~~Grenades and mines~~

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Infernus
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~~Grenades and mines~~

Post by Infernus » 12 Mar 2015, 19:15

Hey guys, please provide any feedback to the grenades and the mines that will be merged with the server soonish. (You'll know when you see it in the changelog)

So, I'll put a brief summary of how they work:

Mines
-2 boxes with 4 mines each spawns in secure storage in secure crate.
-Click on it while holding it in active hand to deploy it
-Use multitool on it to disarm it
-Only aliens can trigger it. Larvas can pass trough.

-Explosion radius is 3*3 tiles, so marines can still be hurt after an alien triggers it
-For aliens it deals 60 - 175 brute damage and 40 - 80 burn damage + a chance of short knockout
-For humans it is much lesser

As for now, only one type of mine is coded in

Grenades
-2 grenades spawn in each SL prep room + 2 in secure storage in secure crate. (2 for HIT also)
-Once activated, it flashes with red overlay to warn you of it's location
TODO: Make the warning overlay only visible to humans
-Use screwdriver on it to change the timer (starts at 3 seconds)

-Explosion radius is 4*4 tiles
-For aliens it deals 60 - 175 brute damage and 40 - 80 burn damage + a chance of short knockout
-For humans it is much lesser

Watch where you fukken throw it...

You may still give me suggestions and feedback regarding the damage and things related to them.
<3
Last edited by Infernus on 12 Mar 2015, 19:28, edited 1 time in total.

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RE: ~~Grenades and mines~~

Post by DernSquirres » 12 Mar 2015, 20:02

I like the ideas, but I think instead of mines we should have say, claymores that can either be remote detonated or set off via laser tripwire by aliens. Would fit the marines better.

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RE: ~~Grenades and mines~~

Post by McTash » 12 Mar 2015, 20:06

I say make mines and grenades hurt marines, but less since the armor? I dunno just a suggestion. But marines take a lot less damage from them might make aliens angry.

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RE: ~~Grenades and mines~~

Post by TopHatPenguin » 12 Mar 2015, 20:13

I feel like the mines will encourage marines to camp but ya know the game isn't fully balanced yet..
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RE: ~~Grenades and mines~~

Post by McTash » 12 Mar 2015, 20:18

They'd be used to secure the already stacked FOB that get set up. Be interesting to try and get by as an alien.

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RE: ~~Grenades and mines~~

Post by Mitchs98 » 12 Mar 2015, 22:27

Wouldn't that amount of damage from BOTH of them be enough to instakill most of the aliens? If so, That's..no. Just use those at the beginning and more or less insta wreck the aliens. Lower the damage considerably and it'd seem fair.

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RE: ~~Grenades and mines~~

Post by apophis775 » 12 Mar 2015, 23:41

This is being adjusted still... Expect it implemented shortly though.
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RE: ~~Grenades and mines~~

Post by coroneljones » 13 Mar 2015, 09:13

If only you could bash a nade/mine in a xenos face with harm intent..making it blow and damage you both...
Though...yay explosives
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RE: ~~Grenades and mines~~

Post by CampinKiller » 13 Mar 2015, 09:48

Mitchs98 wrote: Wouldn't that amount of damage from BOTH of them be enough to instakill most of the aliens? If so, That's..no. Just use those at the beginning and more or less insta wreck the aliens. Lower the damage considerably and it'd seem fair.
No. It would only insta-kill larvae/runners, the latter if they are next to it, because most aliens have at least 150% health.

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RE: ~~Grenades and mines~~

Post by Infernus » 13 Mar 2015, 13:06

McTash wrote: I say make mines and grenades hurt marines, but less since the armor? I dunno just a suggestion. But marines take a lot less damage from them might make aliens angry.
They do, but they will do less internal damage since I reduced the inflicted brute damage, and increased inflicted burn damage dealt to human mobs. Armor protects around 30% of the full blast. If you do get maximum damage in the blast, expect to fall into shock due to high burn pain.
Osalaa Wooki wrote: I feel like the mines will encourage marines to camp but ya know the game isn't fully balanced yet..
8 mines in total, in secure storage. So no mines at the first contact. Still experimental!
Mitchs98 wrote: Wouldn't that amount of damage from BOTH of them be enough to instakill most of the aliens? If so, That's..no. Just use those at the beginning and more or less insta wreck the aliens. Lower the damage considerably and it'd seem fair.
This is all still experimental, as already mentioned. Runners and larvas will always die in the blast, but every other cast will survive the blast. (If not hurt from before). Lower tier casts will likely be placed near critical or in critical. You still need 4 bombs to kill a ravager. The damage will be reduced if it is still too much.

