#do NOT add grenade indicators
1 messages · Page 1 of 1 (latest)
How so? I feel indicators would remove the annoying part of grenades without removing the tactical option.
Could u gove an example of when grenades would be useless?
it certainly would buff impact nades
supporting this because audible cues are enough
tell that to BF where 9 times out of ten you didn't see it in time anyway
Because anyone in the killing range of the nade would be immedately alerted and could run away without getting killed. It would only make the nade useful when you're trying to get someone out of a small room. And I honestly think this would make the frag nade useless
It already has, but it's not clear enough for the team to realize whether it's an ally or not
The indicator we're speaking about will be ON the screen and it will show the ENEMY'S nade. Not the green triangle on an ally's nade
I understand, if it would be bad since the player himself is the one who should listen and see and not have help
Isnt this what already happens in the game tho? I can recall multiple times where ive been reviving someone, i see a grenade on the floor, and i have to abandon them to take cover
Exactly
A well thrown nade should deserve the kill if the enemy is unaware of the nade. It would be dumb to punish the one throwing by adding nade indicators
it would barely be noticed, just like in BF. the radius is enough that unless the grenade is thrown very close you will not have time to run far enough away, maybe if you have your armor and are at full health you will live with barely any health but thats not gonna be all that often except in smaller gamemodes.
Agree, cause its good for player to Learn more about surround awarnes
And maybe they will add trow the granade like cod
Yeah cause its very loud
I always Scream when i heard granade
Its easy to realize it, just go near it if you alive after the explosion its a friendly nade
And if you die its a enemy nade
Its very easy right
Don't add drone indicators either
if the grenades are made otherwise easier to notice then thats a fine suggestion
The whole indicator thing looks like a cheap cope out because proper sound cues are hard or whatever 
i do enjoy the fear when i see a grenade and im just like shit
It's pretty easy to see nades in this game. Very rarely do I get blown up by one that I don't see
Pretty sure grenade indicators are going to make flashbangs almost useless, because it would be easy to spot one landing and give you time to turn away to avoid the blast
That would make flashbangs absolutely useless and since everyone is aware of that, I dont think its going to be added to flashes.
it wouldn't matter all to much really, games with 3d indicators and not the cod "grenade direction" indicators, make it work well because you actually have to see the damn thing. hell even later BFs had both and it was barely enough time to register the grenade most of the time if it was thrown correctly
Maybe a 3d indicator would work but no cod direction indicators
yeah that's all I'm hoping for
Might be worth asking for some clarification in the next devcast
15 minute oki yap sets new record for shortest dev stream of the year
Ever hear of a game called Planetside 2?
It has grenade indicators.
It's virtually impossible to kill someone with grenades in the game because of this. Legitimately one of the worst grenade-slot options in the whole game.
Everyone who's not a total masochist runs smoke, EMP, magnetic anti-vehicle grenades (they stick to vehicles on impact), etc.
The indicators make them utterly worthless except for throwing into a crowded room when the enemy has cornered themselves (and even then, it's not going to do much but force them to temporarily evacuate the area, but in BBR we also get the grenade destroyers and can insta-place those grey barricades, which makes that even less viable to boot).
"the obvious solution is nerf instant placement of barricades and remove or greatly nerf trophy systems!"
[insert smooth brain rhyme meme]
Idk, i can think of alot of bbr situations where you can throw grenades into crowded rooms wakistan 
Probably the only place i consistantly get grenade kills/ killed by grenades
Even if they added indicators, the issue would not be solved if you're talking about the waki's bridge. Since if you try to escape and theres no cover, you're dead. If you stay in cover with the grenade, you're dead too
The only solution would be to remove the frag nade, but you know we can't
Grenade spam in an enclosed space wouldnt really be affected by indicators tbh, because in those sorts of situations, you likely arent going to be able to escape (or notice and indicator tbh in the case of wakistan) - its really for single grenades in breaching situations, or thrown through windows etc where it becomes an issue
https://youtu.be/nJdEtXMlv_o?si=jG_lFiMnETJLiG62 like a 5 meter spotting radius for i, barely larger than the grenade itself. this would work as a 3d indicator and not make grenades "useless" as there is no indicator if you are A) not close enough, and B) not looking at it.
