#Throwables - Feedback
1 messages · Page 1 of 1 (latest)
some of the throwables don't make sense on some classes, I'm not sure recon will ever be using impact grenades. So I think some consideration might be made in making certain grenades class specific, like impact nades being assault only.
frag grenade doesnt feel like it has enough friction. it just slides upon hitting ground
I wish smoked obscured close range more. At a distance it works fine but sometimes I’m afraid people can still see me if the engagement is a closer ranged one. It’s okay the way it is though
Can we add an option to cancel throwing
The smokes have almost the same colors, except white. Make them more colorful or delete them
mb make the smoke colors function like attatchments to the smoke nade instead of a different nade
I use them all the time on reckon
can we add an option of "darkmode" on flash bang instead of white flash its black. the white flash blinds me irl too 
Ok, take two, try not to get myself muted this time
- Frags. Fine, probably could do with one less universally.
- Impacts are just worse frags, and you have a tendency to blow yourself up. Probably could use something to compensate for that, idk
- Anti-vehicle grenades are useless. It takes 4 of the 5 an engineer has to even destroy a humvee! I really think you could get away with doubling their damage.
- Flashbangs are both irritating to use and irritating to get hit with. Irritating to use because the effective radius is pretty small and so unless you're perfect it's just an indication that someone is there. Irritating to get hit with because in the off chance they do manage a perfect flash you're out of the match for 5 seconds.
- Smoke grenades are fine, only complain with smoke is that FLIR doesn't pierce it.
- Flares are painful to look at. That's it, they do as advertised. Hurray?
impacts are fine as they are rn
I agree with your flashbang analysis.
For flashbangs, I often want to blind someone looking in a specific direction. I don't know how it works now, but often it seems like it doesn't blind people from any distance even if they are looking right at it, and blinds you if it lands nearby even if it's behind you.
Would be nice if flashbangs could be "dodged" completely by someone looking away, which would promote skill and give an advantage for using them since they would look away from the doorway.
Flash bangs “flash” anyone that’s close enough and could have line of sight to it, but it only blinds you if you’re looking at it and it’s close enough. You can test this out yourself by throwing a flash bang on the floor and stepping over it so it explodes behind you
It won’t blind you until it’s actually in your LoS but it’ll still give ur screen a brief moment of white light. If you throw it so that it’s in front of you you will be blinded, and the length and intensity scales hard with the distance which is why most times people don’t seem blinded at all
Overall I think there's a reason to use everything. So, yay balanced?
- Frags: I think these need more friction or something. I see them kinda just slide away most of the time. Which is hilarious but not good for offensive or defensive grenade usage.
- Impacts: The offensive grenade of choice if you want to surprise people who camp doorways. Honestly they're fine, they're a higher risk, higher reward alternative to frags.
- Flashbangs: These are simultaneously the best and worst grenade. I think they're fantastic for disruption and psyching people out. In that regard it's more like visual terrorism than anything else lol. Not sure how best to balance these.
- Smoke grenades: The best option that nobody picks because you have to give up your ability to deal with entrenched people. Good in coordinated squad play, but I'd rather have a smoke launcher if I'm gonna smoke people.
- Flares: The raw hatred of the sun condensed into a tube. I hate them. This means they work good and are balanced. No changes needed.
- Anti-Vehicle grenades: I think if these killed transports really quickly, people might use them more. As it stands, I just don't know why I would pick these.
Ahh that makes sense. I feel like it I have used flashes before and found them completely ineffective, and other times the enemy was running into a wall. Its very hit or miss. Maybe instead of an on/off it should scale based on how directly someone is looking at it? I would have to do some experimentation to really know, but right now something seems off about them.
the issue is the person tht throws it just get the hitmarker but doesn't know how flashed the enemy is which would be quite frustrating
Yeah, that's a good point. Maybe no hit marker unless they are actually blinded?
I use flash bangs cause I think they’re fun but rarely do I ever blind anyone if you change it so the hit marker is only when they’re blinded I kind of like the idea of a normal hit marker for tagged and a headshot hit marker for blind since I use it to see if people are near me sometimes
Oh thats a good idea!
apparently flashbangs bang teammates
and one way smokes are a thing in this game
I think smoke's explode time can be faster, similar to CS or PUBG. It encourages tactical/teamwork play. I feel like right now it is too slow.
