Shrapnel grenades
- Sarah_U.
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Shrapnel grenades
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]
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
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- Derpislav
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Re: Shrapnel grenades
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.
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.
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- Snypehunter007
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Re: Shrapnel grenades
So you mean like a normale grenade right? IRL that is.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]
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- Sarah_U.
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Re: Shrapnel grenades
Pretty much yea. Simply asking it uses the projectile system to throw shrapnel around instead of making a simple explosion.Snypehunter007 wrote:So you mean like a normale grenade right? IRL that is.
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
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- Lucius Jones
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Re: Shrapnel grenades
-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.
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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
- Sarah_U.
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Re: Shrapnel grenades
"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.
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
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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- Boltersam
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Re: Shrapnel grenades
It makes grenades more dangerous, certainly. But the shrapnel should have a limit as to how far it can travel.
+1.
+1.
- Surrealistik
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Re: Shrapnel grenades
+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).
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).
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- InterroLouis
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Re: Shrapnel grenades
Wouldn't this make grenades suddenly super effective against crushers, who tend to stand on top of them without a care in the world?
- Surrealistik
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Re: Shrapnel grenades
It should be easy enough to code in immunity to shrapnel projectiles for them.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?
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- InterroLouis
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Re: Shrapnel grenades
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.
- Surrealistik
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Re: Shrapnel grenades
I'm fine with either; the point is Crushers should be largely unphased by standard grenades/explosives.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.
Last edited by Surrealistik on 05 Jan 2017, 15:16, edited 1 time in total.
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- InterroLouis
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Re: Shrapnel grenades
You dropped something, let me fix that for you.Surrealistik wrote:I'm fine with either; the point is Crushers should be largely unphased by standard grenades/explosives.
- Surrealistik
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Re: Shrapnel grenades
Autocorrect is a PITA
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- InterroLouis
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Re: Shrapnel grenades
It really is. I had to ninja edit that to make it say what I actually had wanted it to say.
- ty55101
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Re: Shrapnel grenades
This is basically fragmentation grenades, but the shrapnel still has to be implemented.
This is how well the CM community understands the actual military.
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- Lucius Jones
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Re: Shrapnel grenades
I really, really want crushers to be able to soak all of the shrapnel. Go full diving on a grenade for your alien comrades
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also weekend combat queen, as well as a conga crusher too.
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- Edgelord
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Re: Shrapnel grenades
Pretty interesting, I'd like to hear from a dev how viable this would be but I like the idea of it.
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- ty55101
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Re: Shrapnel grenades
It could easily be coded by using the same effect as shooting a buckshot, but in all four directions.Edgelord wrote:Pretty interesting, I'd like to hear from a dev how viable this would be but I like the idea of it.
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- Snypehunter007
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Re: Shrapnel grenades
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 . . .Surrealistik wrote:It should be easy enough to code in immunity to shrapnel projectiles for them.
"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*
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- Sarah_U.
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Re: Shrapnel grenades
Exactly ;DSnypehunter007 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*
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
https://www.youtube.com/watch?v=F4JSohL ... e=youtu.be
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