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| Counter-Strike - General Discussion General Discussion for Counter-Strike |
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#18 (permalink) |
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Join Date: Apr 2005
Location: Israel / Memphis
Age: 31
Posts: 872
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Re: The HE nade...
HE's are way underpowered. An HE that explodes within 5 feet of you should bring you down to a maximum of 20 HP.
It gets very frustrating when I throw an HE into a room and it lands 2 feet in front of someone and it only does 30 damage or so... Any chance to up this damage a bit?
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![]() ![]() ![]() ![]() A battle is dynamic, i.e constantly changing and evolving. Follow the strategy in place but never be afraid to improvise if the situation calls for it. All I ask for is communication |
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#19 (permalink) |
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Join Date: Mar 2007
Posts: 12
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Re: The HE nade...
HE Grenade damage is very random. I've been dealt as little as 0 damage (but my armor went down by 1, lol) from one. On the other hand, I've thrown a grenade and dealt 82 damage with it.
The OP is correct about aiming for the feet, and the only thing I can think of why this is true is because grenade damage is inexplicably greatly reduced by kevlar and helmet. While I would say this is why HEs are very important in the first round, it seems TG starts with enough money for armor, so maybe not so much. I'm guessing the other part of it is that when it lands at your feet, more of the random shrapnel vectors (think about how a shotgun in CS:S works, only in all directions) will hit the person anyway.
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#20 (permalink) |
![]() Join Date: Apr 2007
Location: Finland
Posts: 331
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Re: The HE nade...
The nade is underpowered, yes, but if you boost it up a bit, it would become boring. Realisticly speaking, the nade would kill within 5-7 meters(Right now, that's about the radius of where you get injured at all) and would hurt you badly within 10-15 meters. You'd still be hit at 20-25 meters. The nade could be a bit less random, but the damage shouldn't be upped at all.
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#22 (permalink) |
![]() ![]() Join Date: May 2007
Posts: 1,946
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Re: The HE nade...
High Power High Accuracy is what Scout's for. The point of a grenade is to hit the guy who's behind cover and thus you don't know where he precisely is.
Scaling damage up and reducing range would increase the randomness of the grenade, as each inch would cause a larger change in resultant damage. Suddenly when two people are clustered and a nade goes off, one takes 75 and the other takes 4. I'd leave it the same against armored people, but have it deal damage × 1.4 to unarmored players. That would make no-helm Kevlar a considerable buy to guard against grenades when one doesn't want to cough out the full $1000.
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