At first I was using it to help res a teammate, but as time goes it just feels not worth it bcs how slow it
Remove the ability to spam infinite frag grenades from ammo cache at choke points in frontline.
nvm didnt read it fully
This is what makes it so unreliable. Even if you're turned around, the intense flash should at least cause the "lingering image" effect for a brief moment. Otherwise, there's rarely a situation where I was happy I had flashes over frags.
Imo should be limited to 1/2 at max, and only able to replenish one per large ammo crate.
Too much explosive spam, some maps have entire strategies where all the player does as a support is throw grenades in one spot over and over.
Make flashbangs have a bigger radius but lower stun time, also make it so that you don't need to be looking directly at the flashbang to get blinded. Replacing all audio with a piercing sound that lingers for longer than the flash and doesn't require visual sight of the FB would be good too, it's very very easy to overthrow/look away and have the FB have no effect
Essentially extended mute
Anti-Vehicle Grenades need either big damage buff to vehicles, explode on contact, or stick to vehicles. As it is, it's rarely worth the effort to throw since most vehicles are moving and the timing for it is really difficult and it's better to just shoot RPGs
you don't need to be looking directly at the flashbang to get blinded
Please no. But do remove the indicator/hit marker if you hit someone without blinding them, as to not be misleading
Replacing all audio with a piercing sound that lingers for longer than the flash and doesn't require visual sight of the FB would be good too
abso fucking lutely not, this shit is absolutely AWFUL for your ears and people with tinnitus are adversely affected. If you want to fck with audio, mute it completely and slowly increase it's volume back to base; FUCK no on a screeching sound
Yeah i kind of like the idea of a dark blind (black screen instead of white) and an optional volume mute vs high pitch alongside that
Either way youre losing your senses
But at least its only the in game one XD
I mean have an blinding affect if it's close enough but not as severe, the hit-marker on unblinded individuals is infuriating.
For audio, could have it just mute everything and slowly come back, would be impactful and disorienting without triggering issues.
At the moment you have to be looking straight at it to have any effect
I think theyre wary to buff flashed tbh because getting flashed is never a fun experience
I mean its okay right now but only cause it happens every once in a blue moon. If it were more common people would hate it
It's not supposed to be
I think just an indicator to see if ur flash was successful (tag/headshot marker) is good enough, then the accessibility changes too with dark/mute. I dont want like a stronger flash grenade though i think
Currently they're pretty ineffective and there's no real reason to take them over normal grenades
The radius they affect is quite limited and can be mitigated by literally turning around
They're actually more a hindrance to you and your team as you're more likely to just flash yourself as you run in after it
They have an overly long fuse time as well
Or they need the ability to be primed
one thing I can say for certain is that 95% or more of times i'm flashbanged is from an ally. So I would love a way to address that which doesn't leave it open to abuse, because it's infuriating and happens often
This, I regularly flashbang allies
Unintentionally, of course
If frags don't hurt allies neither should flashbangs
oh i met someone music spamming + intentionally throwing flashbang at us lmao
issue is this makes it really easy to abuse, you can spam flashbangs while your ally runs in for free.
it's pretty hard to use flashbangs well - you throw them at enemies, which will always be where your allies are looking, for obvious reasons. meanwhile, chances of you landing a flashbang in front of your enemies is lower, it's easy to overshoot, so 90% of flashbang thrown by allies will blind their allies instead of enemies, since they'll be thrown at enemies, but have a high chance of landing behind enemies, aka, out of their line of sight, while allies are looking directly at them and not expecting their dumbfuck allies to flashbang them, so low chance of looking away
Or you throw a flashbang in a room and your allies, just like a golden retriever, chase after it
it's pretty much impossible to determine if your ally is throwing a flashbang, regular nade, or it's a random piece of debris from some other explosion. No one is able to pay attention to what their allies behind them are doing, it's literally not possible to actively avoid ally flashbangs
Add molotov cocktail
unfun with so many players
Incendiary grenades would be interesting but I also agree they probably don't have a place right now
An idea I have for impact nades is that instead of being a killing nade it's swap for being a utility nade like how they work in R6.
Max damage is now only 30, but can blow open a hole big enough for you to crawl through.
