phanakapan
Private Tester
I've gotten the hang of these now, but I had a question for the devs/testers about the choices that went into how they work.
When I first played with them, I was all excited about the possibility of something similar to midair mine discing in tribes, and the first day or two I actually thought they worked like this, exploding from a certain amount of splash. Lots of times it looked like the splash would bounce the nades away instead, but i thought they just nonregged a lot of the time (after reviewing frapses, it appears either i or someone else always hit the nades or they exploded because of their timer, rather than splash).
The way the current mechanics work, you throw the nade, then must MA the nade itself to explode it. The problem with this in my opinion is twofold. First, unless you do this literally directly on a person, the amount of damage and kickback is more or less negligible. There are some instances where this comes in handy AND makes sense to do (such as nade jumping or point blank suicide blocking incoming cappers),the vast majority of the time, it's makes more sense to just MA the person directly. Second, people aim for the nade instead of the player. This just seems odd to me, and it makes midair comboing incoming players entirely about timing instead of aiming since aiming for the nades is really really easy.
My question is basically this: why cant we make the hand nades explode from some threshold of splash damage instead of only from direct hits.
I'm not suggesting any amount of damage will make them go off, in fact I think the amount of damage should make it rather difficult to make them explode from splash unless they are very close to the center of the explosion. The reason I think splash should set them off is quite simple, it would create more opportunities to use them in a meaningful way. I like the idea of being able to combo someone because you actually MA the person, and the nade has added a few percent damage. Right now, the only combo kills i ever see are on people with low health and it would make just as much sense to toss the nade alone, use chain, or just MA them. If we could actually MA the person and explode a nade close to them to tack on a few more points of damage, it would give them more utility in my opinion, and it would be a hell of a lot of fun.
I was just wondering if this had been tested and/or discounted for some reason.
When I first played with them, I was all excited about the possibility of something similar to midair mine discing in tribes, and the first day or two I actually thought they worked like this, exploding from a certain amount of splash. Lots of times it looked like the splash would bounce the nades away instead, but i thought they just nonregged a lot of the time (after reviewing frapses, it appears either i or someone else always hit the nades or they exploded because of their timer, rather than splash).
The way the current mechanics work, you throw the nade, then must MA the nade itself to explode it. The problem with this in my opinion is twofold. First, unless you do this literally directly on a person, the amount of damage and kickback is more or less negligible. There are some instances where this comes in handy AND makes sense to do (such as nade jumping or point blank suicide blocking incoming cappers),the vast majority of the time, it's makes more sense to just MA the person directly. Second, people aim for the nade instead of the player. This just seems odd to me, and it makes midair comboing incoming players entirely about timing instead of aiming since aiming for the nades is really really easy.
My question is basically this: why cant we make the hand nades explode from some threshold of splash damage instead of only from direct hits.
I'm not suggesting any amount of damage will make them go off, in fact I think the amount of damage should make it rather difficult to make them explode from splash unless they are very close to the center of the explosion. The reason I think splash should set them off is quite simple, it would create more opportunities to use them in a meaningful way. I like the idea of being able to combo someone because you actually MA the person, and the nade has added a few percent damage. Right now, the only combo kills i ever see are on people with low health and it would make just as much sense to toss the nade alone, use chain, or just MA them. If we could actually MA the person and explode a nade close to them to tack on a few more points of damage, it would give them more utility in my opinion, and it would be a hell of a lot of fun.
I was just wondering if this had been tested and/or discounted for some reason.