"grenade blast"

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Sprats
Posts: 867
Joined: 2009-06-10 20:06

"grenade blast"

Post by Sprats »

Im wondering if it is possible with the BF2 engine, for thing like : grenade blows up and the player who was 3m away from it gets blasted away - automatically goes in prone? Also some annoying beeping sound after the explosion would be nice, so players would loose their orientation. Because now, grenade blows up nearby, player will get injured but he will keep running. I want people comments on this. :-|
TristanYockell
Posts: 340
Joined: 2007-01-21 05:03

Re: "grenade blast"

Post by TristanYockell »

TuOuF wrote:Im wondering if it is possible with the BF2 engine, for thing like : grenade blows up and the player who was 3m away from it gets blasted away - automatically goes in prone? Also some annoying beeping sound after the explosion would be nice, so players would loose their orientation. Because now, grenade blows up nearby, player will get injured but he will keep running. I want people comments on this. :-|
It would be kinda cool to have people temporarily incapacitated within a certain radius of the explosion. I'm not sure if this is possible though. It would make grenades even more usefull.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: "grenade blast"

Post by gazzthompson »

id like to see people who get shot forced prone as well, but i doubt its possible.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: "grenade blast"

Post by maarit »

i think that when grenade blow up near you,you should have lot i mean LOT that supression effect and maybe piiiiiiiiiip sound in your ears.
and please add more supression effect when you get shotted :twisted:
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: "grenade blast"

Post by ma21212 »

me thinks that unpossible. but if a gernade explodes near a player then he should run much slower for the few next seconds
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SevenOfDiamonds
Posts: 215
Joined: 2006-06-12 17:26

Re: "grenade blast"

Post by SevenOfDiamonds »

this all sounds familiar...
"They can also be used to provide public service messages: stay away from munitions; units are coming through; stay off the streets because the armored vehicles are dangerous.”

-Scott R. Gourley
Joeziah
Posts: 81
Joined: 2009-09-01 02:46

Re: "grenade blast"

Post by Joeziah »

Grenade physics are out of the question, but maybe you can trigger implosion/explosion effects around the area that effect the players model and cause a sort of disorientation.

make the game generate a few invisible collision meshes that will bombard the player model as if they were hit by a car. (possible to make the damage incurred null but still get the physical movement effect?)
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: "grenade blast"

Post by Ninja2dan »

To be honest, if you are close enough to a grenade that the blast wave knocks you on your ***, then chances are you aren't going anywhere soon. The fragments would most likely have peppered you badly enough to make you combat-ineffective (if not dead). The lethal fragment radius is wider than the radius of the blast wave with that much force.

The only way I can see this being used in PR is if we decided to add concussion grenades at a later time for CQB/MOUT-specific maps, but don't get your hopes up.


I've been on the wrong end of frag before at very close range, so I'm all too aware of the effects caused. Chances of survival are slim, I just happened to be lucky (consider it a freak accident). Most of the time though, you're either dead or alive. And if you aren't dead, you were probably not close enough for the force of the blast to do much more than knock the air out of your lungs.
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Sprats
Posts: 867
Joined: 2009-06-10 20:06

Re: "grenade blast"

Post by Sprats »

Okay then, i see.. :) but keep this suggestion in mind.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: "grenade blast"

Post by RHYS4190 »

Im surprised people still uses the nades now, i don't know when this happened but now day's the frag radius of the nades is now so small there pretty harmless. there more of a annoyance then a threat.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: "grenade blast"

Post by Herbiie »

RHYS4190 wrote:Im surprised people still uses the nades now, i don't know when this happened but now day's the frag radius of the nades is now so small there pretty harmless. there more of a annoyance then a threat.
They suppress people for a long way though, and make loud noises to confuse people. Best way to storm a position is to throw grenades in, then charge in firing on automatic with a specialist firing his shotgun. Usually the enemy are thinking "Holy **** what the **** is going on????"

OT-
I think this is a good idea, but I doubt it's possible :/
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: "grenade blast"

Post by RHYS4190 »

Herbiie wrote:They suppress people for a long way though, and make loud noises to confuse people. Best way to storm a position is to throw grenades in, then charge in firing on automatic with a specialist firing his shotgun. Usually the enemy are thinking "Holy **** what the **** is going on????"