Throwing knife. . .
bounces off armor, very short throw, only does 1hko if you hit them in the neck(not head)
Let us cook grenades
Make G equip the grenade, right click for underhand left click for overhand
Then you can either release, put it away, or click the opposite mouse button to release the spoon like how Insurgency Sandstorm does it
Do you think C4 should have a 1-2 second arming time, once thrown?
Agree with Nugget, currently underhanding grenades is really awkward, looking at an alternate control method would be nice
A slightly stronger underhand would be nice too. As it stands I keep bouncing it off walls I try to hook them over (though it's probably a me issue)
On the vehicle grenades... You have to realize the TTK using RPGs/C4 is REALLY low. They one hit smaller vehicles and tandems one hit APCs.
IMO, since a vehicle grenade can be thrown behind cover, making them any stronger would make them absolutely busted when dealing with light vehicles.
They should still be stronger imo. They shouldn't one shot a humvee at full health, agreed, but holy crap are they bad now
I mentioned this in other channels, but giving vehicles damage states could help with this a lot. IE a couple anti-tank grenades could disable the wheels, or engine, or gun depending on where they blow up
would make them feel a lot stronger much faster while also preventing them from being op
Yeah, there's essentially no reason to drive a humvee close to a fight unless you want to be free points for some engi lurking with a tandem. Getting hit by one should disable the vehicle and even heavily damage the occupants but killing them outright is just silly.
Oh I 100% agree with the idea of damage states, I just know that something like would take a lot of time and modeling (not just art) and even a bandaid would be nice for the mean time
Might be the R6 talking, But I feel like impact grenades should damage the environment.
they are already strong enough
av grenades should damage buildings i think
it would give them some other reason to use them
since theres not really one rn
they do already don't they?
They havent when ive tried
ive tested it in shooting range and in games and they only damage vehicles and players
Add a drill charge type grenade
It can help smoke out camping players in buildings like in the lighthouse
C4s or RPGs do better job than impact nades in every way
a good buff to nade impact will be doing more dmg if impact to a enemy
but frag nades are actually like 100 times better than impact nades
also can be a good buff for impact nades to do dmg to vehicles
but they are a different slot so you can't really compare them?
and I personally prefer impact over frag by a lot
I mean if you have rpg and C4 what is the utility of having impact nades?
and c4 doesn't even do the job impact nades do
what is the supposed job of imapct nades?
idk I played 1 time with impact nades and didn't see how to use it in too many situations and change it to normal nades
for example you shoot at an anemy and he hides behind a box if you throw your nade at it it will roll away and not dmg him enough but impact allows you to hit him. Or in a different scenario you are getting chased you walk around a corner and turn around to drop a nade at his feed the second you see him which isn't possible with normal nades.
and you don't have to calculate for reaction time
you can throw it in a room to hit any enemies inside and instantly rush after it without having to worry about being blown up by your own nade
sure there are situations where a normal frag works better like bouncing of walls, hitting a window but I prefer impact by a ton
c4 can be used sometimes in these situations but only if the range allows it and rpg doesn't really fit here
well, with rpg if you aim to the correct angle you can kill him but depends in what position is him
, idk I still feel impact nades are not that good
Umm... Considering C4 And RPGs have 3-6x the explosive payload of impact grandes, I would think this make sense.
Impact grandes are for throwing around an obstacle where it blows up on impact. It's utility is sperate from C4 And RPGs. Why does it seem like you are advocating for a buff to create power creep and allow for two different slots with insane damage and utility??
idk I don't see people using impact nades
and when I use to see how does it feels I didn't feel was using a rlly a nade and change it
I do and most of the ppl I play with do too
and rpg means you need to play a certain role and you need to swap weapon aim and reload afterwards instead of just throwing a nade
No offense but i dont think you should have an opinion on something if you dont really use it. Like impact grenades are really useful and they don't compete with your gadget slots and youd know that if you would try it out for more than once
Im sorry this is directed at you but in general i think sometimes people make suggestions without really trying the actual item or play style out to see what theyre really impacting
Impact grenades are an offensive grenade for attacking enemies when you know where they are. They can be taken by any class at the cost of no other grenade type being allowed.
