Hand grenades vs. OICW grenades

Download And Installation Instructions for DFX2 Black Ops Mod V1.6.
Post Reply
viiper
Posts: 435
Joined: Wed Aug 11, 2010 1:56 pm
Location: Columbus, Ohio USA
Contact:

Hand grenades vs. OICW grenades

Post by viiper »

I noticed during our squad event in CTF as well as later that night in the 1.6 COOP server 2 things:

1. Grenades launched from the OICW are inconsistent. Sometimes they will kill on landing next to a AI, the next time, it doesn't even phase the AI. Sometimes, OICW grenades pass through the AI, and the AI are unharmed.

2. Hand grenades packed a lot more punch in the COOP server Sunday night than the OICW launched grenades.

Just a few observations.

viiper
Image
User avatar
The Texican-PG-
Squad Member
Squad Member
Posts: 1746
Joined: Sun Jun 20, 2010 5:00 pm

Re: Hand grenades vs. OICW grenades

Post by The Texican-PG- »

Seemed that way in the Weekend Games Server Bubba hosted.

I was shooting grenades from OICW at opponent (viiper) and sometimes they would land next to them and not kill.
Image
“If you ain't dyin', we probably need to put more fog in the map”
― The Texican-PG-
User avatar
Bubbachuk-PG-
Site Admin
Site Admin
Posts: 4915
Joined: Sun May 16, 2010 1:59 pm
Location: Marshville, North Carolina
Contact:

Re: Hand grenades vs. OICW grenades

Post by Bubbachuk-PG- »

Huntor reduced the size of the grenades in the nade launchers so they are less powerful.
Image
Image

The democracy will cease to exist when you take away from those who
are willing to work and give to those who would not.
~ Thomas Jefferson

Website: http://pgsquad.com
Facebook: https://www.facebook.com/oliver.holmes.357
huntor
PrimeTech Administrator
PrimeTech Administrator
Posts: 1293
Joined: Mon Sep 27, 2010 12:00 am

Re: Hand grenades vs. OICW grenades

Post by huntor »

Yes the OICW has the trade off of firing rate vs explosion distance. It should never be the same as an M203 which is what it was set to. This also made me think why everyone was using the same gun. In order to somewhat balance, this is needed to be tamed down a little. It is also a smaller shell at 20mm. The m203 is a 40mm.
Image
User avatar
The Texican-PG-
Squad Member
Squad Member
Posts: 1746
Joined: Sun Jun 20, 2010 5:00 pm

Re: Hand grenades vs. OICW grenades

Post by The Texican-PG- »

Tamed down? The nades are landing at opponents feet and not killing them.
Image
“If you ain't dyin', we probably need to put more fog in the map”
― The Texican-PG-
huntor
PrimeTech Administrator
PrimeTech Administrator
Posts: 1293
Joined: Mon Sep 27, 2010 12:00 am

Re: Hand grenades vs. OICW grenades

Post by huntor »

Well that is why tests like this one need to be performed. I can look at expanding the kill radius. It may even have to do with lag. Wish I could have made the last event to see this. Sometimes hard to test by yourself ;-)
Image
User avatar
itchypav-PG-
Squad Member
Squad Member
Posts: 739
Joined: Sun Nov 30, 2014 4:58 pm

Re: Hand grenades vs. OICW grenades

Post by itchypav-PG- »

I would be up to helping you guys test some of these things when i'm on if you want to put up some maps to test specific things.
Image
Image
User avatar
Bubbachuk-PG-
Site Admin
Site Admin
Posts: 4915
Joined: Sun May 16, 2010 1:59 pm
Location: Marshville, North Carolina
Contact:

Re: Hand grenades vs. OICW grenades

Post by Bubbachuk-PG- »

itchypav wrote:I would be up to helping you guys test some of these things when i'm on if you want to put up some maps to test specific things.
That's the main reason the 1.6 server is up now is for testing.
If you see anything that you feel needs to be changed, eliminated, or whatever, make a post in here about it.
Image
Image

The democracy will cease to exist when you take away from those who
are willing to work and give to those who would not.
~ Thomas Jefferson

Website: http://pgsquad.com
Facebook: https://www.facebook.com/oliver.holmes.357
Post Reply