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Thread: There needs to be a Vote Kick Option | Forums

  1. #21
    Noviwan
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    That, or maybe it's possible to tweak the elements that make impact grenades so frustrating. A couple minor tweaks Dracofilia has done for the next patch:
    • slightly nerfed max grenade throw (approx 20% - from 60m to just under 50m)
    • a very short fuse even on the impacts so that they're not truly instantaneous. This is to circumvent a run n gun tactic used by some top players, where they will run with an impact nade ready to throw, toss it when they encounter someone, and then quickly bring up their gun while the other player's camera is still reeling from the nade impact.

    In the future I'd like to see flak armor inserts that could protect against nade damage.
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  2. #22
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    Bump for Dev Post
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  3. #23
    Senior Member Shiro's Avatar
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    So impacts are gonna stay for another patch?



    Still can't see a logic for their existence.
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  4. #24
    Senior Member Dr:RM's Avatar
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    Quote Originally Posted by Shiro View Post
    So impacts are gonna stay for another patch?



    Still can't see a logic for their existence.
    :3 Shiro I always wanted to find a gif like that :3
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  5. #25
    Cool Dude

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    That is absolutely outstanding Noviwan.
    That post has made my day.
    And tell Dracofilia thank you for me.
    These changes have been needed for some time.

    The flak vest is a excellent idea, let's do ittttttttttttt !!!!!

    When using an antipersonnel grenade, the objective is to have the grenade explode so that the target is within its effective radius. The M67 frag gren has an advertised effective kill zone of five meter radius, while the casualty-inducing radius is approximately fifteen meters. Fragments can fly as far as 230 meters. Usually people in a 15 meter radius are injured enough to effectively render them harmless.

    The average soldier can throw the M67 grenade 35 meters effectively.

    Kinda hard to read, but true.

    Last edited by Buck; 03-12-2013 at 08:30 PM.
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  6. #26

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    Quote Originally Posted by Noviwan View Post
    That, or maybe it's possible to tweak the elements that make impact grenades so frustrating. A couple minor tweaks Dracofilia has done for the next patch:
    • slightly nerfed max grenade throw (approx 20% - from 60m to just under 50m)
    • a very short fuse even on the impacts so that they're not truly instantaneous. This is to circumvent a run n gun tactic used by some top players, where they will run with an impact nade ready to throw, toss it when they encounter someone, and then quickly bring up their gun while the other player's camera is still reeling from the nade impact.

    In the future I'd like to see flak armor inserts that could protect against nade damage.
    Tweaking impact grenade elements to lower frustration! I found the PERFECT element within the impact grenade to tweak!

    Their existence!

    No other tweaks needed! Yay!
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  7. #27
    Noviwan
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    Removing things from the game is always possible, but is a last resort for me. I prefer not to lose complexities or subtleties in the game systems, but to find out why something is imperfect and then improve it.

    Same approach we're taking with the weapon proficiency system. It's causing some frustration, but it's also an enjoyable part of progression, something you can do even once you hit the level cap. We dug a bit deeper into the complaints, and the most frequent concern was the random part of the system, where you would get a base percentage of crits even in full run 'n gun action. So we're tuning that (also next patch) and then we'll reevaluate with you (the players) and see if it's good.
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  8. #28
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  9. #29

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    Quote Originally Posted by Noviwan View Post
    Removing things from the game is always possible, but is a last resort for me. I prefer not to lose complexities or subtleties in the game systems, but to find out why something is imperfect and then improve it.

    Same approach we're taking with the weapon proficiency system. It's causing some frustration, but it's also an enjoyable part of progression, something you can do even once you hit the level cap. We dug a bit deeper into the complaints, and the most frequent concern was the random part of the system, where you would get a base percentage of crits even in full run 'n gun action. So we're tuning that (also next patch) and then we'll reevaluate with you (the players) and see if it's good.
    I used to be VERY against crits and the weapon proficiency system, however after talking to Chem and Roby extensively about the reasoning behind it I've changed my opinion and see the relevance of crits in this game. That being said, I have yet to hear a single shred of even remotely decent reasoning as to why impacts are even a positive piece of this game, never mind an important one.

    I believe it was pinky or Cort that said it perfectly, they break all the reward of using cover or using abilities. There is no counter, once someone decides to throw them at you, you're just dead. You can't run or do anything about it. Just respawn. It's not fun, tactical, skill oriented, or anything. Just a free easy kill.
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  10. #30
    Quote Originally Posted by Kruelt View Post
    GRO has one of the best FPS communities you will find these days. The last thing we need is a vote kick that every 12 year old is going to abuse.
    good point, i don't see the need for it at this rate
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