C4 is an equipment slot with a more limited throw range and the tendency to magnetize to surfaces. While more multi role, using it as an impact grenade is going to be an exercise in futility.
RPGs are engineer class locked and while they can act as an impact grenade, they have a lengthy reload and long swap time to your other weapons.
Basically I can just yeet an impact around a corner and run around with a gun out immediately afterwards. Any of the other options don’t let me do that.

The grenade Trophy should reward XP for destroying enemy grenades
Add a 1 shot meme rock to just throw at someone
Add a throwing knife that does 10 damage or something
I know people keep saying impact grenades are great an all, but I don't see it. I had a run in where a threw one point blank into an enemy and it didn't kill him, ending with me being gunned down instantly
well, you don't wanna use them like that. They are excellent if you hurt someone and they duck behind cover.
Nerf flashbangs thank you
Flashbangs are in a weird spot where they arnt that useful when you use them, but are very annoying when you are the victim
like in most games
Smokes are more useful than flashbangs
you shouldn't be a victim of friendly flashbangs tho
that's my biggest problem with flashbangs
Issue is if they don't have friendly fire, they are too easy to abuse. I hate when allies use them but Ican't think of a way to improve them that doesn't lead to abuse
flashbang should only flash your enemies, not your friends
I'm not sure how abusive that can get
You could just toss 3+ flashbangs at enemy while your allies walk in unopposed and mow them down without any counterplay.
Think about a coordinated duo or trio where 1 of them is doing nothing but tossing flashbangs while the other rush.
Or imagine 127 players all running around with flashbangs because they know they can just toss them willy nilly and never worry about blinding allies
I don't think we ever care much about our allies getting flashed until we get affected, sure that's a good theory but only if you're playing in a group of friends or dedicated teamplay server usually in hardcore.
I don't think the thought of blinding teammates really discourage people from playing flash that much
Even if it had zero friendly fire, the enemy can still blindfire and your allies need to expose themselves to that. And if you're concerned about tryhards, I'm pretty sure they can already communicate well enough to time things so they can avoid looking at the direction of the flash. So overall this probably impacts usability more for casual randoms than anything else.
The point is, without friendly fire, you don't need try hards to pull that off, it'll happen naturally all the time because more players will run flashbangs.
When only a few players are running flashbangs, you need coordination, but if half the lobby is running flashbangs, you don't.
At the moment the only reason flashbangs aren't used more is because they flash your allies.
But really, just imagine bow the game would play if every player had flashbangs, but didn't flash their team mates. I want you to imagine games where 130+ players have between 2-3 flashbangs they toss out constantly
Make vehicle grenades stick to vehicles (they should bounce normally until they hit a vehicle).
Also buff their damage. They are laughable compared to C4... which literally every class and their mom gets.
Using antivehicle grenade atm is factually the same as saying "I am playing without a grenade", its THAT bad.
Speaking of C4, I feel like the throwable animation feels very sluggish compared to C4. I like the idea that someone suggested here to make G switch to them as any other weapon, so you can have them quickly ready to go the moment you click.
I want to share my love for nades, nades are rlly good I love them
I think it would be fair to say that not every class SHOULD get c4....
also nothing stopping you from running c4 and AT nades at the same time.
I think this is besides the point. Anti-vehicle grenades can't even one tap an atv and takes 4 of your 5 to destroy a humvee, essentially half a C4 in damage with all the downsides of a frag grenade
taking 4 to kill a humvee sounds balanced....
I think this touches more into the fact that we need damage states.
Ie, a single AT nade on a humve, if it hits the engine, would disable the engine, or the tires, would disable the tires. Or gun, etc etc
So while you can't outright kill with one or two, it still has high effectiveness
So a single at nade may not kill a quad, but it would certainly mess it up (undriveable)...
That's understandable, but unless they implement something of that nature, the point still remains that they are completely useless unless the damage is buffed
Even buffed damage wouldn't change the fact that they can't be "cooked" and have a rather long fuse as well, making it really only usable on stationary vehicles
Totally valid. I really think the issue balance wise with vehicles is that they just need a lot of work.
Different note - giving supports colored smokes (to use for marking things) would be fantastic. Would be useful to mark targets, or pickup spots for a friendly heli for instance.
