I think the Grenades in the 40k universe are a bit more advanced in the activation then our pin pulling ones. And if you have 40 years experience i am sure that you can trow them very fast. But i also want animations. And different ones for tossing one high, and one for low. And...maybe...if we could switch hand with what we toss the grenade.
Grenades are grenades, once you reach a certain point in military technology, it's really hard to advance any further without doing something extremely radical. Yes they can get smaller and more powerful, but the tried and tested means of activation and detonation will be kept. No need to confuse the soldiers using them when they're already familiar with a set system. The only thing with grenades I need to see in this game is grenade pathing. Some games mislead the player by placing the model higher or lower than it actually is and then the trajectory goes straight into a wall. Same problems with explosive weapons. You're crouched behind a wall and even though on your screen the rocket is over the wall, it actually is pointing into it.....five seconds later you're dead screaming WTF!!!
Maaann, I am so late in reading the forums 1) I think we will soon implement a Grenade stance - so grenades won't get thrown automatically, you will switch to them first, like a weapon, then throw it when ready (no cooking) 2) We also have since a few weeks the grenade pathing in (can be seen in our latest Twitch I think). It shows if it will bounce as well if it will stick.
i have always prefered a quick button for grenades game wise. but as long as the switching to grenade dont take to long im ok with it. i thought that the pathing was just for development. but its a nice feature, i only wish it would be more discret or an helmet upgrade
No cooking Tentative "Hooray !!". Herego: Link to the Livestream Grenade path demonstration (LS#8 - Timestamp 47:12). Placeholder graphics I'm guessing. Love that you guys went this way. Grenade archs are awesome
its possible that the grenade path will be user only visible, so you see where its going but everyone gets to find out the hard way
Hahaha - yes, the pathing you see in the Twitch footage is really just placeholder coder-art. First we try it, then we make it pretty : ) Personnaly, I would like a subtle curved line like in Heroes and Generals. But we will see what gives the best style versus being more pratical. Something about the way we work that might be insightful for you guys, is that we usually start implementing things in a really basic way, without losing too much time on visual (just enough). Then we adjust and polish. Overall, we tests the extremes and then find a good compromise. An example, using the grenade, is that we started with no arcs at all and now we put one that is super obvious with anchor points and all. Don't forget that as the gameplay evolves we will know more about the place of Grenades within that gameplay. Should it be hard to guess or easy to guess where it will land? How much skill is needed? And this, you only know when everything is in there. If everything else is hard, maybe you want the grenade to at least be easy... on the contrary if everything is easy, you might want an extra challenge with the grenades... even more if they are super powerful. We could even make stronger types of grenade harder to handle/throw. Everything is possible ! (maannn... I always write too much stuff when I answer posts )
My godz Facts for the FAQ God. Enlighten away. Also: Eh, you're always careful in expressing the WIP nature of anything you discuss mate. Won't hear me complaining