(you have to watch till he throws his own grenade)
Still not a really fan of it but, if they really wanna add it then should be like this. But the indicator should only be visible when its 3-4 meters close
yeah, If it needs to be added it should be this, makes em more noticable if dangerous, but also only if you are looking for it and is still missable if your in a bunch of chaos
I dont see the problem. Generally, that is the way grenades are also used irl: to flush out people so u can shoot them
But they also serve a purpose of killing people. Adding indicators would remove that
Well i suppose we will have to disagree then. Maybe i play too many tactical shooters, but i feel grenades offer the player a choice: "die here, or die when you run because i shoot you lol"
the majority of the time, it would change nothing. except in those rare instances where an observant dude sees the grenade landing and warns fast enough. but even then it does its job of forcing them out of thier cover.
I meant the direction indicators in that message. You can still miss the 3d indicators so they're okay
Grenades are useless with trophy's everywhere.. get rid of trophy's. Make grenades useable.

Thanks for motivating me to place more trophies
you shoudlve seen when trophies were NOT in the game...
Trophies should have charges, maybe something like 40
if they get limited they would need to hit more than just grenades.
I was there for it. In my opinion the trophies ruined the game. Used to be able to push into buildings with grenade use, but now 95% of grenades just "poof". Might as well throw rocks at eachother because what is the point of grenades now. Whats next? Bullet eating stuffed bears? So you dont get sniped? Maybe service medals that have force fields to deflect bullets? I get its a game but what makes these kinds of games fun is using items that have impact. Why get on a 50 cal gun on a humvee when the humvee gets blown up with a single rpg that is meant for anti-personel not armored vehicles? 50 cal doesnt do any better vs anything than a pp19 does so there isnt a point anyway. The impact just isnt there so it isnt fun. But of course you can throw c4 5 feet from you that kills everything except the person throwing it. Or rpgs that you can shoot someone 5 feet from you but not take damage from. Honestly the game is terrible with impact. Impact is what makes a game fun and trophies took away grenade impact so there is no use in even using them. Ergo the fun part of using them is no longer there and ruins the game.
I remeber support being so fun, you could play as a close range mortar, spaming nades
Literally nothing is stopping you from doing this still
Like antinades are a blessing cause its free points from fools that yeet grenades in your direction
If used right its an absolute gamechanger
You are protected from nades and you throw your own ones without interfirence
Also they can be countered easily with c4, rpg or just pushing the guy
Dont rely on a single thing ya doofus and actually use the other stuff you have
Also forgot to mention that antinades are not utilised as much as some may think
Trophies should either not delete smoke grenades, or delete the grenade launcher smoke bombs... I personally don't have a preference as to which, but it feels wrong that the trophy can't detect grenade launcher projectiles...
Yeah, it takes so much skill and training to spam the same button over and over again from behind cover.
but c4, which is not outwordly deadly without some kind of fragmentation material wrapped around it is better than frag grenades. C4 is a high burning charge that explodes in a a shaped direction but actually lacks balistic capabilities. except in battlebit where c4 can do more than grenades or rpgs without needing any kind of prep.
it is why claymores have thousands of pellets inside packed in front of a c4 charge.
otherwise it would be nothing more than a flash grenade that would burn you possibly
how so?
as it sits you can plant it in a doorway and sit back and wait for when you want to make it go off. not throw it into a precise spot where people are at. grenades are actually more difficult than c4 in every aspect.
both are easy as shit
lobbing grenades takes timing as well. if you throw it at someones feet, they can run away. if they are moving they will outrun the grenade. c4 you can literally put on a wall next to a stairwell and kill anyone coming in at will
but grenades have a counter. thats it.
i disagree since the trophies can negate grenades all together but cannot stop c4
two classes no? also it has unlimted uses, no cooldown, and goes through walls. grenades are destroyed outright and not made to explode. you also get at least 2, up to 4 at a time. meaning one dude can lockdown a line.
they are very effective at their job, so people just use c4 and RPGs to do a grenades job
avoid snipers, don't run in straight lines or in the open. and your gun can reach out much further than you think, you can plink snipers at 300 pretty easily with most ARs and Carbines.
same arguments because that's how you avoid snipers lol.
what does that have to do with what I said?
You can carry up to 5 but only place 4, cause is has a hard limit
But gotta say both darkblade and meizu suffer from severe lack of skill
It really doesn't take much effort, tbh.
Also, lobbing grenades faster to make them better for their intended tactical retreat and room clearing purpose instead of just "lob all the grenades when we already outnumber and have the enemy surrounded/cornered in a single area" wouldn't be any more OP or effective with this change.
