Shrapnel grenades

Post your brilliant ideas here, or complain about how nothing works.
Locked
User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Shrapnel grenades

Post by Sarah_U. » 04 Jan 2017, 11:30

Summary (a quick, 2-3 sentence summary):
Add a grenade, or modify the explosive grenades to send projectiles in a random-or-not pattern around its center.

Benefits (How this will benefit the server and game as a whole):
Would be a realistic addition to the current combat system.
Shrapnel is one of the very first idea conventional explosives were made with.
It'd allow for a less tile-based combat system where the grenade would be devastating at times even when not thrown directly at the target.
Xenos wouldn't camp the exact radius of grenades anymore, in fear of being pelted by shrapnel.

Details (Description of how you think this would work, the benefits, etc):
A few mechanics could be introduced. Send shrapnel all-over in the radius, remove the explosion (stun) or not, etc. The suggestion is pretty straight-forward.

Implementation (Optional, if you have an idea how to implement it):
[N/A]
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Derpislav
Registered user
Posts: 823
Joined: 10 May 2015, 09:14

Re: Shrapnel grenades

Post by Derpislav » 04 Jan 2017, 11:35

The grenades pulse rifles are loaded with are stated to have a 5m kill radius. Modern offensive grenades are lethal or gravely wounding for 15 meters, but shrapnel can land even 200 meters away. Defensive grenades would essentially kill everyone on screen in SS13 with no questions asked.

Just stating facts.

+1, because grenades are hilariously bad in caves, where they should be some really bad news for anyone not behind a tunnel bend.
Lockie 'Furry' Hughes, your local source of annoyance, medicine and Will. E. Coyote engineering. Mostly medicine. Maybe annoyance.
Image

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Shrapnel grenades

Post by Snypehunter007 » 04 Jan 2017, 18:26

Sarah_U. wrote:Summary (a quick, 2-3 sentence summary):
Add a grenade, or modify the explosive grenades to send projectiles in a random-or-not pattern around its center.

Benefits (How this will benefit the server and game as a whole):
Would be a realistic addition to the current combat system.
Shrapnel is one of the very first idea conventional explosives were made with.
It'd allow for a less tile-based combat system where the grenade would be devastating at times even when not thrown directly at the target.
Xenos wouldn't camp the exact radius of grenades anymore, in fear of being pelted by shrapnel.

Details (Description of how you think this would work, the benefits, etc):
A few mechanics could be introduced. Send shrapnel all-over in the radius, remove the explosion (stun) or not, etc. The suggestion is pretty straight-forward.

Implementation (Optional, if you have an idea how to implement it):
[N/A]
So you mean like a normale grenade right? IRL that is.
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Shrapnel grenades

Post by Sarah_U. » 04 Jan 2017, 23:38

Snypehunter007 wrote:So you mean like a normale grenade right? IRL that is.
Pretty much yea. Simply asking it uses the projectile system to throw shrapnel around instead of making a simple explosion.

Separate nade or rework will do fine by me.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Lucius Jones
Registered user
Posts: 217
Joined: 18 Jun 2015, 14:35
Location: England is my City
Contact:

Re: Shrapnel grenades

Post by Lucius Jones » 05 Jan 2017, 07:21

-1, the FF would be crazy, shrapnel would have little effect to armour, and even if it did it's tiny and would only fuck humans internal organs. With how xenon can take straight up bullet wounds and heal later on, the damage would have to be small, and the marines would also be hit by them.
https://gyazo.com/8052a7a368fb2412808adadd3bcb8e3e
Self proclaimed god tier crusher, just under the main man Tor
also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Shrapnel grenades

Post by Sarah_U. » 05 Jan 2017, 12:25

"Guns can cause FF, so we shouldn't have guns." is the same train of thought here.

