of the players does not use this knowledge 😛
- This reply was modified 6 years, 11 months ago by Damian.
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09/01/2018 at 5:45 pm #5683mongalong247Moderator
I wouldn’t consider mor_juliet one of those players. Our grenades have a cooked fuse, it’s a leftover from when we used to have basic and elite versions of everything. Once we moved to a veteran star based level for sprint etc to allow us to have groups of soldiers sprint/prone etc. we had to pick one type to go with so we migrated everyone to the original “elite” version of prone and grenades, we totally rebuilt sprint but we need to readdress the other elements in time 🙂
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09/01/2018 at 7:34 pm #5684LorariusKeymaster
Garry, I do hear the ocasional “plane” or “grenade” shouts, but I can never tell from where that shout came. That does explain why I had the feeling that you had a sixth sense for knowing when and where a gren is being thrown….
I’m not kidding, this is a real question: is it possible for you (and other players) to hear which one of your troops is shouting?
I can distinguish crews from infantry, no prblem, but everything else doesn’t work for me. Is there a sound setting I should tweak?
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09/01/2018 at 10:37 pm #5686DamianParticipant
I use 5.1 headphones. I started using this 500 hours ago (if you can say it 😛 ).
When you are start using this, you will get used to it and will be able to tell the exact squads with 90% accuracy.Also your squads shout 99% of the time, sometimes they just stay quiet. This simple thing makes a BIG difference in combat 😀
Also try to remember the voice actor voices, because if you have 2 different squads near each other, you can be 100% which one is shouting 😀
- This reply was modified 6 years, 11 months ago by Damian.
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10/01/2018 at 6:19 am #5694mor_julietParticipant
I knew the fact that they will shout, and I’d dodged some grenades with it. The problem is that the 3 seconds fuse is still too short for realism(4.5 seconds) and gameplay(not every player is enjoying heavily micro game).
>mongalong. So grenade was just not got overhaul? Good to hear it.
- This reply was modified 6 years, 11 months ago by mor_juliet.
- This reply was modified 6 years, 11 months ago by mor_juliet.
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10/01/2018 at 11:26 pm #5702DamianParticipant
If you increase the fuse, price has to go down too and what about the rifle nades? They travel longer distances and have longer fuse in overall. What about riflenades that explode on impact?
- This reply was modified 6 years, 11 months ago by Damian.
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11/01/2018 at 9:58 am #5705mor_julietParticipant
Yes, price should go a properly change if the fuse get overhaul.
The one need to be modified is the time delay fuse, and impact fuse like British gamma bomb is pretty good now. I don’t know whether the rifle grenades are impacts fuse or not, but I think Meatsheild knows it 😛
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11/01/2018 at 6:42 am #5704
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11/01/2018 at 3:09 pm #5706MorgothParticipant
Never heard that they were shouting “grenade” when somebody was shooting rifle nade at them, but it is rather easy to notice a gliding projectile followed by the disctinctive white tracer. Moreover u can see a forego animation of grenade beeing bring out etc, and squads that are going to use a grenade often make some characteristic movement patterns like sprint and stop and so on. But the most important thing is to simply be aware that when the range is getting close nades are going to be used. To be honest i do not find current grenade fuse time too short. You are right that it is not historically accurate 4,5 s, however we have to remember that in wikinger mod it is not possible to “cook” a grenade which was often used by soldiers to “shorten” a fuse time. I think that current value is a quite good compromise between a realism, game mechanics and micro skills needed. Imho in close combat it is often difficult to place a good nade, (when there is no many units involved and players are paying attention). Additional 0,5 s would be acceptable to me, but 1,5s could possibly ruin a micro intensive infantry combat changing it to simpler firepower reliant form. Now a skillful player can still beat relatively stronger infantry squad with a well used terrain(not only by taking cover but with a good pathfinding scheme, properly used sprint or prone abilities)/well placed nade.
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