Rifleman Explosive Grenade

Discussion in 'Feedback' started by LordDz_2, Oct 19, 2014.

  1. LordDz_2

    LordDz_2 Strange things happens here

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    Suggestion:

    Merge the Rifleman Explosive Grenade with the Sticky Grenade, primary throws, secondary sticks it to tanks.
    Same damage as before.

    Just some food for thought.
     
  2. ImSpartacus

    ImSpartacus nerf spec plz

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    This would be really cool but I'm not sure how to do it.

    I can't find the part in the scripts that causes the "sticky", "heavy" behavior compared to the "not-sticky", "light" behavior.

    It's probably hardcoded. Most of the infantry stuff is hardcoded, unfortunately.
     
  3. Ikalx

    Ikalx Member

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    It does sound cool. I was thinking the same, but couldn't think of a good way to implement both functions like you have, DZ.
     
  4. LordDz_2

    LordDz_2 Strange things happens here

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    They're two different weapons, the grenade and the sticky. Doesn't mean it can't be done in code. :)
     
  5. complete_

    complete_ lamer

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    good idea
     
  6. ImSpartacus

    ImSpartacus nerf spec plz

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    I'll try just about anything once (ok, so hear me out, what if we removed all of the classes?).

    Talk to Candles. He'll be the one that can help you.
     
  7. Z100000M

    Z100000M Vithered Weteran

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    I think its a pretty cool idea, but i wonder if that wouldnt be too powerful early game.

    Also, it does raise some ammo capacity questions. 5 would be too many stickies (even if i think 2 is way too goddamed low to begin with) but having less nades doesnt seem so hot either.

    sticky mode using 2 ammo mayhaps? Soudnds pretty crap and doesnt solve the durr only two problem, but its all ive got.
     
    Last edited: Oct 19, 2014
  8. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    That's actually the exact problem I'm trying to hash out.

    Stickies do 300 damage to vehicles (it's hardcoded), while HE grenades do 100 damage flat. 5 stickies is easily too much (more than the amount you get with ammo upgrade) while 2 HE nades is piss.
     
  9. Z100000M

    Z100000M Vithered Weteran

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    We can always go full bullshit and have riflemen have grenade charges instead of grenades per se, say like 10 charges , throwing a sticky consumes 4 while a single He 2 or 3. Higher numbers are little easier to balance out.

    On a side note, stickies being hardcoded is probably a bad thing too.
     
    Last edited: Oct 19, 2014
  10. LordDz_2

    LordDz_2 Strange things happens here

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    Another way:
    Give both the Explosive Grenade and the Sticky Grenade to the Rifleman. Maybe increase / decrease the ammo count. This could work as the Rifleman doesn't have a slot 4 weapon.

    This would need a new model for the sticky grenade. A skin could work too.
     
  11. Z100000M

    Z100000M Vithered Weteran

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    Considering how empires code has alot of bullshit, id be suprised to learn that the 4 slot thing is NOT hardcoded.

    edit durr nevermind riflemens armor is just a filler. That reminds me, why is it even there now? No point with new resists really.
     
  12. ImSpartacus

    ImSpartacus nerf spec plz

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    Candles, would it be possible to make the player throw two nades at once in "sticky" mode?

    You set one nade at like 140-150HP and give the player like 4-6 of them.

    It would be functionally identical to the current stickies and a modest buff to explosive nades.
     
    Last edited: Oct 19, 2014
  13. complete_

    complete_ lamer

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    weren't the modelers working on nade models? i'm sure its one of the easiest things to model, in comparison to arms and larger weapons.

    the grenades can take one slot in the class menu. just like the grenadier's mortar/rpg does.
     

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