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RE: ~~Grenades and mines~~

Post by Felkvir » 13 Mar 2015, 15:39

Mines seem a little unecessary IMO. And if they're gonna be weak then it's even more unecessary.

Unless it's somehow a paralyzing mine or smth

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RE: ~~Grenades and mines~~

Post by Davidchan » 13 Mar 2015, 22:07

Grenades are a bit more powerful than I expected, but they do the job, is there anyway to stop them from breaching wall? Scorching or fucking up the plating is fine, but if it exposed the girders or tears them down entirely it becomes a problem.

Mines are... meh. They certainly have uses but they are also limited and by the time they are unlocked and handed out, they may not even make it to the FOB.

Rocket launchers (very low yield ones, basically a projectile mine) would be nice, either disposable one shot tubes or reloadable ones that even come with with a special satchel/case to keep the ordinance intact and stable. I don't know if directional charges are possible, but shaped breaching charges or claymores would be an interesting addition.

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RE: ~~Grenades and mines~~

Post by DernSquirres » 13 Mar 2015, 22:26

Davidchan wrote: Grenades are a bit more powerful than I expected, but they do the job, is there anyway to stop them from breaching wall? Scorching or fucking up the plating is fine, but if it exposed the girders or tears them down entirely it becomes a problem.

Mines are... meh. They certainly have uses but they are also limited and by the time they are unlocked and handed out, they may not even make it to the FOB.

Rocket launchers (very low yield ones, basically a projectile mine) would be nice, either disposable one shot tubes or reloadable ones that even come with with a special satchel/case to keep the ordinance intact and stable. I don't know if directional charges are possible, but shaped breaching charges or claymores would be an interesting addition.
Giving the marines something along the SADAR doesn't make much sense as they're on a space station (FOR NOW, BS12 CONVERSION 2K15) but claymores I again agree with.

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RE: ~~Grenades and mines~~

Post by Infernus » 14 Mar 2015, 03:18

Davidchan wrote: Grenades are a bit more powerful than I expected, but they do the job, is there anyway to stop them from breaching wall? Scorching or fucking up the plating is fine, but if it exposed the girders or tears them down entirely it becomes a problem.

Mines are... meh. They certainly have uses but they are also limited and by the time they are unlocked and handed out, they may not even make it to the FOB.

Rocket launchers (very low yield ones, basically a projectile mine) would be nice, either disposable one shot tubes or reloadable ones that even come with with a special satchel/case to keep the ordinance intact and stable. I don't know if directional charges are possible, but shaped breaching charges or claymores would be an interesting addition.
Yes, there is a way to make them unable to breach the walls, but that will apply for all explosions then.

Claymore sounds fun. How do you think it should work?

As for rocket launchers, it is really, really hard to aim when there are peps next to you. 90% of hits would be friendly fire.

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RE: ~~Grenades and mines~~

Post by Kreydis » 14 Mar 2015, 03:37

Infernus wrote:As for rocket launchers, it is really, really hard to aim when there are peps next to you. 90% of hits would be friendly fire.
I'm sorry to ask, but besides the actual damage possibly inflicted because of explosion, what would be the difference between that and bullets? Because people run infront of guns like candy is being offered with each trigger pull.

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RE: ~~Grenades and mines~~

Post by Infernus » 14 Mar 2015, 05:53

Explosion is blocked by bomb defense, while projectiles by bullet defense.

