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remove flashbang rushing
#1
for reasons that will be obvious after reading this post, i've highlighted some key words.

the ability to just run towards any opposing foe with two flashbangs (which, id like to remind you are also referred to as stun grenades) in your hand with earmuffs on is, simply put, way too much.

the fact that you can just hold two flashbangs and run towards any opposing foe for an INSTANT near max stun with no punishment just doesn't seem like it was intended in the combat. It's extremely one-sided and there is almost no way to defend yourself against it on certain maps that dont have a plentiful amount of earmuffs and sunglasses specifically.

The flashbang also don't disappear when they explode in your hands. (which also do NOT do anything to the person who is holding the flashbangs). The sprite will disappear from your hands, but you will still have to drop the now invisible flashbang to be able to use your hands again, which further supports that this use of the grenades being used in your hands covered by only electrically insulated padding is not intended whatsoever. 

A solution to these problems would be to:
  • add a stun/large disorient punishment to the person holding the stun grenades
  • make flashbang timers random between 3-4 seconds (3.2s, 3.5, 3.8 etc) to prevent them being thrown at the last milisecond.
    keeping a fixed time for the flashbangs would still allow people to throw them at the last milisecond without punishment, provided they have earmuffs on
  • instead of a stun when it explodes in your hand it could give a large disorient and some damage. it is still a grenade after all.
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#2
They do not disappear while in your hand?

Infinite flashbangs?

Did I miss something?
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#3
(06-30-2020, 06:03 AM)GORE Wrote: They do not disappear while in your hand?

oops, edited
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#4
Blowing your hand off and causing brute damage fits perfectly into Goon physics.
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#5
+1 to Fireballs suggestion.
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#6
carbadox's suggestion couldn't have been worded any better.
+100000
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#7
(06-30-2020, 05:55 AM)FentonStraub Wrote: The flashbang also don't disappear when they explode in your hands. (which also do NOT do anything to the person who is holding the flashbangs). The sprite will disappear from your hands, but you will still have to drop the now invisible flashbang to be able to use your hands again

I am unable to replicate this

if someone could provide further details or a recording
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#8
-1 to Fireballs suggestion.

The issue is not connected to in-hand usage, and we don't need to create another problem where fresh-of-the-boat secoffs arms are being blown off: that's like harm-batons on steroids. Flashbangs have a legitimate use when they're not being overplayed in this tactic.

Also, it fails to tackle the issue of pointblank grenade launchers, where you could load a grenade into it just shoot at an object you are beside.

From my understanding, flashbangs are Hootingium and Flashpowder in an internal chem grenade.

I would make a change so that the drop-off rate for Hootingium is adjusted. Around the epicentre of 3 tile radius, Hootingium will damage ears/stun WITH protection. 
Outside this epicentre, ear protection works as normal. 

This prevents the "rushing" tactic and requires you to actually chuck the grenade at a reasonable distance.
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#9
(06-30-2020, 10:37 AM)Sov Wrote:
(06-30-2020, 05:55 AM)FentonStraub Wrote: The flashbang also don't disappear when they explode in your hands. (which also do NOT do anything to the person who is holding the flashbangs). The sprite will disappear from your hands, but you will still have to drop the now invisible flashbang to be able to use your hands again

I am unable to replicate this

if someone could provide further details or a recording

it must have been a rare occurance because i cant replicate it now but that's certainly happened to me before. (although ive only tested with only earplugs and no sunglasses so far)



Also, I don't think that having people's arms blow off would be a problem no matter how much they know about the game. Everybody that can use a keyboard knows that, ahem, stun ~~~~grenades~~~~, are typically pretty dangerous especially when held and exploded directly in your hand.
And think about it, you only have to know 3-4 buttons to arm and throw a flashbang. Not to mention the box comes with a warning!

I dont see newer security players arm stun grenades and then ask how do i throw it before they get stunned, because it's common sense to THROW a non-lethal explosive, or any explosive for that matter.
Even if an arm does get lost, it's a simple suture/staple right back on and they're right back to work.
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#10
(06-30-2020, 10:41 AM)Sundance Wrote: -1 to Fireballs suggestion.

The issue is not connected to in-hand usage, and we don't need to create another problem where fresh-of-the-boat secoffs arms are being blown off: that's like harm-batons on steroids. Flashbangs have a legitimate use when they're not being overplayed in this tactic.

Also, it fails to tackle the issue of pointblank grenade launchers, where you could load a grenade into it just shoot at an object you are beside.

From my understanding, flashbangs are Hootingium and Flashpowder in an internal chem grenade.

I would make a change so that the drop-off rate for Hootingium is adjusted. Around the epicentre of 3 tile radius, Hootingium will damage ears/stun WITH protection. 
Outside this epicentre, ear protection works as normal. 

This prevents the "rushing" tactic and requires you to actually chuck the grenade at a reasonable distance.

Yeah I like this approach. It's less punishing to someone that does it inadvertently, and it actually would be neat to have variable effects based on distance from explosive.
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