Phosphorous Nades Properties !!111!1

Started by Gawain, March 15, 2008, 01:09:42 PM

Previous topic - Next topic

Westfall

Quote from: Spekkio on March 15, 2008, 09:31:21 PM
Ph. nades should retain the EMF glowing. Footsteps need to be seen in EMF. You could barely notice a spy hit with Ph. nades in PT in normal vision, so it should be kept that way.

I didn't really play PT too much. I didn't know it would show in EMF. It seems both overpowering and unnecessary. Phosphorus omits a glow because it is exposed to oxygen. The only time electricity is involved is through allotropy (a different "version", if you will, of phosphorus) in which its the process of creating the glow. In this case, the nades detonation would cause the glow through an electric "furnace." The glow isn't electric itself, nor is the phosphorus. It is an excellent conductor of electricity, but not electrically based. It should not glow in EMF. Colors will look better now that graphics are better. Up the "potency" of the green glow in normal vision. Cut the glow in EMF.

Lurch

Quote from: Papa Skull on March 16, 2008, 12:32:05 AM
Umm, an insta hit will get you killed though.  If you can't run faster than mercs you can't get away very easily, even with a ss and nades.  You can't gain ground between you and the merc other than the point of which you shock/nade him.  The phosphorous nades SHOULD be on a timer because otherwise you instantly take away the spies biggest advantage, and that's lame and annoying for spies.  Overpowered.
If you can reliably hit a dodging spy dead on with a grenade, might as well use your twitch skills for snap headshots with the rifle.

Gawain

i'm unsure about the emf or normal vision glowing thing. regarding balance reasons, the difference is quite small, but if the merc has to be in emf to track the spy he has some weak points, eg another spy sneaking by or chaff kicking him out of emf etc.

directly hitting the spy takes some serious aiming skills and isnt op as the spy has only to get through half of the diameter of the cloud. if he's running in away in front of you you should also be careful as a merc because you don't wanna run through the ph dust yourself.

Daybreak

Papa, you are still thinking that the merc speed is after you leave the cloud once you're out you have your spy speed again. Now you show up in emf and have glowing foot traces.

Phospho in PT was quite a useless item. It had all the same properties except the slowing down. And really that just makes the gadget powerful enough to actually be useful.

Spekkio

Quote from: Lurch on March 16, 2008, 09:30:59 AM
Quote from: Papa Skull on March 16, 2008, 12:32:05 AM
Umm, an insta hit will get you killed though.  If you can't run faster than mercs you can't get away very easily, even with a ss and nades.  You can't gain ground between you and the merc other than the point of which you shock/nade him.  The phosphorous nades SHOULD be on a timer because otherwise you instantly take away the spies biggest advantage, and that's lame and annoying for spies.  Overpowered.
If you can reliably hit a dodging spy dead on with a grenade, might as well use your twitch skills for snap headshots with the rifle.
Um, the collision model for a grenade is much larger than that of a bullet, so it's easier to score a hit. Also, you don't need to hit the spy in the head for it to work. Finally, you can miss and have it still explode in the direction the spy is running, so you have a chance to catch him in it.

Farley4Fan

Quote from: Gawain on March 16, 2008, 10:08:42 AM
i'm unsure about the emf or normal vision glowing thing. regarding balance reasons, the difference is quite small, but if the merc has to be in emf to track the spy he has some weak points, eg another spy sneaking by or chaff kicking him out of emf etc.

directly hitting the spy takes some serious aiming skills and isnt op as the spy has only to get through half of the diameter of the cloud. if he's running in away in front of you you should also be careful as a merc because you don't wanna run through the ph dust yourself.


It doesn't have to directly hit the spy.  It could hit anywhere in the range of the nade.  Spekkio explained that in the post above this one.


QuotePapa, you are still thinking that the merc speed is after you leave the cloud once you're out you have your spy speed again. Now you show up in emf and have glowing foot traces.