Note: these colored smokes should be a free gadget for the squad lead class - IE squad lead always has them, doesn't take up a utility slot.
Smoke grenades should be buffed more.
More smoke density and faster to start up.
If you throw a flashbang and hit allies with it, it does 25 damage per ally you flashbang
95% or more of times I am flashbanged are from allies; in the current state this item is 100% troll to take
inverted flash bang setting like in call of duty warzone.
Just, don't make flashbangs affect allies, no other explosives do
Why can friendlies flash bang other friendlies?! Too easy to troll with
yeah esp since the hit marker is the same
I wonder if the devs can add Semtex Grenades and design the beeping sounds for the Semtex Grenades like those from Call of Duty: Modern Warfare II 2022.
We want gas grenades
no we dont
Def no on gas grenade
I had medical problems which caused me to stop playing battlebit for a while do to flashes. Can I request a setting where flashes make the screen black instead of white? Will help people with light sensitivity. Luckily I play again, however it be nice for accessibility sake
Do you guys find the Anti-Vehicle Grenade as useful, viable, or an effective tool to use against vehicles?
it certanly makes quick work of humvees
when they are actively moving?
You know... I don't think grenades are exactly the right thing to use against moving targets...
Seems to be the job of c4, RPGs, Guns etc
I wouldn't mind if Anti-Vehicle nades were sticky though
though jeeps and other vehicles are already kind of squish... I mean they are one tapped by RPGs.
Cool cool
Because of their downsides they could be used as a finish of additional tool, if you don't want to waste your rpg or c4 on the empty vehicle.
Or if a vehicle is stuck
Also great to throw at a stationary vehicle with a turret Gunner
So far AV nades only seem viable against humvees, or really low health lavs.
Seems totally ok to me
any more and it starts to get a little unbalanced
if you want to be effective against tanks and all LAVs... run engi
Decrease all explosives on the game or at very least decrease the damage radius against infantry with them. The explosive spam is a little bit to insane.
That's the thing, only engi has them to begin with, and it takes 4 out of the 5 to destroy a full health humvee. Making it more in line with C4 damage wouldn't be too strong, imo, and give it an actual reason to take it
I think making it adhesive would help a ton
And I still think vehicles need damage states. It both makes them less "one hit KO" but could also let things like the AT nade derail a tank track if you hit the right spot, or take out a wheel of a humvee or it's turret with a good throw.
Makes the repair tool a bit more in depth. Could grant less overall experience per tick but do things like grant chunks of xp when repairing damaged modules
Grenades should be reduced to holding 1 across all classes to reduce nade spam. Also think being able to get more nades is a very questionable choice since it encourages sitting on a supply box. Plenty of players on a match of Waki frontline will just sit on a support box throwing nades. Nade spam is especially noticeable in game modes like frontline. But also on others like Conq Frugis and Salhan. Obviously the trophy system helps but not much.
I'd like some sort of one shot protection from grenades. One example could be to let us equip a passive blast resistance plate instead of c4 / other gadgets which reduces explosion dmg (or radius which you'd be affected by)
A grenade has to explode within 1m of you or something to 1-shot afair
Impressive how often this happens if it's supposedly really just 1m 
I feel like impact nades should be able to destroy terrain. It would give them more of a niche over the sheer spam of frags as a utility imho
I agree but it would never happen lol
That would require a huge code overhaul
I somewhat doubt that
Dependent on the code language, they could potentially just port the c4s building damage over to the nade and scale it down some
Can we get throwable noise makers? Might be cool
fake news, if antivehicle grenade can do it, then impacts definitely can too
You should be able to throw only smokes and flares from helicopter ropes to give them additional utility.
To be fair, dropping c4 would be op but hella fun
Carpet bombing the map yeah that would be op fun.
Please for the love of all that is holy make smoke more consistent
I'm tired of people shooting me through smoke clouds solely because the graphic effects aren't applying for them
Fucking real dude smoke is in a terrible spot and only helps to lean into current frag meta
Impacts could use some tweaks as well to make them more interesting
Throwable stick to guide teammates when?
