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Grenades needs improvement


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2 or 3 tiles? For lobbing a grenade? That does less than 1 tile radius? (it doesn't damage all 8 squares around it, just four squares). Are you seriously suggesting people can barely throw something to hit a 5' square from 10' away?!? You talking about making something useless in the game into something designed to kill players from fits of hysterical laughter.

From the aforementioned wikipedia:

"Modern fragmentation grenades such as the United States M67 grenade have a wounding radius of 15 m (half that of older style grenades, which can still be encountered) and can be thrown about 40 m."

If we generously assume 1 tile is 5 feet, 3 tiles is 15 feet, or just under 5 meters; so lobbing a grenade 10-20 meters, or 6-12 tiles is not a problem. (as the article says, 120 feet, or 24 tiles...) The issue is the mild pop it makes in game and the little puff of smoke it makes to infuriate the plasma equipped alien.

I'm not asking for lethal damage. Nor pinpoint accuracy. Just a big bang when the thing explodes that at least does some damage.

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2 or 3 tiles? For lobbing a grenade? That does less than 1 tile radius? (it doesn't damage all 8 squares around it, just four squares). Are you seriously suggesting people can barely throw something to hit a 5' square from 10' away?!? You talking about making something useless in the game into something designed to kill players from fits of hysterical laughter.

From the aforementioned wikipedia:

"Modern fragmentation grenades such as the United States M67 grenade have a wounding radius of 15 m (half that of older style grenades, which can still be encountered) and can be thrown about 40 m."

If we generously assume 1 tile is 5 feet, 3 tiles is 15 feet, or just under 5 meters; so lobbing a grenade 10-20 meters, or 6-12 tiles is not a problem. (as the article says, 120 feet, or 24 tiles...) The issue is the mild pop it makes in game and the little puff of smoke it makes to infuriate the plasma equipped alien.

I'm not asking for lethal damage. Nor pinpoint accuracy. Just a big bang when the thing explodes that at least does some damage.

OK, according to Chris each tile is GRAPHICALLY modeled as 1.6 meters. BUT, the weapon ranges are compressed by a factor of about 10 - 15x. So, to keep things consistent you'd really have to reduce the throw range to about 3 tiles, get it? If you did the non-compressed ranges then your grenade would have a kill radius of about 10 tiles, a danger radius of 125 tiles and you could throw it about about 30 tiles. Your assault rifle would have about a 100% hit chance all the way out to 60 tiles (nearly across the whole map) and could easily get hit out to 125 - 150 tiles. See how that would mess things up? You really wouldn't need anything, but grenades and shotguns using a system like that. You kind of have to look at the map like it's a threater stage where they are showing a little bit of a much larger picture and you have to use your imagination some. To really do things perfectly to scale would require gigantic maps at the detail level Xenonauts uses. They would take up hundreds of gigs on your harddrive and would be impossible to download on the internet. Edited by StellarRat
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OK, according to Chris each tile is GRAPHICALLY modeled as 1.6 meters. BUT, the weapon ranges are compressed by a factor of about 10 - 15x. So, to keep things consistent you'd really have to reduce the throw range to about 3 tiles, get it? If you did the non-compressed ranges then your grenade would have a kill radius of about 10 tiles, a danger radius of 125 tiles and you could throw it about about 30 tiles. Your assault rifle would have about a 100% hit chance all the way out to 60 tiles (nearly across the whole map) and could easily get hit out to 125 - 150 tiles. See how that would mess things up? You really wouldn't need anything, but grenades and shotguns using a system like that. You kind of have to look at the map like it's a threater stage where they are showing a little bit of a much larger picture and you have to use your imagination some. To really do things perfectly to scale would require gigantic maps at the detail level Xenonauts uses. They would take up hundreds of gigs on your harddrive and would be impossible to download on the internet.

The contorted ranges and views functions for rifles and LoS, because they function approximately as the OG, but system this breaks down when it comes to grenades, because player expectation is so different from what the game actually provides. As always, there has to be some form of compromise. In a game based on on the original, the discrepancy is just too glaring.

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The contorted ranges and views functions for rifles and LoS, because they function approximately as the OG, but system this breaks down when it comes to grenades, because player expectation is so different from what the game actually provides. As always, there has to be some form of compromise. In a game based on on the original, the discrepancy is just too glaring.
Compared to the OG you have a fairly valid point, however, I at least, always thought the grenades in the OG were way too over powered and over ranged. The starting grenades were OK on damage, but Elenium grenades, etc...were just way too good. I heard the same complaint from a lot of other players too.
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