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you can take all of your opponent's equipment after killing him
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"Granades need a nerf"

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"Granades need a nerf"

Grenades have no relation to this thread indeed. This thread is about how to compensate/empower mines IN MEGA battles, because they were nerfed by danger zone. If you want to talk about grenades and how they are overpowered, please create different thread.
So far I've heard only one meaningful suggestion:
1. Add ability to pick up your own mines.
Any other suggestions?

So,
I think many of players will agree. There are many people who use it, and also some fanatics :P As soon as they see you you will probably take 4 40mm in one turn. That will eventually kill your full life unit. Also granades can hit you trought walls so covering is nearly useless.
I have one good idea but i will first talk about other "possible" ideas and why they are only "possible"
1. Lower damadge - This will neglect authenticity in compare to reality
2. Cancel hiting trought wall - Again authenticity, but there should be some materials trought explosion will not hurt you maybe.
3. increase dispresion - This can lead to many "suicides" 😉 It is good idea, but you can increase it only by 1 and thats big difference
4. Make granades scratch - Not so bad, but "accuracy" for granades is dispresion + my idea is better 😁 ;-)
5. Perk - I know there is one on lvl 10. I think it gives you 10% explosion resist. First of all, i think first lvl of this perk should be accesible sooner (lvl 7., next lvl as it is now (lvl 20))
But, increasing "power" of this perk can have too big influence in game. 10% is enough.
My idea is to make explosion of granade similar to exp. of mine > The further you hit the less damadge (stun/blind/(not sure about poison)) you will make. The cutdown caused by distance should be lesser than mines have, but visible.
Edited 1 hour, 49 minutes later by .
13 years ago Quote
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We've added splash damage resistance to do that... I am not sure if it helped or not, I hope players will speak up.
13 years ago Quote
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We've added splash damage resistance to do that... I am not sure if it helped or not, I hope players will speak up.

I just speak 😁

5. Perk - I know there is one on lvl 10. I think it gives you 10% explosion resist. First of all, i think first lvl of this perk should be accesible sooner (lvl 7., next lvl as it is now (lvl 20))
But, increasing "power" of this perk can have too big influence in game. 10% is enough.

But lets do some math/match 😝
Lvl 10, 136 HP, 10% explosion resist. VS. Milkor dude
Milkor = 38-54
Base damage 46 > after resist 41
Milkor dude had usually 2 milkors and 1 shelter (/exploler)
Means you can get 4x 40 mm
41*4 = 164
> Omg = You are dead...
Splash Perk 0 : 1 Milkor dude
- Splash perk resisted 20 damage > that can have influence but you are dead right? 😁
Lowest damage > 38
38 - 10% > 34
34*4 = 136
> Oh so close = You are dead
Splash Perk 0 : 2 Milkor dude
- Splash perk resisted 16 damage > Poor TMP can kill you
3 Granades
41*3 = 123
Base critical hit rate is 10% (maybe different for milkor)
> 1:10 You are dead
> If you are not you are in red and coughing blood, but lets close our eyes...
Splash perk 0,9 : 2,1 Milkor dude
- Splash perk resisted 15 damage
34*3 = 102
> Pretty safe...if we again close eyes and hope his "exploler" cant take us down with somethink
Splash perk 1,9 : 2,1 Milkor dude
- Splash perk resisted 12 damage > If you are lucky its 2 hits from PM makarov!
+ Maximum damage milkor wins with 4 and 3 granades (Resisted 23 and 17 dmg (rounding) )
Splash perk 1,9 : 4,1 Milkor dude
> Milkor dude wins + on any next calculations will have splash perk so low effect that we cant count it...
BUT - As I said 10% is enought, simply becouse I dont like this perk, if there is perk for Explosion resist, there should be a similar perk against regular Shooting... (I know there is but it gives only 1% DMG resist)
Edited 1 hour, 30 minutes later by .
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Does the splash resistance stack with say if u have shetler ?
16% (10dmg perks + turtle + shelter) + 30 %(shiny breastplate or any armour
that has 30% dmg resistance = 46% Thats 46%dmg resistance with 0 ap left
on shelter. What if u have the 4 splash perks would that be :
16% + From Dmg resistance + 30% Armour + 40% if he splashes = 86% ???
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Does the dmg resistance perk stack with the ap left from
shelter ?

example : 16% (10dmg perks + turtle + shelter) + 30% armour + 30%(10ap)
=76% dmg resistance ?
can someone explain this to me
Edited 2 minutes later by .
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Does the splash resistance stack with say if u have shetler ?