Also, impacts are great at softening targets or finishing them off around a corner
Smokes feel inconsistent because the AOE it clears around you when you're inside of it is WAY too much. Tbh you should be fucking blind basically in the smoke
This means someone can basically stand near the edge or middle of the smoke and basically see out of it good enough to shoot back, but not easily be shot at
It only just occurred to me, but why even have colored smoke? The whole point of colored smoke is to be used as a marker, and the game doesn't exactly have smoke columns
I demand more colors
I mean, I want hot pink as much as the next guy
Bright cyan please
SMOKE CONSISTENCY YEAAAAAAAAAH
It'd be nice if smokes explodes faster or a second after impact. It's so annoying having to wait for them.
Also flashbangs suck, they are either useless or blind you for 10 minutes straight. Would be great if they had less max total blindness time but were more consistent, like going off faster so you have less time to react.
Making them deafen people nearby even if they weren't looking would help you push them.
A good example is R6 Siege's flashes, if you're looking at them they flash you at max distance, if you're not they still flash you if they land within 3 meters of you. Rewards you for being accurate with them.
All I want for Christmas is for teammate flashbangs to not blind not affect me
Yeah, that'd be great.
Smokes and flares should activate faster after hitting the ground for sure. Flares are ridiculous
Flares should already be burning by the time you chuck them tbf
A second after so you don't blind yourself. Would be cool to be able to hold a lit flare though
Actually yea, that'd be sick as fuck
Oh actual suggestion too
Skins for throwable
Teddybear nades?
Actual pineapples
potato masher grenade
water balloon impact nade
Also the UI already supports subslots for skins, probably this should be used for the smoke nades. Feels really janky having each color being its own separate item.
Also flashbang that puts slantface on your screen
Flashbang has a 1 in 100 chance of showing you a random screenshot since that's what it basically does now
One message removed from a suspended account.
THERMITE GERNADES LVL 100 PLZ
I support this idea actually
having some kind of area denial grenade that doesn't kill easy, but does a bunch of damage over time would be fantastic
Make nades that are ~0.5 seconds away from being thrown drop down on death and explode
By then its primed and feels off when you die and nade just disappears
thermobaric grenade
One message removed from a suspended account.
But like, in game concussions not irl
Grenade server-client size should be 0.000000000000000000000001 to allow it get in windows/holes. Also it should be "fired" like from weapon - forward and to center. There's no place for "realism", if you want "miss the hole" mechanic, grenade "throw gun" should have a spread. Battlefield grenade throw is a throwing rock directly forward where i point crosshair, its about grenade playability that is not realized in some games. Even tarkov worked with "throw right here" but the grenade in tarkov has a non-null size, so it time to time stucked in walls.
Glow Sticks plz ⚡
One message removed from a suspended account.
One message removed from a suspended account.
Wrong thread, mines aren't throwables.
But also, you might be interested in my proposal to make Claymores behave like proper tripmines and have wires extending all the way to the nearest surface: #1152892810891112578 message
We could use some "area denial" throwables. Like firebombs/Molotov Cocktails/incendiary grenades.
They could create a fiery area which deals DOT to enemies that are standing there, that zone would last ~10 seconds.
Optionally, to make getting into flames a really bad idea, being lit on fire/be in fire zone could prevent you from taking certain actions like sprinting or aiming. Just to really home in an idea to not walk into the flames.
area denial with 250 people is awful
I'd like Support to have extra impacts like they do with frags.
Support has a sorta "secret" passive that gives them an extra frag by default. Normal vests will give you x3 frags instead of the normal x2, of which will increase the heavier your armor gets.
This doesn't apply to impacts though, which I found weird. I prefer impacts with Support since it's better immediate area denial, but it's more of a loss when I could get a whole extra frag and spam like an evil man.
One message removed from a suspended account.
A lot of things are hard to balance with large player counts, but the way squad spawning allows people to infinitely resupply and teleport around the map just makes it 100x worse.
Like, if changing a loadout involved having to fall back to a capture point and then return to the frontline, there's a big chance your loadout won't be ideal by the time you are there. Then it becomes more sensible to have a balanced loadout across your squad to cover some different situations on the fly.
what does that have to do with the area denial suggestion?
