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Grenade time is one they've done better than most in terms of realism. Consider the steps of using an M67 fragmentation grenade: one has to pop the clip for the pouch, withdraw the grenade from the pouch, thumb the clip, twist/pull pin, "strike a pose," throw it, and get behind some sort of cover (or just down). In real life, it's a process that requires thinking, teamwork, and forethought, rather than just pushing "G," or whatever other hotkey one prefers.
Ability to instantly reload would be useful too. As would be god mode. Not necessarily in line with how the game feels, maybe.
Having it be maybe 30-40% faster would be nice.
Here's the problem: 40mm underbarrel grenade lauchers 1) are super fast to switch to, 2) are much easier to aim into windows, 3) have much better range, and 4) don't need to have spent multiple seconds being vulerable to be cooked because they explode on impact. Those 4 ways make them faaar superior to grenades. And far superior means OP.
I get that's how it works in war and reality. But in a game it's just a cheap and easy way to get kills relative to all the other methods. Almost as bad as the "newb tube" kills from RPGs that should be saved for later (when a truck or helo comes) but are usually wasted for K/D purposes instead of anti-vehicle.
So to make a compromise for gameplay, either nerf 40mm somehow, or buff grenades somehow.
Maybe make each 40mm cost an additional point. Or have weaker explosions vs infantry (reduced damage or reduced damage radius).
Something to reduce the cheap newb tube and 40mm kills.
Yeah, this is what makes the game feel wonky though. In the same game where you pretty much have to run and gun to even have a chance at clearing rooms, you've got low vaults which totally suck, kills forward momentum (and often times the player attempting it) and are easily avoided by crouch jumps (it's basically a required skill to bypass a movement mechanic... which is not good), and throwing grenades slows your character down.
So which is it? Is the game fast, is it slow? Is it smooth and arcade-like, is it clunky and realistic? The removal of jump throws and sprint throws is a strict negative as far as gameplay goes in my opinion, just because of how much it interferes with movement.
Fair points, but you went way off topic.
What is this, politics?
Way off topic?
I gave a rationale for why to implement a premise of the original post. Hand grenade usage is waaay more risky than 40mm usage. Thus a reason for quicker grenade prep animation rather than just saying "it should be".
Depth does not equal off topic.
If you feel 40mm are too powerful, how does making hand grenades more effective solve that?
40mm are limited by class. Boosting hand grenades will apply to nearly everyone and encourage even more nade spam.
You say you want to limit 40mm "noob kills" by Demolitions...by increasing grenade kills by everyone. Seems an odd solution to me.
Yes. And that may partly help the OP's problem. I've died too many times trying to select the right grenade type, and takes too much time.
I agree. I and others have asked for that in different threads. I even asked for how to do it via ini file edits.
NWI didn't answer of course. As is the norm. Hopefully this is in the next patch. But, if it is, why TF wouldn't they just say so?!?
Bravo, NWI! (That's sarcasm NWI)
Yeah I know it's been asked numerous times.. And ignored!
I'm convinced it would be easy to do if we were only given a minimum of info. Surely UE must use a key bind system similar to source engine but without any direction it will be tricky to figure out.
Now why we have to cycle through the grenades rather than selecting the "grenade pocket" directly in the first place is beyond me...
"I need to fire a rocket at the technical... I wonder if that 2 meter long tube that shoots RPGs is in one of these little pockets on my west... Hmmm... No... Not here... Not here either... Oh wait... It's on my back... Silly me..."... I mean... Wtf were they thinking?
Indeed.
It's a sad joke that they couldn't spend the minimal time on this before it was full release, let alone now. It's also a sad joke that they couldn't throw us a bone and tell us how to do it via ini file edit until they fixed it.
Maybe they know how ridiculous this is and are choosing to avoid the topic entirely out of shame or something.
If it's not in the next patch, and the next patch isn't soon, I'll likely change my review to "not recommended".
Even DICE's rushed out the door battlefield games have separate buttons for grenades and rockets! I bet the previous Insurgency had this ability on its release date. If not... Wow...
And this is NOT a difficult or time-intensive fix! It's not AI. It's not a bug. It's a keybinding oversight to an already existing, already working game function.
https://steamcommunity.com/app/581320/discussions/0/1836811737980141335/
No developer response. Which didn't surprise me sadly.
I was surprised that an Unreal engine savvy gamer in the community didn't respond with help.