Jump to content

Search the Community

Showing results for tags 'grenades'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Game Announcements & Forum Info
    • News & Announcements
    • Forum Rules & Guidelines
  • Gameplay Discussion
    • General Discussion
    • Tactics & Strategy
    • General Help
  • Reports & Suggestions
    • Suggestions & Feedback
    • Bug Reports
    • Test Server Bug Reports
    • Report a player
  • Community
    • Introductions
    • Looking For Players
    • Off Topic
    • Community Content
    • Live on Twitch
  • Other Languages
    • German
    • French
    • Russian
    • Polish
    • Chinese
    • Spanish
    • Portuguese
    • Arabic
    • Turkish

Found 24 results

  1. These guns would make a great addition into the game. 2 great SMG's and 1 great looking Assault Rifle. Of course, these weapons should be implemented after release so that you can focus on making the game better before adding in new weapons. This would up the SMG gun total from 3 to 5 and the Assault Rifle gun total from 4 to 5. 1) MP5 2) AKS-74U 3) Honey Badger
  2. Not sure if this was previously mentioned! What about adding Nerve Gas to the game and giving the gas masks a durability bar or something similar. You could make either the Gas Masks or Nerve Gas Spawn less frequent if you think the idea is OverPowered lol
  3. Smoke and tears

    I’ve got an idea concerning smoke grenades. It’s a 3 part suggestion. Whereas the second will be the most elaborate. The first part. As far as I know there is no telling in what direction the smoke will blow, or if it is all client side and other players will see it blow in a different direction. When a player has smoke grenades selected he could be shown a small three dimensional wind direction arrow above the smoke grenade icon in the corner of the screen. So the player can predict where the smoke will blow. Think it is easy to implement as there is only need for 1 vector to be shared amongst players as the level loads and a small icon needs to be added to the HUD. The second part. Inside buildings there is no wind. But there is also no where the smoke from the grenade could go. A smoke grenade inside a room should fill it up with smoke. I have some idea how this could work. Every house should (probably is) an object in the game, every room in that house could have an invisible ‘room object’ as large as the room itself. Once there is a smoke grenade inside one of the rooms it will blow smoke. The outside of the ‘room object’ would turn less transparent over time with some smoke effects added. So for players outside the room looking in, it would look like the room is filling up with smoke. From the inside out it will too but a little less. Because outside the air is clearer as in the room itself. But the player inside the room will be harassed by post processing smoke visuals or the fog effects that like those that already exist in the game (rainy weather fog condition) but real close to the player itself. (Not able to switch off in options) The size of the room will have an impact on the severity of the effects. Small room, fogs up fast effects are very drastic. Large room fogs up slowly, effects are mild. These ‘room objects’ could be connected. In the rooms adjacent to the smoke invested room players should maybe suffer the same effects, only at a 30 % scale or something. Door- /broken window openings should be a small area in which the effects would fluidly converge. A small area turning the 30% in 100% or the other way around while you pass through it. Of 100% to 0 when you walk outside. Third part. Can we have some teargas grenades? Same effect as those smoke grenades but adding a damage over time effect. Can be nullified by a gasmask. Half a gasmask 1 time, full gasmask 2 times. Last two are probably very useful for getting fortified players/duo’s/squads inside a building.
  4. Throwable weapon discussion

    Simple, fix grenade mechanics to be as accurate as possible. The throwing is great, aim mechanics are on point, except that a real grenade does not blow in your hand, even if you remove the pin. For the reaction to trigger you need to remove the pin, and let go of the latch. The latch is loose when the grenade is thrown, not while still being hold tight by the hand. Molotov works in a similar way. The bottle will not blow up in your hand because, for that to happen, all of the flammable liquid needs to spill and react to the fire all at once. If the Molotov cocktail is still inside the bottle, there is no way it will explode. Please fix this, it's annoying. If you are holding a corner and you need to be ready for that sweet frag with a nade, this can be a real bummer. I agree, if you throw the pin away, then that grande is dead, unless you find the pin and put it back on, but that would be stupid since you threw it mid battle. So, when you take the pin out, you must throw the grenade, that's OK for me. But it should never ever blow in your hand. Fix. That. Now. PUBG is my favorite shooter because of it's realism and immersion, this really takes it away.
  5. Molotov and Flashbang

    So i have been playing PUBG for something and I got this feeling that flashbangs and molys are underrated . I think they should make changes for this two item because the frag grenade its the most used in game . People dont rely on this 2 grenades and i would like to use it more to rush people our to burn campers . On the molotov they should change the burning animation so that you could burn the moly faster , the molotov shoulden't explode on mid air . On the FlashBang the explode timer should be shorter because i feel that the flashbang takes to much time to explode allowing people to run away from it , the blast radious should be bigger because sometimes i can trow a flashbang to a enemy and they dont get blind for some reasson , the size of the nade should be a little bit smaller so that it would be harder to spot . Ho and the smoke grenade physics should be change sometimes people can spot you thought the smoke our the wind blow it in the opposite way . What do you guys think about the "grenades meta " and what would you change ?
  6. Grenades and Walls