OT-
I think this is a good idea, but I doubt it's possible :/

I think in real life the nade would have killed them , nades definitly have a kill radius of 5m, but there maxiumum casulty radious is 15m,

So really i would assume any thing with in say 8m has a very good chance of being turned into pork.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: "grenade blast"

Post by Herbiie »

RHYS4190 wrote:I think in real life the nade would have killed them , nades definitly have a kill radius of 5m, but there maxiumum casulty radious is 15m,

So really i would assume any thing with in say 8m has a very good chance of being turned into pork.
I agree that they aren't as powerful as real grenades - but the reasoning is if they were really powerful people would use them and nothing else.

Also I was once told by a regular that the potential wounding range of a grenade is 90m :o
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: "grenade blast"

Post by DankE_SPB »

grenade kill radius depends on its type, some of them will hardly do anything after 5m
FM 3-23.30 Appendix D Threat Hand Grenades
Also I was once told by a regular that the potential wounding range of a grenade is 90m
meh, there is a number about F1 grenade, floating around, it says burst radius is 200m, but as i been told 200m is a radius of guaranteed safety, while test none of shrapnel reached 100m radius and then it was doubled, just to be sure :-P
if they were really powerful people would use them and nothing else
yeah, i wonder how you will throw hand grenade to 300m distance
what so special about so called "nade spamming"? even if they were more powerful they have their weak sides- limited throw radius, limited accuracy, long time to throw, delay before burst

if you know that enemy hiding in a building, spam it with nades if it will solve your task, whats wrong with it? how is that opposing real life? if you call it spamming you can also say suppresive fire is spam, auto cannons is spam, firing your rifle with more than 1 shot per minute is spam
grenades have their niche where they do their job, so why not use them there, just because somebody call it spammy? lame

also, it was stated before by DEVs that grenade blast/shrapnel radius was adjusted to real life values, so i wont expect any major changes in that area
personally i dont have much problems with it, if it lying next to me i'm dead, if its 5m away- wounded, if its very close, but behind ridge, i'm suppressed for a while, what else you need? the only thing lacking is increase in damage if it blows up in a room, but say hello to BF engine :-P
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: "grenade blast"

Post by Ninja2dan »

DankE_SPB wrote:also, it was stated before by DEVs that grenade blast/shrapnel radius was adjusted to real life values, so i wont expect any major changes in that area
I have spoken with the PR Gods, and they have confirmed that the PR fragmentation hand grenades have a kill radius of 1.1m and a wound radius of 12m, with the wounding level decreased as the range increases.

In comparison to the realistic damage capabilities of offensive frags, this is much lower than a realistic level. But this is not without reason.


First, you spawn with 4 frags which is usually more than real soldiers would carry, if they were even issued any at all. Second, real soldiers spend a lot more time training on the proper use of the hand grenade, and I'm not talking about just how to throw it, but when to actually use it. In PR though, players are not trained, and tend to use anything that goes "boom" way more than they should be. This generally leads to many TK's.

My opinion is to agree with the changes made, in that PR must scale down some aspects of realism in order to retain proper gameplay and entertainment. You'll see other examples soon of where certain explosive firepower was reduced in order to conform to gameplay standards, although I won't say what yet. Trust me though, it's for the good of the mod.


In fact, some of the reasons stated why grenades should be more powerful is actually why I think they shouldn't be more powerful. Examples are below, thanks to Danke:
limited throw radius, limited accuracy, long time to throw, delay before burst
Because the real soldier has better control over where he puts that nade, and is capable of taking cover faster and easier, the above points will cause problems in PR. If you boost the blast radius, players might frequently be tossing them too close because of the lack of realistic depth perception and the ability to accurately judge throwing power. And what about friendly troops that like to run, somehow magically, to the exact point where you just tossed a nade? The reduced power does help in reduction of teamkills, even if at the compromise of reduced enemy damage.


This argument could go on for ages, but the decision has been made and the desired damage and effects are in place. They might change it again later if it's determined to work better that way, but as a soldier with experience using them, I see no problem with how they work right now. If your hand grenades aren't good enough, whip out the blooper. Again, that's just my opinion.
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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: "grenade blast"

Post by HAAN4 »

THIS IS POSSIBLE

if (Prez Z OR STUNED)
{
CROSH SISTEM
CROSH SISTEM
}

If (prez space !!STUNED)
{
Get up SISTEM
Get up SISTEM
}

it's just a matter of how program it in C+, in the way of using commands, so you it's like when you stuned you get croched automaticly,

this sugestion will be VERY EASY TO DO. i kwon something about programation, i focus on Ladder, but i kwon something about C+
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