Station.com
Sign In Join Free Why Join?
Sony Online Entertainment
Community Store My Account Help
  Search   |   Recent Topics   |   Member Listing   |   Back to home page
Grenades..
Search inside this topic:
The Matrix Online » Top » Development Discussion » Development Roundtable Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4 , 5
Author Message


Jacked Out

Joined: Sep 5, 2005
Messages: 1983
Location: Sheffield, England
Offline

How about this for an idea too, duds. Yes duds, so it is not always "omg I blew j00 all up!" so if say 4 people threw grenades into a pack of reds only 2 went off or 3 went off instead of all 4, or hell even NONE go off cause they were duds. And as for animations, well as it has been said flash bang and smoke grenades can be changed slightly, as for the result on the reds...well we have the flame virus...why not have the result as people are on fire and if they survived the blast their health goes down 10 points every 5 seconds till they are "put out".


Mainframe Invader

Joined: Sep 15, 2006
Messages: 1679
Location: Moose Juice Brewery
Offline

yea it would be hard to implement, because there would have to be interlock grenadier moves, and ones that u can use when someone is in a state, what would you call the off balance grenade special, tomo toss



Jacked Out

Joined: Sep 5, 2005
Messages: 1983
Location: Sheffield, England
Offline

Grenades...in interlock....ARE YOU KIDDING ME!? I have a name for that.......

kamikaze!!!!

Please please realise...Grenade moves should be ranged not close combat...duh!... no offence.


Message edited by Twaggy on 04/26/2007 09:22:26.


Ascendent Logic

Joined: Mar 16, 2006
Messages: 4810
Online

A consumable would be the "easiest" way to implement this. A splinter grenade with a low damage and a DOT effect. Now that would work I think.



Fansite Operator

Joined: Aug 16, 2005
Messages: 8129
Location: UK -------- Instance: Syntax --- Organisation: Zion - Faction: Omega Syndicate
Offline

GoDGiVeR wrote:

Mhm... a consumable, that'd be cool. Damage type should be ballistic since it's a grenade after all.


Surely Thrown makes more sense SMILEY

But yeah, idea, devs, implement, pwease? ^^




Systemic Anomaly

Joined: Aug 22, 2005
Messages: 4558
Location: away from you :P
Offline

Here an idea "Reaper2U" posted on the SC forums, im not gonna steal credit for it, nor change it, there are things i dont like in it (quite a few)  but it can be something people can take ideas out of it, but he put a lot of time into it so here,

Reaper2u :

The tree would ne located between Spy and Operative, cause it contains aspects of both.

there should be 2 tree parts, like with MA, Guns or the MKT / Assassin treens.

First part of the tree:

Explosives Knowledge:
req: Operative lvl 17, abil lvl 17.
passive buffs: Explosive Radius: 10% at lvl 50, Explosive Damage Bonus: 10% at lvl 50, Explosives Visibility: 25% at lvl 50

Right part:

Grenade: lvl 20
IS Cost: 25
Is thrown where aimed, like Audio Decoy in CR1.
Range 16m
Explosive DPS 18
Area Radius 4m
Cast Time 4 seconds
Reuse timer 30sec.
25% chance to root for 6 seconds

EPM Grenade, lvl 22:
IS Cost: 30
Thrown like normal Grenade.
Range 16m
Damage: DPS 0
Area Radius 5m
75% chance to stun all enemies in the blast area for 5 sec.
Cast time: 3 sec
Reuse time: 50sec

Middle:

Timed Bomb, lvl 24:
IS Cost: 50
Planted like a decoy too, in a range of 2m around the player.
Timed to blow 5 seconds after planted.
Explosive Damage: 22DPS
Cast time: 4sec
Reuse Timer: 60 sec
Shows the Simulacra Interface with the timer running.
Damages Friendly

Left side:

Proximity Mine, lvl 27
IS Cost: 30
Plant Radius: 2m
Area Radius: 2m
Explosive Damage: 950
Cast timer 3sec
Reuse Timer: 60 sec
Defuzes self after: 60sec
Damages Friendly
-50% Movement speed 50% chance

Disarm Explosives, lvl 28:
IS Cost: 25
Aimed at explosives, used like Proxy Coder.
can be lvl'd to 50
100% Disarm Chance at lvl 50
Cast time: 4sec
Reuse Timer: 20sec
Immobilizes while being used. Almost like the coder interface.

