Researchable Grenades

loMe
6335
Alski Syndrome
Posts
183
Location
United States of America
Joined
29 June 2014
4 September 2015 - 12:11 EDT
#1
Complaint:
-Grenades are hardly used in the first place.
-It's a hassle to buy grenades from the armory each time you spawn. It just takes precious seconds you can't afford.

Solution + Ideas:
Idea #1 - Research changed to spawning with grenades.
-Make the research cost slightly higher, but change it so Marines will spawn with grenades. The commander would have to select which grenade he/she wants the Marines to spawn with.

Idea #2 - Nerve Gas Buff
-Increase the spread and duration of Nerve Gas Grenades.
-Aliens caught in the gas are treated as scanned/will show up on your minimap.
TiT
6535
Posts
9
Location
Dax, France
Joined
5 December 2014
4 September 2015 - 13:22 EDT
#2
Agree for reduce size of grenades, damage and time beetween every grenades. A sound for them and be able to track them could be Nice too, maybe a new ability, like an alien vision with more détails if alien commander research it.
Pelargir
5291
We're grumpy
Posts
452
Location
Lyon, France
Joined
6 April 2013
5 September 2015 - 10:16 EDT
#3
Idea #1 looks good. But I would adapt it to something maybe more difficult to code but even more appealing. An alternative.

As NS2: Combat can afford, you get the possibility to purchase grenades in the Armory. But then appears a new feature that allows Marines to select something like: 'Auto-Grenades Spawn' or whatever. Meaning, whenever you spawn, you automatically spend your personal resources to buy those grenades without going to the Armory, you'll only have to do it once to unlock (or disable) that option, somehow. You would have the option to choose any type of grenades below the original Grenades icons in the Armory.
“It's a dangerous business, Frodo, going out your door. You step onto the road, and if you don't keep your feet, there's no knowing where you might be swept off to.”
swalk
2129
Xeon
Posts
908
Location
Copenhagen, Denmark
Joined
9 May 2010
10 September 2015 - 11:05 EDT
#4
#1 Don't like the idea of restricting all the marines to the same grenade. -> Something like Pelargir suggested imo.

#2 I think increasing the duration a little bit would be fine, but they already take up a lot of space imo. So my vote is to not increase radius, but should be very marginal if any. I don't think it makes any sense whatsoever to make aliens appear like a scan or even just on the minimap as if they are in sight, whenever they are in the radius of a Nerve Gas grenade. The Nerve Gas already does significant damage to armor and is very useful for defending yourself against lifeforms and for doing hive pushes. The real problem with grenades atm is #1 imo and I think that's what needs adressing first, then we can tweak the grenades after people actually start using them.
http://www.youtube.com/user/swalken/videos
TiT
6535
Posts
9
Location
Dax, France
Joined
5 December 2014
12 September 2015 - 17:28 EDT
#5
If marines spawn with grenades for me this is too powerfull because we will see spam of grenades and i dont know if you noticed it but nerve gas is really powerfull against High lifeforms and more against onos. If you do it i think we need to nerve grenades unstead do it powerfull. So i prefer decrease radius a little bit its already big enought and lifeforms are already scanned by the damage numbers by the marine who launch it (i'm talking about nerve gas grenades).
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