There's a 200% chance that no such thing will ever be implemented as long as the spammability of throwables remains what it is. If you want to have area denial in the game, then you'll also want to provide a set of changes that stops it from being spammable.
o lmao
Directed towards this guy

Throwable dart plz
Throwable javelin that impales enemies to the nearest surface
i can feel my forehead and the top of my eyes burn every time i play night maps can literally anything be done about the flares
the light is literally clipping through his shoulder lol
maybe also dark mode for flares just like with flashbangs
Please make it so that if u pull out ur grenade and u die the grenade will explode. also make it that a grenade wil explode after a while
You want grenade cooking added?
idk what that is lol
Press activate grenade button -> It starts ticking down -> Keep holding it and it explodes in your hand (or time the release to deny enemies reaction time)
that would allow frag grenades to become impact with a bit of skill
Even worse really. That's why I was asking, grenade cooking is a realistic mechanic but it massively raises the effectiveness of grenades, make them effectively impossible to avoid against a skilled opponent.
So, dying after grenade activation -> grenade still explodes, good. But modelling the exact time you've been holding it, way OP, even if it doesn't seem like such a big change.
ye it also massively nerfs impact nades in comparison
maybe cooking them would be a bit much, but i definitely agree that they should drop and explode if you die right as you were about to throw one
wouldn't even be that useful, but it'd have a lot of comedic potential
Agreed, this inconsistency in what cancels reload and what not is annoying
One message removed from a suspended account.
Let us yeet empty mags and pistols at people for self defense
Full Ogryn
- Make the flash grenade give assistances when hitting targets
- Make the flash unable to flash allies, because frags and other allies system don't hit allies. The flash is actually the worst grenade because of that.
- Make the smoke grenade server side
if flash grenades don't Flash allies it's easily the most op grenade
There was the flashbangs on BF I dont remember problems about it, it could flashed you but not allies
imagine 10 support spamming flashes on waki bridge. Nobody on that bridge is a able to see anything for the rest of the game while their own team can push without problems. If both sides do it you suddenly have 200ppl flashed for 20mins straight
Sure but griefing flash or dying because of ally flashing is also a thing so maybe it should be a little reduce
ye sure it is but it isn't even close to how bad it would be otherwise.
This would be hilarious
But also, simple fix is to remove flashbang from support
A flashbang that only flashes enemies would indeed be a powerful thing, it could very well be an Assault exclusive
Goes well with the whole breach and clear theme they seem to have attempted to give the class
would fix nothing
Actually it would be cool if each class had an exclusive nade
Engi already has AV, Assault can have flashes, Support can have a concussion nade, Recon could have some molotov-like thingy for area denial to let them hold back people pushing them. And let medic throw bandages really far. 
the blinding effect of flashbangs should end when you get killed
throwing (grenade speed, hand animation, line of throw) should be redesigned. best one i saw in the tarkov. (also with the my favorite sound of grenade trigger in the air that makes my day everytime)
of course battlebit behavior is better that "you press G and grenade go" instead of "you press g to select grenade and press mouse1 to prepare to thow, and release mouse1 to throw", but really first-person tarkov behavior feels more comfortable. i dont know why. faster grenade flying, or maybe smaller grenade size, or better animation, but in tarkov you can trust your grenade, in battle bit you could just throw it over map entities and hope it works.
They aren’t all that great in 127 where it’s a cluster fuck and you’re better off chucking normal nades.
But in smaller formats like 16s and 32s they work wonders.
na impact all the way no matter the mode
i dont want random kills from spamming i want my nade to kill the guy it was supposed to
Change - Flashbang blind duration should be like half
FBs are a little too inconsistent and punishing currently
It's either everything or nothing
It can land 2ft from you but if you spin round, it does nothing. It would be better if as long as it was close enough, it still had some suitable effect (obviously more if you're looking right at it)
Also doesn't seem to take walls into account at times, which can be problematic as you end up flashing yourself just as much as whoever's in the other room
suppressing bangs with minimal flash 💯
A effect that can't just be removed using gshade would be better, something that affects your mouse movement and blurrs your screen heavily
I've had numerous encounters yesterday where I flashed someone straight in the face, got a big hit marker, pop straight around the corner and they spot and dome me with perfect accuracy
suppression:
-aim punch/flinch
-blur (heaviest on the edges of the screen)
-vignette
-gun sway (like long range scope but without being able to control it)
the blinding and freeze frame can just be lowered to smth sensible 3-5s
===
- Make the grenade size 0.000000001 so that it hits windows and holes
- Change the throw animation, having studied the video from Tarkov, the hand straightens forward when throwing a grenade, and does not throw as if he dropped the keys
- Add a click sound when a grenade is flying (for fun)
- Remove the random throwing error or reduce it. Now it is too big and getting into the window from a distance of 2 meters is not an easy task. Let it be difficult from at least 5 meters, but always hit from two. This is also due to the large size of the grenade itself.