Helmet and armor has 80% bullet defense and 35% bomb defense. Bullet can only hit once, while explosion damages everyone in the range

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RE: ~~Grenades and mines~~

Post by LordLoko » 14 Mar 2015, 10:30

Granades will be usefull, finally we'll have a way to remove turtle aliens.

Also, why so few granades? Every marine needs at least one, maybe we could usd less potassium and water on the granade?
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RE: ~~Grenades and mines~~

Post by warwolf0315 » 14 Mar 2015, 12:23

LordLoko wrote: Granades will be usefull, finally we'll have a way to remove turtle aliens.

Also, why so few granades? Every marine needs at least one, maybe we could usd less potassium and water on the granade?
I think for now the SLs should be the only ones to have grenades in there room perhaps 1 or 2 more for good measure
Last edited by warwolf0315 on 14 Mar 2015, 12:23, edited 1 time in total.
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RE: ~~Grenades and mines~~

Post by Davidchan » 14 Mar 2015, 12:30

That's kind of the point with ANY projectile, that Marines need to learn to aim and give each other breathing room, I've been half tempted to snag a stun baton or build a stun rod many rounds when I've been pushes around or blocked in a corner. Since I usually play engineer and me being at certain points to build/deconstrcut or hack items can be the life or death of the squad, it's infuriating and I've socked several people in the mouth or taken their guns away after being shot while trying to tear down a wall or hack a door to give my squad wider firing lanes into an infested area..

As for the rocket launchers, spriting a rocket and making it a projectile would work, I don't know if you can make an explode on contact in the code, I think Paracode has their own rocket launchers but i never used them. You'd damn well want to be sure your squad knows you are using it if you are standing by them, and probably want a bit of breathing room to do so.

Direction charges like claymores would be VERY difficult to code since I'm unaware of how to make explosions go one direction unless you can offset the origin of the explosion. Traditional Claymores are tripwire triggered or hand detonator, CoD uses proximity sensors for reasons. Could be placed like most Atmos piping (use/press z in hotkey mode to rotate the object in your hand. Drop it down on the ground and wrench it into place.) Trip wires could possibly be modified cable or even pressure plates wired from the explosive to the trigger. Signalling devices attached to them could allow remote detonations. When the device is triggered, a 3x3 explosion happens in front of the claymore. (i.e. if the device was set in the top of door of the Xenobiology airlock, the entire airlock with sinks/biohazard closets would be engulfed in the explosion.)

In retrospect these would basically be landmines that we have already, just with an offset explosions so they could be placed in corners or off the path of walkways where aliens normally wouldn't go but still trigger, though it would be nice to use the alien's own corner hugger strategy against them for once.

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RE: ~~Grenades and mines~~

Post by Redfield5 » 14 Mar 2015, 12:31

Although I support the usage of grenades and mines, there is the possibility that grenades could be intentionally or unintentionally misused. If ordnance was kept under lock and key by the command staff and only issued in exigent circumstances, we could prevent griefers from potentially wiping out squads in concentrated areas, such as FOBs, Briefing, shuttles, Logistics, and patrol bases.
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RE: ~~Grenades and mines~~

Post by warwolf0315 » 14 Mar 2015, 12:56

Redfield5 wrote: Although I support the usage of grenades and mines, there is the possibility that grenades could be intentionally or unintentionally misused. If ordnance was kept under lock and key by the command staff and only issued in exigent circumstances, we could prevent griefers from potentially wiping out squads in concentrated areas, such as FOBs, Briefing, shuttles, Logistics, and patrol bases.
Grenades already spawn in the SLs room and I haven't seen any squad wipes because of them yet mainly because of the fact marines take less explosive damage and there armour does 35%? in protecting against bomb damage
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RE: ~~Grenades and mines~~

Post by Redfield5 » 14 Mar 2015, 13:59

What I am talking about is the usage of explosive or incendiary devices. However, you don't need to kill everyone in a squad to wipe them out. Throw a weedkiller or flashbang grenade into a huddled-up squad, and you'll incapacitate them. I've seen it happen all too often.
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Re: ~~Grenades and mines~~

Post by apophis775 » 07 Jun 2015, 00:32

Been open awhile, locked.

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