If shrapnel grenades are implemented, I'd expect them to be few and generally used from cover. Furthermore the range would most likely be super small for the projectiles it throws around.
If shrapnel is added to grenades, then I'd expect some FF and internal from them, but even then it can be fixed by lowering the penetration values. If the grenade begin to be too lethal mixed with explosive too, then marines will most likely try to limit the usage of grenades in spots they shouldn't use them (E.G. open space & close quarter).

All in all, I do CLEARLY understand your point: Marines are a bunch of suicidal baldies always ready to FF... But said baldies gotta learn and while I know some FF will occur, I also expect the curve to return to a more stable usage of the explosives after some mistakes and training is done from the marine's end.

PS: Anyway, it could possibly be added to HE or research nades instead. Don't need to be on every nades.
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

User avatar
Boltersam
Registered user
Posts: 1548
Joined: 22 Feb 2015, 05:43
Location: Tipperary, Ireland
Byond: Boltersam
Steam: Boltersam

Re: Shrapnel grenades

Post by Boltersam » 05 Jan 2017, 12:49

It makes grenades more dangerous, certainly. But the shrapnel should have a limit as to how far it can travel.

+1.

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Shrapnel grenades

Post by Surrealistik » 05 Jan 2017, 14:57

+1.

This is how grenades should work unless they're concussive/incendiary.

Grenades should just blast out a fuck ton of shrapnel projectiles like omnidirectional buckshot which does most of the damage + the knockdown blast wave of heat and concussive force near ground zero. Each bit of shrapnel wouldn't do too much damage, but if you're near ground zero and you're getting hit by a fuck ton of them before they disperse and lose penetration/accuracy, there will be serious consequences.

Going to ground via Rest should minimize the damage from shrapnel (it should seriously penalize projectile accuracy against you in general if it already doesn't).
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
InterroLouis
Registered user
Posts: 243
Joined: 28 May 2016, 18:18

Re: Shrapnel grenades

Post by InterroLouis » 05 Jan 2017, 15:00

Wouldn't this make grenades suddenly super effective against crushers, who tend to stand on top of them without a care in the world?

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Shrapnel grenades

Post by Surrealistik » 05 Jan 2017, 15:01

InterroLouis wrote:Wouldn't this make grenades suddenly super effective against crushers, who tend to stand on top of them without a care in the world?
It should be easy enough to code in immunity to shrapnel projectiles for them.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
InterroLouis
Registered user
Posts: 243
Joined: 28 May 2016, 18:18

Re: Shrapnel grenades

Post by InterroLouis » 05 Jan 2017, 15:04

Well, isn't the point of crushers to be minesweepers though? Have the shrapnel do severely reduced damage to crushers instead of none, so that even if they stand on top and get hit by all of them it only hurts them a little bit.

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Shrapnel grenades

Post by Surrealistik » 05 Jan 2017, 15:10

InterroLouis wrote:Well, isn't the point of crushers to be minesweepers though? Have the shrapnel do severely reduced damage to crushers instead of none, so that even if they stand on top and get hit by all of them it only hurts them a little bit.
I'm fine with either; the point is Crushers should be largely unphased by standard grenades/explosives.
Last edited by Surrealistik on 05 Jan 2017, 15:16, edited 1 time in total.
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
InterroLouis
Registered user
Posts: 243
Joined: 28 May 2016, 18:18

Re: Shrapnel grenades

Post by InterroLouis » 05 Jan 2017, 15:15

Surrealistik wrote:I'm fine with either; the point is Crushers should be largely unphased by standard grenades/explosives.
You dropped something, let me fix that for you.

User avatar
Surrealistik
Registered user
Posts: 1870
Joined: 04 Jul 2015, 17:57

Re: Shrapnel grenades

Post by Surrealistik » 05 Jan 2017, 15:16

Autocorrect is a PITA
Sur 'Druglord' Lahzar; Field Engineer, Perpetually Understaffed and Exasperated CMO/Doctor/Researcher
Bando 'Baldboi' Badderson; PFC, Five foot ten of pure bald glory.