Tree end:

Explosives Master, lvl 30
Passive buffs: none
Tree Buff buffs:
Explosive Damage: 4pts
Explosive Area Radius: 5%
Root Duration Bonus: 10%


Explosive Expert tree:

Top:

Advanced Bombing, lvl 33:
Passive buffs at lvl 50:
Explosive Damage Bonus: 5%
Explosives Visibility: 50%
Stun Duration Bonus: 10%


Right side:

Fragmentation Grenade, lvl 35:
IS Cost: 40
Throw Radius: 16m
Area Radius: 6m
Explosive Damage: 30DPS
Cast time: 4sec
Reuse Time: 30sec

50% Chance causes Dazed
50% Chance causes Staggered


Thermite Grenade, lvl 37
IS Cost: 35
Throw Range: 16m
Area Radius: 6m
Explosive Damage: 10DPS
Cast Time: 4 sec
Reuse Time: 40 sec

75% Chance causes 5DPS for 30sec (150DPS for a full 30 sec)
Causes Blinded: 10sec
-50& Movement Speed: 20 sec


Middle:

Remote Detonated Bomb, lvl 40:
IS Cost: 75
Explosive Damage when detonated: around 2200 Damage without resist.
Plant Radius: 2m
Area Radius: 8m
Can be disarmed
Defuzes after: 60 sec
Damages Friendly


Left side:

Shaped Charge, lvl 44:
IS Cost: 50
Explosive Damage: 1000 upon detonation.
Remote Detonated
Plant Radius: 2m, faced in the direction u want it.
Area Radius: 7m within Cone.
Can be disarmed
Defuzes after 30 Sec.
Cast time: 3 sec
Reuse Time: 120sec
Damages Friendly

25% Chance to Root for 8 sec
If Target is Dazed, Damage +50%


Bazooka, lvl 48:
IS Cost: 80
Range: 25m
Area Radius: 4m
Damage: 800 on Detonation
Cast Time: 4 sec
Reuse Time: 120sec
Does not damage Friendly

75% causes Stun for 8sec


End:

Explosive Expert, lvl 50:

Passive Buff: Explosives Visibility: 25%

Tree Buff: none

Associated Ability:

Suicide Vest, lvl 50:
IS Cost: 120
Causes Player to be like disguised, shown with an Explosives Vest, and a detonator in Hand.
Target needs to be Interlocked to detonate.
Damage: 2800
Damages Friendly
Cast Timer: 1.5 Sec
Reuse Timer: 600Sec

Self:
-200% IS Regen while active
Health is set to 2599
Explosives Reststance is set to 0pts
Prevents Rez after successful Bombing

Enemy: -200% Health Regen for Targets hit.




Systemic Anomaly

Joined: Oct 7, 2005
Messages: 4674
Location: HvCFT Everto
Offline

it is a nice idea, but if we are going to get grenades then I think consumables are the only way to go, and they should do about 300 damage max.



Virulent Mind

Joined: Sep 3, 2005
Messages: 128
Location: At Fallen Horizon HQ
Offline

Love this idea shame it will never happen.


Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
Offline

Huh.. I've been working on such a tree set myself and had totally forgotten someone had done one already.  I'll finish and post it anyway because it's somewhat different and probably more feasible.  Maybe it'll renew some interest in Grenades or inspire someone else to go even further.  I'll get around to finishing mine in a week or two I think. 



Vindicator

Joined: Sep 1, 2005
Messages: 2466
Offline

The worst part about the load outs previously mentioned is that they introduce another type of damage. Maybe if it was changed to Ballistic?



Vindicator

Joined: Aug 1, 2006
Messages: 3144
Location: New Zealand
Offline

My design has Grenadier following on from Infiltrator in Data Miner's old position, thus the damage type is Thrown. 



Ascendent Logic

Joined: Aug 16, 2005
Messages: 921
Offline

actually that defense thing is the best option I've heard yet I uh... 4th that idea!
being able to load 2 defenses with that would make it extremely useful.



Matriculated Mind

Joined: Sep 26, 2007
Messages: 449
Location: HvrCFT Legends
Offline

Darkhorse wrote:
 tomo toss
LOL!!!!!

nice ideas all though but the only way this will EVER!!! be put into the game is a item like silver pills




CZ
(:


Message edited by CraftyZee on 09/04/2008 17:10:36.

 
The Matrix Online » Top » Development Discussion » Development Roundtable Go to Page: Previous  1 , 2 , 3 , 4 , 5
Go to:   

Version 2.2.7.43