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Old 05-31-2007, 11:06 PM   #16 (permalink)
 
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Re: The HE nade...

Quote:
Originally Posted by doorway 27 View Post
I just hate hearing that 'tink' sound as my poor aiming skills sends one bouncing back in my face!
When I do that its usually with some ammusing explative shouted really loud over the comms, currently my favorites have been "Mommy!!!" and "Ohhh god I hate physics!"
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Old 06-01-2007, 08:50 AM   #17 (permalink)
 
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Re: The HE nade...

I usually shout "Damn" or "That's bull!"
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Old 06-01-2007, 11:09 AM   #18 (permalink)
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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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Old 06-01-2007, 11:24 AM   #19 (permalink)
 
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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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Old 06-02-2007, 04:49 AM   #20 (permalink)
 
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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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Old 06-02-2007, 10:26 PM   #21 (permalink)
 
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Re: The HE nade...

What if you increased the damage but decreased the range? Then you would have to be more accurate with your throws.
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Old 06-02-2007, 11:31 PM   #22 (permalink)

 
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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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