Phosphorous Nades Properties !!111!1

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

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Daybreak

"Phosphorous nades need their own unique use and maybe have somewhat of a bluffing use."

And by not identifying it as a slonade gives it that somewhat of a bluffing use. Not identifying it makes the game more interesting.

InvisibleMan999

I don't like the bluffing use at all. It's a sad day when a gadget's best use is masquerading as a more useful gadget.

Farley4Fan

As I said before, bluffing shouldn't be its main use.

Gawain

the bluffing part is fun and doesn't make that much of a difference because you better run away both from frags and ph nades in most situations. but on the other hand, if the dust stays on the ground for the whole game and with the added slow-down effect, this extra "feature" isn't needed at all.

kronf

Ya it could be mistaken for a real frag, but whats next? Not like the spy will stay around to find out. So much for bluffing and it never really worked like that in pt. I like how slowing down effect sounds, but I don't think it will make them an item worth taking. All in all I think ph nades are just fundamentally flawed and you can't fix them, but thats just me.

Lurch

Quote from: Spekkio on March 16, 2008, 03:40:07 PM
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.
Well, I agree with you that it is definately easier to hit a spy with a nade up close instead of scoring a headshot, but the further you go, the more you'll have to "lead" the "relatively slow" nade (compared to a bullet) to actually hit the spy, as well as adjust the trajectory itself by lifting the crosshair (although that's the easy part to do on the spot). Keep in mind that spies would most likely anticipate mercs trying to slownade their ass and act accordingly if this gadget would be implemented.

Gawain

Quote from: kronf on March 20, 2008, 02:13:29 PM
I like how slowing down effect sounds, but I don't think it will make them an item worth taking. All in all I think ph nades are just fundamentally flawed and you can't fix them, but thats just me.
i think ph nades need 2 main boosts so that they can compete with other gadgets:
-slow down effect (good vs aggro, especially escaping)
-dust stays on the ground for the whole game so that spies walking through it will leave footsteps (good vs stealth)

FlaTLin3R

I like Rambo's ideas, but i hope the merc does not become too powerful...

Xris

Quote from: Rambo on March 20, 2008, 05:35:39 PM
Quote from: kronf on March 20, 2008, 02:13:29 PM
I like how slowing down effect sounds, but I don't think it will make them an item worth taking. All in all I think ph nades are just fundamentally flawed and you can't fix them, but thats just me.
i think ph nades need 2 main boosts so that they can compete with other gadgets:
-slow down effect (good vs aggro, especially escaping)
-dust stays on the ground for the whole game so that spies walking through it will leave footsteps (good vs stealth)

i tihnk the whole game is too much, but maybe a minute or two isnt.  We might have to knock it down to 30 sec after the 12sec (or w/e) gas time.

Gawain

the dust on the spy shouldn't stay longer than 35s, but the dust on the floor can stay for like 2 minutes.

Daybreak

Bluffing isn't its main use. Slowing the spy down and identifying him as he flees is the main use of the phs. nade. Not identifying it just gives it that ability. You can't differenciate a smokenade from a chaff. So, why make the identification for slonade and grenade. There isn't a reason other than to give the spy a slight advantage, of should I run or not. Testing isn't required.

As for the dust on the floor. Who really cares, that's like relying on the snow in Polarbase to track a spy. It doesn't matter.

Gawain

Quote from: Daybreak on March 20, 2008, 08:39:33 PM
As for the dust on the floor. Who really cares, that's like relying on the snow in Polarbase to track a spy. It doesn't matter.
it does. just because people don't use tracing via footsteps now in the few places/maps it's possible  doesn't mean that it's not possible. just shoot a ph nade in a bottleneck like the way from spawn to cantine on orph etc and you see if a spy has passed it.

Daybreak


InvisibleMan999

Quote from: Rambo on March 20, 2008, 08:46:42 PM

it does. just because people don't use tracing via footsteps now in the few places/maps it's possible  doesn't mean that it's not possible. just shoot a ph nade in a bottleneck like the way from spawn to cantine on orph etc and you see if a spy has passed it.

I don't like the idea of making the cloud a static detection thing that lasts for a long time. Personally I prefer turning phosphurs more into a slowdown, route blocking gadget.

I'd say maybe something like:

-Phosphurs fire like an RPG, not an arcing grenade and detonate instantly upon striking any surface.
-Spies (but not mercs) in the phosphur cloud are slowed down. (the amount of the slowdown has to be figured out via playtest)
-Spies affected glow on EMF for a short time.
-Phosphur clouds last maybe 20 seconds. The EMF glow lasts for 1 minute.
-(optional) spies leave glowing footprints
-(optional) spies in a phosphur cloud can't use gadgets or the SS. Phosphur acts as merc chaff.


Farley4Fan

They should be launch exactly like frags but detonate instantly.  If they go straight instead of going in an arc pattern, they'd be really easy to tell apart from frags.  And that would take away the "bluff" use a lot of people would like to have.