I get that now.  I was defending an earlier point.  Never mind it.  It almost freezes the spy if you get the insta nade going.  It still would be an amazing gadget against aggro and mercs are getting a better tazer with longer range, sounds to me like aggro players will still take a beating. That doesn't sound that overpowered, but making them light op on EMF?  No.  You could just make the phosphorous nade dust glow on the spy for a given amount of seconds.  Footprints are nice, no problem there.

Gawain

Quote from: Papa Skull on March 17, 2008, 06:21:09 AM
It could hit anywhere in the range of the nade.  Spekkio explained that in the post above this one.
once again, you fail at reading comprehension. it doesn't work as an insta in the whole nade radius, it's just easier to pull of than headshots because the ph nades is bigger than a bullet and it's sufficient to hit the spy anywhere on the body.

Quote from: Papa Skull on March 17, 2008, 06:21:09 AM
It almost freezes the spy if you get the insta nade going. 
reducing the running speed to merc running speed can hardly be called "freezing", it's like 25%.

Farley4Fan

#22
Wtf?  YES IT WOULD work as an insta in the whole nade radius, you make no sense.  If the phospho nade is an insta nade, it would always be an insta nade.  The radius of the effective range of a phospho nade is obviously MUCH bigger than a bullets.  Say the range of the nade is 10 feet.  The merc can throw the nade anywhere in that 20 feet diameter of the spy and insta nade him.  It takes much more skill to snap shot a headshot with a bullet to a spy than insta nade him.  You don't prove me wrong at all Gawain, it has nothing to do with my point.

I said freezing as an exaggeration.  You just shoot a bunch of these things, flip on your gas mask, and the spy can't really get away from you because you go the same speed.  A 25% decrease is a big difference but I don't actually mean it freezes the spy.  I should have worded that a little better.  If you are going to make the phosphorous nade slow down the spy , and have it at an instant setting, then give it a smaller effective radius.  If you could just run around and throw these things everywhere without the nade being on a delay the spies have no way of countering them, and that's bad, mmkay?

Gawain

rofl papa you don't get it: the nade only explodes instantly hitting the spy, otherwise theres the same timer that frag nades have.

Farley4Fan

Lol ok.  I was like, what the hell are you talking about?!   :D

The insta nade thing hitting the spy is an interesting concept.  I can count on my fingers the amount of times I actually hit a spy with a nade, but then again, I wasn't trying to.  I always try to launch the nade where the spy is going or withing a 2 meter radius of a stationary spy.

Daybreak

On that note, i'd like to add that my favorite grenade is when i'm sitting in a vent ready to go. But then i hear the clink of a grenade hitting the top of the vent the landing on my lap or on my shoulder.
The "awww shit" feeling never fades, and always makes me laugh.
Carry on.

Gawain

in pt days, half of the power (and fun) with ph nades was the fact that they often were mistaken for frags. so my question is, should it be distinguishable from frags (like flying with a green smoke trail and a fizzy noise or other suggestion?) or not. discuss.

Farley4Fan

 I was also thinking about that, and I came up with a few ideas.  You could make 1 of the orange lights on the current nade a greenish color, this way at first glance it looks like a frag.  You could make the dust leak from one end like you said.  There are so many ways you could do this.  I just think that the only way we can hit the nail on the head is with testing, as is the case with a lot of things lately.

Daybreak

I don't think they should be identified. It's a feature that would only benefit a spy. The element of surprise for a merc is a good thing. It's basically a bluff nade, if you are out of real grenades it could help. But the spy takes that chance a getting hit. And the merc takes that chance that the spy will take the bait when he's might have one grenade saved. It becomes a mind game and adds depth to the gameplay.

I am against identifying the slownade from a grenade.

Farley4Fan

Again, this can only really be decided through testing.  If the main use of the nade is a bluff nade, why not just have an actual bluff nade gadget?  And that's dumb.  Phosphorous nades need their own unique use and maybe have somewhat of a bluffing use.