    I just saw this today while I was recording some random duo. My teammate cooked a grenade inside the house, and at the moment of throwing it, his arm was outside the building, making the grenade magically bounce with the exterior wall. Here is the proof... I'm not sure if this is already reported as a bug. In that case... Fix it, BH, sooner or later!
  7. sticky grenades/bomb

    Please add in games in feature sticky grenades/bomb. https://en.wikipedia.org/wiki/Sticky_bomb https://www.youtube.com/watch?v=kK7HX-lfzYE
  8. Grenades

    I think it would go a long way to tighten up the grenade control. Often grenades will get snagged on walls when too close, and often they will slide across the floor like its ice. I think it would be great if the devs speed up the animation of throwing a grenade and also made the red guide line more accurate to where the grenade will be thrown. Thanks
  9. Bug Report: Grenades and Windows

    I threw a (smoke) grenade through a window. My client has calculated that the granade was reflected on the glass and I saw it came back to me. A short time later I heard the glass break and the granade behind the window that made the smoke. The server calculated the grenade flew through the glass panes. (With the current game version, Not the test Servers)
  10. Cooking Grenades

    We need to implement cooking grenades while aiming. We need a button to press to cook a grenade.
  11. Hello, so I started a new playlist on my channel (it's about solo play): It is in German, so turn on subtitles for a little commentary. I'm quite focused during the matches. Therefore, there is not a lot of commentary anyway. I cut all the looting and a bit of the running stuff - I hope I achieved a nice balance between cutting the boring stuff and the relevant stuff. At the end I always like to highlighten the final scene. If you liked it, feel free to check out my channel: Psychoghost Gaming There are other playlists - maybe they interest you as well. Feedback is much appreciated
  12. I couldn't see anything about this in the thread "Known Bugs" so i thought i would post. If you walk backwards to wall, look straight away from the wall you are backed against and throw any type of grenade. Your throwing arm will clip through the wall and the grenade with grab to the exterior of the building/wall and be place on the opposite side. Again didn't know if this was known but wanted to add if it wasn't
  13. Grenades Rework

    With most games been push to throw the grenade this is what people are used to, so when you have to switch to the grenade to throw it, which i get, but after throwing it you keep your grenades out or switch to a smoke/flash etc, Suggestions: 1. You could have the grenade bound to a key and hold said key (eg. G), you aim and release to throw, just how the left click is to throw the nades. 2. Auto swap back the previous weapon once thrown a grenade, or even just a checkbox in settings so you have the choice for this. Although i get the method you are using, me and many other people find this frustrating
  14. Grenades

    Nearly every time I throw a grenade, the grenade doesn't follow the given arc, instead it goes backwards, or lands at my own feet... This is whenever I'm laid, crouched or stood next to anything, which is 90% of the time in PUBG.
  15. Grenades

    Just finished playing my first weekend of PUBG and this is my take away on grenades. Before starting - I want to say a dev, SMK, mentioned that there will most likely be changes to grenades in the future, and this is what I would like to see. In a game like CSGO, the animation to pullout, aim, and throw a grenade is very smooth and fast. It allows for skilled players to dispatch grenades quickly in tight situations. As a result grenades have a huge impact on gameplay, and the difference between medicore players and skilled ones is dependent on a person's ability to use grenades. Here are my issues and solutions with the current grenade mechanics: PROBLEM: too long of a process - right click, aim, left click to throw SOLUTION: user can left click for quick throw without aiming, but retain the older drawn out process for players that would like to use it. No difference in throw animation between clicks SOLUTION2: User left click for far throw, user right click for close throw, priming can be done by holding click PROBLEM: animation looks slow and weak SOLUTION: Animation should be faster (<1.5s) , and have more power behind throw. Would it be possible to change animation and/or animation speed depending on players current center of screen placement? (close/far)
  16. Invisible grenades

    Can't see my own or my enemy's grenade flying through the air, so we killed each other. There's no way I could've reacted fast enough to just the sound of it landing to get away, and vice versa for my enemy.
  17. Grenades go through glass windows

    Hi. I just played a game where I can throw a smoke grenade through the glass window. The glass did not break. The smoke grenade lands outside and enables its smoke.
  18. 2 Guys 1 Nade

    Camping in the scrub shack is not recommended. 2 Guys 1 Nade.mp4
  19. Grenade blowback

