Belmakor Posted December 16, 2013 Share Posted December 16, 2013 I have noticed a few issues with the visual aspects of the current grenade system (some of which might be bugs.) Issues: 1. When a grenade hits cover, there is no visual indication that it has done so. Particularly if it has landed on a tile where a soldier is already standing, such as the thrower. 2. When a grenade lands on a tile with an existing object, it disappears below it. Problem: Its really easy to get blown up by your own grenades as grenades more often than not hit adjacent cover, but there is no visual indication of where it has gone. Simply that it didn't go where it was supposed to. Solutions: 1. Introduce a visible arc line showing the path of the thrown grenade. The visual system is already in place and used prior to throwing and targeting. The visual indication would remain there until the grenade has detonated. That way its obvious where the grenade has gone, even if it has fallen under an object. I might suggest the line be white. OR 2. Introduce a fumble message to pop up on screen to be given if a grenade falls either on the tile or an adjacent tile to the thrower and providing that the place where the grenade landed is not within 2 tiles of the original target square. "SGT Smit has butterfingers." "CPL Chris has fumbled the grenade" etc. Quote Link to comment Share on other sites More sharing options...
Surrealistik Posted December 17, 2013 Share Posted December 17, 2013 Don't forget to add grenade rolling/underhand throw modes as an option; that everyone has to throw a massive arcing overhand is ridiculous, and makes no sense, particularly in alien bases and other low ceiling environments. Quote Link to comment Share on other sites More sharing options...
JDCollie Posted December 20, 2013 Share Posted December 20, 2013 I'm for this; knowing where you put your ordinance is not only a good rule of thumb, it's good rule to help you keep your thumb. Quote Link to comment Share on other sites More sharing options...
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