Field Engineer Guide
Medbay Guide
Utility PFC Guide

User avatar
InterroLouis
Registered user
Posts: 243
Joined: 28 May 2016, 18:18

Re: Shrapnel grenades

Post by InterroLouis » 05 Jan 2017, 15:18

It really is. I had to ninja edit that to make it say what I actually had wanted it to say.

User avatar
ty55101
Registered user
Posts: 43
Joined: 03 Jan 2017, 12:55
Byond: ty55101

Re: Shrapnel grenades

Post by ty55101 » 05 Jan 2017, 17:42

This is basically fragmentation grenades, but the shrapnel still has to be implemented.
This is how well the CM community understands the actual military.
Image
Times had a fun round in CM: 100
Times cared about winning a round: 20
Stats in signature: 3

User avatar
Lucius Jones
Registered user
Posts: 217
Joined: 18 Jun 2015, 14:35
Location: England is my City
Contact:

Re: Shrapnel grenades

Post by Lucius Jones » 07 Jan 2017, 04:34

I really, really want crushers to be able to soak all of the shrapnel. Go full diving on a grenade for your alien comrades
https://gyazo.com/8052a7a368fb2412808adadd3bcb8e3e
Self proclaimed god tier crusher, just under the main man Tor
also weekend combat queen, as well as a conga crusher too.
https://gyazo.com/02c20e267ab4c559d053ee77587b7708

User avatar
Edgelord
Donor
Donor
Posts: 830
Joined: 21 Jul 2015, 12:52
Byond: Edgelord

Re: Shrapnel grenades

Post by Edgelord » 07 Jan 2017, 10:17

Pretty interesting, I'd like to hear from a dev how viable this would be but I like the idea of it.
Dayton 'Day' Mann
"That wiggling sensation you feel in your ass is Weyland-Yutani's fingers working you like a puppet."
Image

User avatar
ty55101
Registered user
Posts: 43
Joined: 03 Jan 2017, 12:55
Byond: ty55101

Re: Shrapnel grenades

Post by ty55101 » 07 Jan 2017, 14:46

Edgelord wrote:Pretty interesting, I'd like to hear from a dev how viable this would be but I like the idea of it.
It could easily be coded by using the same effect as shooting a buckshot, but in all four directions.
This is how well the CM community understands the actual military.
Image
Times had a fun round in CM: 100
Times cared about winning a round: 20
Stats in signature: 3

User avatar
Snypehunter007
Registered user
Posts: 2750
Joined: 02 Dec 2015, 17:14
Location: Georgia
Byond: Snypehunter007
Contact:

Re: Shrapnel grenades

Post by Snypehunter007 » 08 Jan 2017, 00:44

Surrealistik wrote:It should be easy enough to code in immunity to shrapnel projectiles for them.
Or if you didn't code it in, but could absorb the grenade's damage only on yourself, you would make it so it would be one of those heroic sacrifice moments. I can see it now . . .

"GRENADA!"
"Shit! Roll out! ROLL OUT!"
Sur looks at Louis and says "I'm sorry"
Louis suddenly is pushed over by Sur who throws him atop the grenade.
*explosion*

*salt explodes in dchat*
Reached "Leet" post status on 3/14/17.
Death of the Suggestion Killer - 11/30/2017

Staff History:
► Show Spoiler
Image

User avatar
Sarah_U.
Registered user
Posts: 1277
Joined: 24 Apr 2016, 07:19

Re: Shrapnel grenades

Post by Sarah_U. » 08 Jan 2017, 01:28

Snypehunter007 wrote: "GRENADA!"
"Shit! Roll out! ROLL OUT!"
Sur looks at Louis and says "I'm sorry"
Louis suddenly is pushed over by Sur who throws him atop the grenade.
*explosion*

*salt explodes in dchat*
Exactly ;D
CM was obviously inspired by Starcraft: Ghost opening. At least when marines takes too long to deploy.
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
► Show Spoiler

Locked