Is there any reason grenade have different timers? Every time I throw a grenade as veteran they seem to explode at different times
glad i’m not the only one who feels this way. It seems like sometimes if i lob a grenade high and far it’ll explode really early in the air, but if i throw it at the feet of the enemy it will take the full 5 seconds to explode. It’s weird. Maybe i can capture a video of it.
I understand it’s not unusual for grenades in games to have weird “settled” fuzes, that make them only detonate shortly after they’ve come to a complete stop. As far as I can tell, that’s what’s at work here; the grenade has a timer when first thrown, and then switches to a second timer once it comes to a stop.
This wouldn’t be so bad if the settled fuze wasn’t so ungodly long. Most games make their grenades detonate about a half second after coming to a complete stop. The veteran’s frags seem to have a 2 second fuze in the air, and a 3 second fuze on the ground - which makes for a huge potential variance in detonation timing.
Either the grenade ought to have a much shorter settled fuze, or it should have an absolute fuze that doesn’t care about whether it’s on the ground or not.
you seem to have a better working knowledge of explosives and grenades than i do. But i think a lot of people are used to what you called an absolute fuse, where it’s just 5 seconds from when you have let go of the little flipper and have thrown it for it to explode. I’d rather cook my own grenade and throw it to my own timing and have it explode in the air, than have a mechanic decide it for me.
My opinion on the Vet’s frag grenade:
Too long/inconsistent fuse. Frack damage and AoE. It’s a fracking frag grenade and unless enemies are standing next to it, especially on higher difficulties, they get a bit of damage and stagger… Where is the fracking FRAGmentation?
For reference: In “The Emperor’s Finest”, Jurgen tosses a grenade into a corridor with a bunch of purestrain genestealers in it, then shut the door.
After the grenade went of, Commissar Ciaphas Cain, Hero of the Imperium, and Jurgen check in… and what’s left is a heap of mangled limbs.
It’s funny that Vermintide’s bombs feel more powerful than the grenades, just because of their impact fuses… despite actually having lit fuses on them. Add to that the fact that trinkets could give buffs to the bombs, like a few seconds of increased damage against anyhting hit by the bomb…
Absolutely, VT2’s bombs that you can just pick up can be game changers in the right hands. The grenades in this game remind me of the grenades in Killing Floor 2. Where you’ll chuck all of your grenades (in the very clunky way that you can) and then unload your clip into the boss and it’ll deal immense damage quickly. It seems that’s the way they went with their grenades. Throw a bunch and keep throwing them when you can.
The Zealot’s holy stun grenade is pretty good. The Ogryn’s grenade is a funny meme, but not particularly helpful or useful.
The Veteran’s grenades are mediocre damage and stunning for crowds but they do regen. They can be game-changers when a player is overwhelmed. I think regening that nade every 60s is why they’re kept weak. Still, seems to me the grenade damage should scale a little better since it’s super weak on higher difficulties. I’ve seen the veteran’s tossing them on Malice difficulty liberally, only to have most of the enemies get back up.
that’s terrible then, grenades are useless if they only knock the enemies down and not kill them. Makes them even harder to kill because you have to aim down to swing at them or shoot them
Then i say: They shouldn’t be balanced around OPTIONAL skill you MIGHT pick.
That’s as if the Outcast Engineer had reduces bomb damage and fire duration because he MIGHT take the skill that gives his bombs both effects.
Lackluster and skill makes it a bit better is… not great game design. Grenades should be useful, potent and the skills should make that even more so!
I’m not saying that it’s good as is. I’m speculating as to why it is the way it is. As I said, it seems it’s too weak.