Unless Ive just been missing it, you could be mid throw, get killed and then your grenade just disappears. Perhaps if you are at least halfway through the animation with the pin out and arm cocked back, when killed you would drop it where you died. Since throwing seems to take a bit of time, I feel like you at least get something out of "trying" to throw. Either that or just make the throw time faster.
#Dropping grenades when killed while throwing. (No not Martyrdom)
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I think this would be a cool idea. The amount of times I've tried to throw a grenade. the animation has pulled the pin and then I die and nothing happens. If we made the grenade live as soon as the pin was pulled it would give people cause for caution as they storm into a room rather than just steamrolling over the guy who got 75% of the way through the grenade animation
This would be more in line with how **Battlefield **handles things.
I would put this in the same programming issue camp as adding the registration of counter-sniping events. This is where both snipers shoot, and do indeed hit one another, but only one is recorded, even though both bullets were indeed fired before either shooter 'dies'.
I suspect this client-side vs server-side events balancing is one of the reasons why BattleBit can be so fast and handle 127vs127. Adding more overhead needs to be balanced with how much this adds to gameplay.
Let's hear from the devs on this one. I'd love to see many of the more popular suggestions in this forum get rated on implementation difficulty, but I know that's a lot to ask for given the limited resources available.