Jump to content
Sign in to follow this  
Kommiekat

Grenade Chucking

Recommended Posts

How are you aiming when throwing grenades?

I find myself either overthrowing or under-throwing. Determining distance is a problem.

Share this post


Link to post
Share on other sites
The problem is since patch 1.03 they bounce like rubber balls.

I don't think that answers his question.

I too have difficulty determining distance for grenades. Is it even possible to throw one through a window or doorway? It seems pre-programmed to leave your hand at a high arc.

Share this post


Link to post
Share on other sites
I don't think that answers his question.

I too have difficulty determining distance for grenades. Is it even possible to throw one through a window or doorway? It seems pre-programmed to leave your hand at a high arc.

I've gotten them to land where I want many times... granted they have landed where I did not want them to many other times. It just takes practice. I use the small dot as a reference point. I also tend to use them when I have margin for error.

Share this post


Link to post
Share on other sites
I've gotten them to land where I want many times... granted they have landed where I did not want them to many other times. It just takes practice. I use the small dot as a reference point. I also tend to use them when I have margin for error.

Edit: I just tested some things out and just now realized there is a secondary circle on the screen above the center dot. Problem is I can never see it unless viewed against a dark background. So this helps a lot.

I did notice however that throwing a smoke grenade works exactly as I described it below while a frag grenade has the built in arc. Don't know why it was done this way, but it's less of an issue now that I know about the secondary reticule. I don't suppose there is any way to change the color of it so I can see it better?

Original post:

I've had some success, but It's just one of those things I feel I have little control over as the game tends to add arc to it. If I keep the dot in the middle of the screen I would hope it would be thrown more like a baseball than a basketball. They should leave the trajectory up to the player...aim high throw high, aim low throw low etc... I know it does this to *some* extent, but the added arc really bugs me.

It's not a game breaker or anything like that but I do find I don't use them much as a result.

Edited by Grizzle

Share this post


Link to post
Share on other sites

Actually I think the grenades work alright, although there is deffinately room for a tutorial ingame. It was never covered in basic training, why?

As I know the large circle shows were the grenade will arc and the small dot shows where it will land. Or am I mistaken?

Share this post


Link to post
Share on other sites
Actually I think the grenades work alright, although there is deffinately room for a tutorial ingame. It was never covered in basic training, why?

As I know the large circle shows were the grenade will arc and the small dot shows where it will land. Or am I mistaken?

That seems right according to my experience. It is odd that smoke nades don't have the arc and I actually prefer that technique to the frag trajectory.

My biggest concern was being able to toss one into a doorway or window and it is possible using the arc circle. Just did a few practices in the editor.

Share this post


Link to post
Share on other sites

I'm just waiting for ACE 2, when we'll have some different throwing options again.

Share this post


Link to post
Share on other sites
What about if you don't use crosshairs?

practice practice practice

Share this post


Link to post
Share on other sites

I know these things can be done with mods but I'd prefer if it was in the vanilla game. ACE was great but it did slow things down a bit.

Needs variable throw strength.

It would be cool to have the ability to throw left and right around a corner but that would need new anims.

Share this post


Link to post
Share on other sites

I don't use them. That's my solution. They never go where I want them to go and the animation takes too long, so I just dump them all on the ground when the mission starts.

Share this post


Link to post
Share on other sites

Guess. Ive done this since OFP and after some practice it works quite alright, although i still wont try to throw it trough a window unless im at a safe distance. :p

EDIT: Actually, that means that the 'grenade throwing mechanics' are pretty crap. Image you still wouldnt be able to throw properly after so much practise in real life. its like being a woman! :p

Share this post


Link to post
Share on other sites

I bought Arma 2 on (UK) release day, and i've thrown maybe 5 nades since then, all in the editor. Just don't see the need for them in the game. I haven't thrown a single one in MP, nor do i intend to. There's enough of a blue on blue problem in Arma 2 without the extra damage caused by grenades. I understand there presence and i'm sure if someone can prove their worth then good for them, but it would be just my luck to take out an entire squad on the same team, with an excellently placed but badly judged nade. :)

Share this post


Link to post
Share on other sites
Guess. Ive done this since OFP and after some practice it works quite alright, although i still wont try to throw it trough a window unless im at a safe distance. :p

EDIT: Actually, that means that the 'grenade throwing mechanics' are pretty crap. Image you still wouldnt be able to throw properly after so much practise in real life. its like being a woman! :p

Same here and then to imagine we didnt had timed grenades in ofp, I cant count the times I died because of trying to throw it trough a window.

Share this post


Link to post
Share on other sites

we complained about gfx... and it was improved

we complained about ai... and it was improved

we complained about the sound... and it was improved

And now... the time has come... to complain about nades!

no really, they're quite rubbish. Although in a way it's nice they're not too good, like in certain other games where things quickly become a grenade fest... I guess a hold-button-for-power thingy would be good.

Share this post


Link to post
Share on other sites
What about if you don't use crosshairs?

Ugh. This is a good reason to have the throw always go where you aim instead of arcing.

Share this post


Link to post
Share on other sites

I don't mind them that much and I use them a lot. The only problem now is that they bounce way too much. I suppose that could be realistic since I have never myself thrown one, but it seems a bit too bouncy.

Share this post


Link to post
Share on other sites

We did experiment with an aiming system of a stream of player-only-visible particles, emulating the grenade's flight path. We wanted a rough idea only, so that the player could roughly judge the throw, similar to RL, with errors and averages so you didn't get a perfect throw every time. It turned out to be pretty unusable and we dropped it. The VBS2 system, which is a white arc showing it's exact path & landing spot, seems rather inelegant and "cheaty" :)

Share this post


Link to post
Share on other sites

The best frag throwing in any game for me is RavenShield. You could throw over and underarm and could be very accurate with them and there was no x-hair to aim with, you just had to get used to it but once you did, you could get them through windows with high accuracy. My only comlaint is that they maybe went a little too far and thrown a little too quick. If these were toned down it would have been perfect.

Share this post


Link to post
Share on other sites
The best frag throwing in any game for me is RavenShield. You could throw over and underarm and could be very accurate with them and there was no x-hair to aim with, you just had to get used to it but once you did, you could get them through windows with high accuracy. My only comlaint is that they maybe went a little too far and thrown a little too quick. If these were toned down it would have been perfect.

Hidden & Dangerous had a reasonable system too. You could roll the 'nade through a doorway if you wanted.

Share this post


Link to post
Share on other sites

Socom US navy seals had a line to signify what the nade would generally arc like, implement that...it's just a hud thing. Also, grenades should have a larger kill radius.

Share this post


Link to post
Share on other sites
Socom US navy seals had a line to signify what the nade would generally arc like, implement that...it's just a hud thing. Also, grenades should have a larger kill radius.

I think the kill radius is pretty accurate, the M67 produces a casualty radius of 15 meters, with a fatality radius of 5 meters. It's the area where the pressure stuns and injures that needs to be implemented/fixed. Since Arma doesn't model each and every fragment (or pressure waves for that matter) it would be hard to accurately simulate this IMO

Share this post


Link to post
Share on other sites
The best frag throwing in any game for me is RavenShield. You could throw over and underarm and could be very accurate with them and there was no x-hair to aim with, you just had to get used to it but once you did, you could get them through windows with high accuracy. My only comlaint is that they maybe went a little too far and thrown a little too quick. If these were toned down it would have been perfect.

Agreed, i could throw nades in rs3 with 85% of time to where i want it to be.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×