- Change the trajectory to an almost straight line, the grenade is not 20 grams so that in the air it flies along a smooth parabola, it flies straight and falls quickly
- Change the logic - when you press the G button, the grenade is in your hand, when you hold the mouse, the grenade is prepared to be thrown and when released, it is thrown out. At this point, with a short press of the right mouse, you can change the throw to an “underhand throw.” While holding G it is extremely inconvenient to also hold the right mouse so that when you release G you can throw a smoke bomb from below
- In the options, add two keys - one “quick throw”, the second “get a grenade”, by default G is a quick throw (for contact grenades), and on the number for example 5 - get a grenade. If you want, you can reassign. As an option - the key "fast throw" could use previously selected throw mode - if it is "low", you can throw with left hand, instead you need both hands and time to hide/raise weapon.
- Remove the smoke trail from the smoke. The smoke grenade launcher is more pleasant to use due to its instantaneousness, and the trail of the smoke grenade gives away the person who threw it, why is it there?
Molotov cocktail is cooler
Give flashbangs a small icon to show teammates the direction of where it will pop. Or have an audio queue to nearby teammates "flashing (compass direction)".
Delay the input by a second if needed. I believe this will give flashbangs greater team utility and make them less frustrating.
Replace colored smoke grenades with colored flares so they're useful for something other than annoying people at night
Additionally improve flares by adding a tall plume which can be seen from longer distances in the map, this will allow marking stuff you want to call your team's attention to
For instance if you know there's a rally point in some area but not exactly where or can't reach it due to enemy presence, you can chuck a colored flare and call it out in chat to get some back up
Would also allow for le epic cod reenactment
Can we please get the ability to throw grenades while reloading. If it means delaying the reload that’s okay too. Often I would get rushed while reloading and it’s kinda awkward because there isn’t much you can do while reloading.
Could we PLEASE add a grenade throw arc line so we can see where it goes, I can't stress how many times I try to throw one into a window and it lands anywhere but the damn window
have you considered aiming better
Have you considered reading the rules of posting in feedback
have you considered not having porn on your steam profile
"im bad at aiming grenades so the skill ceiling has to be lowered >:("
Pfft, what bit your ass this morning? All suggestions are valid.
might as well add a hipfire crosshair at that point
Could we PLEASE add a hipfire crosshair so we can see where we're aiming, I can't stress how many times I try to shoot an enemy gamer and my shots land anywhere but the damn guy
laser?
Can we get an option to stomp on flares when they are on the ground kind of like in cod where you can destroy tac inserts?
Smokes are sort of obnoxious right now. Much more useful, but smoke spam is getting a bit out of hand. I think we should take one smoke off every vest, meaning Normal Armor would hold 2 smokes instead of 3, Light Armor would have 1 smoke instead of 2, etc etc...
Also, I like this concept, but I do think it would make flares bad. Also, what button would be used to stomp? Perhaps the interact button? Interacting could play a stomp animation or just have the soldier break the flare.
I would like a daytime use for flares too. Not sure what it could be, but having a reason to use them during day would be nice.
Interact button would make a lot of sense. My issue with them is primarily in night maps where they just last way too long and can be seen through walls. I understand they are there to counter nods but turning to a wall and getting blinded makes no sense imo.
Hmm gotta experiment more in game, but now with the new changed sound and footstep stuff.
How well do Flares cover up footstep noises? Because that could be or already is a great use for them. Chuck one in a building so the enemy doesnt hear you coming that well.
I think some throwables are clunky. Like If I press G it means that I want to prioritise throwing a something over reloading. Yet I always find that pressing G never throws and I have to end up finishing w/e I am doing or Spamming the bloody button, also flashbangs just don't fucking work. I have an easier time flashing my teammate than enemies. Just seems to do absolute fuck all.
