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Handgrenades[message #278501] Sun, 24 April 2011 14:51 Go to previous message
Buns is currently offline Buns

 
Messages:655
Registered:September 2010
Not sure where to place this, Bug? Features? Refinement?

I think there is something wrong with the way throwing handgrenades is calculated. On the one side it seems my mercs are not able to throw handgrenades over more than 13 tiles. Taking weapon range for comparison, this is in fact a very extreme distance of 130 meter. Handgrenades are meant to be thrown at ranges of 50 meters and below; even Olympic throwing disciplines (spear, disc, hammer) don't reach 100 meters.

But then we have the enemy.... The largest distance I had measured for an enemy throwing a grenade was 25 tiles. But I had definitly seen them throwing grenades over even larger distances, in one occasion even over a house. Giving that standard maximum vision range is 26 and that enemies usually do not attack without visible contact, we can say that range to throw grenades for enemies seems to be unlimited.

Obviously this shouldn't be the case. Even the 13 tiles allowed for the player would be a bit to much, but acceptable for gameplay reasons. The 25+ tiles achievable by the enemy would be completly out of question.

The next question would be hitting: In most occasions I can be happy if the grenade lands in the same zip code as the target is in. Giving that throwing a grenade usually consumes most APs for a turn, and to not have them becoming useless ballast, I have developed a habit of save-load to repeat the throw until at least any enemy suffers some damage by the grenade - not demanding that it should be the enemy I actually had been throwing at. And even then I need four or five attempts - if not giving it up and making three aimed shots instead.

And then there is the enemy.... I cannot recall to ever have seen an enemy grenade obviously missing. I sometimes do witness them failing to go boom because of crappy status. But they always land right between the feet of the target (not knowing which character the enemy had been targeting, of course, but it's always a full hit on someone).

Both shouldn't be the case either. Most grenades have a radius of something around 5 tiles. They should neither usually land so far away for the player that they don't do any dammage at all (that would be more than 50 meters off the target), nor should there be a guarantee for the AI to have an easyer time hitting with handgrenades than with scoped rifles.

Another thing I notice, or rather "not notice", is any difference between the mercs. I would, for example, expect Ira to seriously suck at throwing grenades because of her low strength and marksmanship, and in return Ivan to be an excellent thrower. But that doesn't seem to be the case. Regardless whom I have throwing grenades the result always seems to be the same - or differences are so marginal that I cannot notice, or there are some many requirements involved that all mercs fail in the end? Also in this case it would be questionable how the enemy manages to pass them all all the time.

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