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i have some ideas for the demo
to be honest my favourite grenade launcher from any game was the one from AVP, that had so many gadgets
so
dispatch from the department of bad ideas:
the M79
old fashioned 'nam style grenade launcher. reloaded every shot, terminator style- slot one in, snap it shut. fires spherical grenades that bounce more predictably. ideally i'd like some sort of aiming device on it that gives you a hint on where the grenade will go if you shoot it, like a laser pointer or something.
the grenades are actually weaker than normal, and have a longer fuse, but will blow if they touch an enemy at any stage- thats after a bounce, or just rolling around on the floor. additionally, the grenades get heavier, larger, and deadlier after each successive bounce (up to some sort of non-lethal but pretty horrible upper limit)
so the "weight" thing basically puts a limit on the bounces- eventually after a couple of bounces you'll have a monster bomb that just drops like a stone. the size thing i figure would just be a way of conveying that this grenade is now more damaging than normal. so basically this nade launcher makes the demo better at indirect combat, but worse at direct combat.
why it's good: like a snooker professional: lining up the perfect angle on your shot, and seeing your grenade bounce twice off a wall, round a corner, through a gap in the wall, roll over a cliff, and hearing the screams float upwards
why it's bad: it's terrible
the rollermines
sticky launcher that fires sticky grenades that will roll towards enemies close by, faster the closer they get. detonated the normal way. the launcher only carries 4 rollermines. you can still stickyjump with them, of course- but just be careful about them wandering off if an enemy is nearby. they are also still useful against sentries, but the engineer can distract the rollermines by abandoning his sentry- but then he's abandoned his sentry and he has 4 bombs trying to kill him.
the original sticky launcher is already superb at defense, so these grenades are better at combat traps whilst also scaring the shit out of people with 4 rollermines running after them, and also being worse at defense- since all you need to defuse a point of all its rollermines is go near them, and they will roll themselves off a point. it also means scouts are more effective at demomen using rollermines, since they can leap over the rolling grenades, as well as being able to outrun them. combine both these unlocks and you have a very scary demoman that becomes progressively less scary the closer you get.
why it's good: screaming "OH JESUS RUN, THEY'RE AFTER ME" at your medic as you frantically shoot at the bombs running after you ever faster
why it's bad: it's terrible
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