Weapon Changes (or lack of changes, mostly)

They never could.
I think they experimented with it, but the AI always got blown up because they tried to toss it back instead of running.

I believe it was more of a ‘what the fuck’ kind of issue

Can I just ask why you implemented both the 2.5 second fuse and the fact that you can’t throw them back? Yes, grenades are designed to flush you out but throwing them back is immensely fun.

Plus, are there many grenades in real life that have such a short fuse? All of these things seem a bit nonsensical to me, especially since they were in both HL and HL2. I’m sure you have good reasons, I’m just curious.

I don’t think grenades should gib enemies, or even have a ‘fiery’ explosion.

Ill go with because we can :smiley:

Do not question the walrus!

I still say you should be able to pick it up, regardless of whether or not you have time to actually throw it away. It would just be jarring and end suspension of disbelief if you try to pick it up and nothing happens.

Hmm, I like that idea. No matter the timer, have it explode when a player attempts to pick it up.

well, picking up the grenade inst a good idea since it might explode on your hands, and you dont want that…

do you? lol, but you could shoot it and it could move like… a little? so it doesent gives you the feeling that the bullets go through, that’d be unrealistic, i mean, in hl2, you could shoot the grenade and it would go away back!

That’s exactly the point: since you can’t pick up the grenades safely anyway, it wouldn’t interfere with the “flush you out” gameplay.

Maybe you could pick them up on easy and possibly medium, but not on hard? Although I suppose that might be a bit confusing.

How about you just use your common sense and run from them?

Because some people’s common sense would tell them to chuck that thing as far away from them as they can? I can throw a grenade faster than I can run away from it. [COLOR=’#212121’](I’ve tried)

I still support the idea of having the grenade automatically blow up whenever a player picks it up. Eventually they’ll get the idea to not pick it up anymore.

I was so used to grenade behavior in HL and other games, it was many months before I realized you could do anything with enemy grenades in HL2. I had one tossed back at me in a DM game via gravity gun - was actually pretty cool, so I had to try it in SP. I’m still not good at throwing them back - I’m more likely to be hurt if I try to do anything with them instead of just running away!

And I don’t see what the big argument over the Satchel is. I don’t think thrown satchels should be able to be put back in inventory or change the number in your inventory until they are detonated or the map changes. But I think it would be good if you could pick it up as an object - this way, it would offer slight improvement over HL without changing things too much and keeping things simple. If you don’t pick it up, but want more (threw it over a cliff or something), you’ll have to detonate the one(s) you threw. If you don’t detonate before level change, the thrown satchel(s) disappear from inventory (or like in HL, you press the button and nothing happens).

And as for DM, just keep it the same. And if someone wants to carry around their own or someone else’s satchel as a physics object, why not? This way, you won’t have to worry about “ownership” issues. Obviously, if you’re carrying your own, any weapons in your hands are inoperable, so you’d have to make sure you actually picked up your own and not someone elses…

1st guy: Hey, why are you carrying my satchel?
2nd guy: This is yours? I thought it was mine.
1st guy: IDK, but I guess you can keep it either way…
2nd guy: Thank y- BOOOM!!!

Don’t get me wrong, I like SC and think what they did works well for that game (hated the M203 at first, but got used to it). But I think the M203 manual reload was put in more to stop grenade-spamming; otherwise, they would have made it auto-reload like the rocket launcher. Besides, “faithful recreation of HL” isn’t really a top priority with SC. So I think what BM has so far will work just fine. In other words: no separate M16 and no reload for the grenade launcher! If you want to spam grenades, fine! I’m sure ammo for it won’t be as plentiful as in some SC maps (especially since XP servers had ammo-regen).

Regardless of all this YOU MUST RUN FROM NADE, there WILL be instances where you WON’T be able to run. You are going to have to chuck that mutha bubbard. I say leave the ability. It should be your choice on how you want to survive (or die :fffuuu :slight_smile: .

Maybe I’m just slow, but I am never able to toss grenades back without them blowing up in my face, it’s a dozen times safer to just move away.

Exactly, and with the grenades in BM having just a 2.5 second timer and the fact that we don’t have a gravity gun this time around, it seems entirely impractical to attempt to throw grenades back.

But it should still be possible to pick them up, to avoid a jarring “WTF?” moment shortly before you’re blown to pieces.

I love how you guys are still debating if the player should be able to pick up armed hand grenades after two developers already confirmed it wont happen.

As for the satchel, you can carry it around like a physics prop.

Ooooooh, that sounds nifty! :smiley:

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.