TBH, saving grenades for grenade spam is a better idea than trying to use them tactically, BECAUSE they're so bad at being used tactically.
If that changed, people would only be low or out of grenades more often (which would lead to less grenade spam, unless they had a ton of ammo call-downs, and nothing's going to stop grenade spam from that shy of countering with LOTS of trophies).
Yeah, gotta agree there, the trophy radius is woefully small compared to what I feel it really SHOULD be.
It should also work through player-made barricades/sandbags.
Yeah, my best ones of note so far are:
SCAR: 462m
HK416: 487m
Deagle: 286m
And my crowning achievement:
SCORPION EVO: 756m
(I was plinking at an enemy sniper to distract him while my buddy sniped him, but my friend got a chest shot instead of a head shot, so my single-fire tapping ended up snagging the kill. I only hit like 4 rounds out of 15ish, but apparently it was enough!)
Engi and support yeah
If rpg frag’s intended purpose wasn’t essentially nullified by the explosive cap along with any potential heal nerf I could see it being used more. Problem is in the situations where it’s goos to use.. the “impactful damage” just tickles the enemies at best. At that point im better off using any other explosive.
Frag does too little heat does too much months later. So the question just becomes “why the fuck am I using frag when I could just insta kill them with heat like frag nades could?”
...who the fuck mention the Frag RPG?
Because when people mention RPG they usually refer to heat. Feel like its important to make that distinction
Yeh heats a bit too universal of an rpg
ok nobody was talking about the frag rpg at all, and what you replied to has nothing to do with that anyway.
not that you are wrong, but still, weird to just... mention it for some reason?
Fair, I just don’t want oki to burn the house down again 
I have no idea why frag RPG was not just given the damage of the frag grenade as a stopgap
like I figure that alone would make it at least somewhat useable

I'm sorry that you have so little gamesense that such a simple task is deemed impossible by you.

That just tells me you agree.
you will loose like 100% of the time when engaging a sniper at 300m with the same skill level
Plinking with ar and carbines aint very reliable
Better off with brs or dmrs
thats if you challenge a sniper looking at you, you try and shoot him at that distance as a last resort.
they have near the same drop, one or two hits should give you enough time to move if you are pinned.
Better to kill a sniper than to make him go away
Oh yeah not to mention that some snipers will still shoot at you even you shoot them
you can plink snipers at 300 pretty easily with most ARs and Carbines.
you understand plink means hit, right?
plinking a sniper is no counterplay tho and if we talk about a situation in which you both see each other (since there is no reason to engange a sniper at 300m that isnt looking at you) you will die while trying that
and if the counterplay is avoid all areas where snipers could be or abuse the movement system of the game everytime you do have to cross an area there is a problem
And like i said not all snipers piss off even when hit
Dont matter what you hit them with they will go and kill you
its something, and headshots can be two taps at that range, 3 if they have not taken any damage from say an M4.
goodluck hitting a headshot over 300m
Snipers are area denial, that is literally their one job that everybody does since recon is more for groups.
m4 can hit a player that that range, set for 0, by aiming right at the target.
if you range for 300 you can tap heads pretty easily with it
yeah and that's a risk you got to take, do you try and challenge, or do you run and try to avoid a headshot and take the hit while you run?
2 hits with a headstot?
testet it rl quick and you need 7 headshots at 300 with an m4 for a target dummy since you only do around 16 dmg per shot
huh, well guess I got lucky quite a bit and having low health snipers. fair enough. But anyway, single firing that with a low vert you can get follow ups decently.
just for clarification 7 headshots at that range before they hit one
and i used a 4x scope which i dont run normally on any gun except recon
and they are not moving
am I that unusualy for using the Acog on most of my guns or something? even holo has a 300 marker. the drop is torso sized for the m4 at that distance.
even with a l96 you can shoot without zeroing at that range
most guns do not need zeroing at 300
m4 does
no it doesn't?
its battle zero is 300
0-300 is torso sized drop
aim center and the target, barring it moving, will be hit
if you dont zero you have to shoot like this
while on the l96 you can aim for the head and hit it
a sniper will have the advantage at that range, but its not impossible to overcome at that distance. and anyway, you shouldn't challenge that unless you are pinned even if it is possible.
although this is very off topic at this point, so we should leave it here.
U kidding?
I actually agree with this, cause seeing the indicators can throw some ppl off not showing where it is exactly. But, putting hours on the game you can hear where a grenade is which gives a realistc feeling.