I think yes, and if yes then it stacks also with dmg resist from unused AP (shelter)
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Does the dmg resistance perk stack with the ap left from
shelter ?

Yes, it does...
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But thats little off topic ☺
13 years ago Quote
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But thats little off topic ☺

i dont think its off topic becuase berserker wants us to talk about splash and im asking ..
13 years ago Quote
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i dont think its off topic becuase berserker wants us to talk about splash and im asking ..

Yeah🙄 i said that only little ☺
So if you want talk about splash tell your opinion on that perk and on my idea... ☺ 😎
13 years ago Quote
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1. Lower damadge - This will neglect authenticity in compare to reality
2. Cancel hiting trought wall - Again authenticity, but there should be some materials trought explosion will not hurt you maybe.
3. increase dispresion - This can lead to many "suicides" 😉 It is good idea, but you can increase it only by 1 and thats big difference
4. Make granades scratch - Not so bad, but "accuracy" for granades is dispresion + my idea is better 😁 ;-)
5. Perk - I know there is one on lvl 10. I think it gives you 10% explosion resist. First of all, i think first lvl of this perk should be accesible sooner (lvl 7., next lvl as it is now (lvl 20))
But, increasing "power" of this perk can have too big influence in game. 10% is enough.
My idea is to make explosion of granade similar to exp. of mine > The further you hit the less damadge (stun/blind/(not sure about poison)) you will make. The cutdown caused by distance should be lesser than mines have, but visible.

My opinion:
1) In reality people dies from single PM Makarov shot ☺
2) Making players behind walls completly invicible is not good idea, damage done through walls seems to be lower anyway
3) There is a dispersion already and even if You can lower or even get rid of it, it forces You to have specific build.
4) The whole idea of explosives, which is to have a weapon that don't scratch would stop to make sense. You pay with high AP usage for it.
5) Didn't test SDR yet, so no opinion here. Howewer, playing against this perk is anoying.
To sum this up: in my opinion nades are fine as it works now. You have powerfull and verstible weapon but You pay with higher risk of being not covered (because of high AP of use) and a chance to miss the shot. Add high disadvantage against blind and stun...
13 years ago Quote
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My opinion:
1) In reality people dies from single PM Makarov shot
2) Making players behind walls completly invicible is not good idea, damage done through walls seems to be lower anyway
3) There is a dispersion already and even if You can lower or even get rid of it, it forces You to have specific build.
4) The whole idea of explosives, which is to have a weapon that don't scratch would stop to make sense. You pay with high AP usage for it.
5) Didn't test SDR yet, so no opinion here. Howewer, playing against this perk is anoying.
To sum this up: in my opinion nades are fine as it works now. You have powerfull and verstible weapon but You pay with higher risk of being not covered (because of high AP of use) and a chance to miss the shot. Add high disadvantage against blind and stun...

1. I waited somethink like this 😁 But do you die if you take hit from PM to leg? No...what about 40 mm to leg 😁 Find yourself!
5. But still the 6 levels until you can have first 10% is madness ☹ Also you seem like big lvl and 30% is very different from 10% ☺
My idea will just lower, and not so much, the "collateral" damage, I also use granades so I dont want to totally nerf them, just a little bit :-)
Anyway 5 AP isnt so many (cuz I mainly talk about 40mm) and as I said if you get hit 3 times with full life EVEN with perk you will die (on my level of course) :-)
Edited 3 minutes later by .
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1. I waited somethink like this 😁 But do you die if you take hit from PM to leg? No...what about 40 mm to leg 😁 Find yourself!
5. But still the 6 levels until you can have first 10% is madness ☹ Also you seem like big lvl and 30% is very different from 10% ☺
My idea will just lower, and not so much, the "collateral" damage, I also use granades so I dont want to totally nerf them, just a little bit :-)
Anyway 5 AP isnt so many (cuz I mainly talk about 40mm) and as I said if you get hit 3 times with full life EVEN with perk you will die (on my level of course) :-)

I see Your point. I agree, that explosives seem to be overpowered on low levels, but low level builds are very similar to each other, so chances are very equal. Just start using more explosives by yourself. And another "collateral" damage nerf is pointless, we just got SDR... I think its OK that You can pick that perk after reaching level 10. Before level 10 You should level very fast. Lower level = low hp = faster games = faster exp = faster leveling.
13 years ago Quote
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