    During a recent duo game with a buddy of mine the game was going solid, it had come down to just me and a single other player. I was hiding behind a tree in the small zone and a grenade had been thrown. Upon exploding the grenade threw me out of cover and I slid down the hill like I weighed nothing? I'm not sure if that's actually meant to happen but I imagine it wouldn't throw me far enough down the hill and out of cover, sure damage is expected but launching me?
  20. Hi, I think it'll be a good part of the game to allow players to shoot while driving, similar to far cry or gta v. Also grenades seem really slow in the game as it seems so sluggish. Thanks
  21. Grenades

    Just finished playing my first weekend of PUBG and this is my take away on grenades. Before starting - I want to say a dev, SMK, mentioned that there will most likely be changes to grenades in the future, and this is what I would like to see. In a game like CSGO, the animation to pullout, aim, and throw a grenade is very smooth and fast. It allows for skilled players to dispatch grenades quickly in tight situations. As a result grenades have a huge impact on gameplay, and the difference between medicore players and skilled ones is dependent on a person's ability to use grenades. Here are my issues and solutions with the current grenade mechanics: PROBLEM: too long of a process - right click, aim, left click to throw SOLUTION: user can left click for quick throw without aiming, but retain the older drawn out process for players that would like to use it. No difference in throw animation between clicks SOLUTION2: User left click for far throw, user right click for close throw, priming can be done by holding click PROBLEM: animation looks slow and weak SOLUTION: Animation should be faster (<1.5s) , and have more power behind throw. Would it be possible to change animation and/or animation speed depending on players current center of screen placement? (close/far) I've found myself wondering if I could quickly throw a smoke out of a window, flash out the same window, and then engage another player with the current grenade system. I don't think I could do it quickly, and the whole process would feel clunky. A system that would allow players to interact in the described way effectively and quickly would be great. As a note, I originally posted this in the Discussions sub-forum.
  22. Grenades need some improvements

    Firstly I love that grenades are in the game as I think they make for very fun and strategic game-play. However I think there's two main issues with them right now. The actual usage of tossing the grenades, and the impacted role they provide. The current design of aiming and throwing a grenade isn't terrible, but when it's the only way to throw a grenade they instantly become much less useful. There should either be an option to throw your currently equipped grenade without having to swap weapons, or make the animation when swapping to grenades significantly faster. To add to this, when you are in a 3rd person standoff behind cover, frag and stun grenades should be the go-to options. Taking the time to swap to grenades, aim and throw while exposing yourself in the process in a short range engagement should be rewarding. It currently isn't as I've placed multiple grenades under the feet of my enemies and watched them scoff at it. No one should be able to survive two grenade impacts within a five meter radius or they are just useless in the role they try to fulfill. TLDR: Frag's need damage increased, stun grenades could use a slight stun effected radius buff, and need a way to quick throw grenades.
  23. Smoke Grenades

    Hey all, Currently I feel the smoke grenades are bit useless. The thickness of the smokes doesn't help with giving you cover as you can still be seen and the range of how the smoke flows is just too small in my opinion. Hopefully they will be tweaked in the future, but right now I just prefer to avoid picking them up and take frags instead.
  24. Copy pasted this from a word document, not sure how to disable the grey highlight, apologize. Seems the pasting of things to the forums is really wonky. Wanted to drop some more feedback here after playing again for another weekend, I'm going to list everything in order of importance to myself. Gunplay - I know you guys have heard it already, but I'm going to echo it again. The gunplay feels really awkward currently. I really think removing the 3rd person crosshair and focusing completely on making the 1st person ADS the best it can be would be a good decision. There is little to no reason to use the optics, and the 3rd person peeking with the crosshair is insanely OP. A guy can peak a tree fire off a burst accurately and be back behind the tree before the person is even able to shoot. It has such a huge advantage right now that I really almost never see a reason to even consider using the 1st person ADS, maybe only with snipers and even then you could still just use the 3rd person crosshair. Game Pace - Currently still feel the game pace is a major problem, most games I don't run into people till the final 12 ish players, and that is when Im constantly out running around looking for fights. I really think the game could benefit from having a higher total number of players. It doesn't need to be 100+ but maybe something like 80, I really think it could help the feel of the game. If you guys really don't want to do that, then I think speeding up the circle is the next best thing. It's just currently there is so much down time that the game does get a little boring. First Person - Would really like to be able to test the game in 1st person. I think you could get even more of the Hardcore crowd playing the game. Also I know the general feel right now among the 1st person crowd is that they are being ignored, that currently you guys are catering to the 3rd person players. Personally, I don't think you guys are wanting to cater to any one crowd, but that it what some people in the 1st person community are thinking. Sensitivity - Would really like a option to be able to set everything to one sensitivity Grenades - Currently it feels really hard to ever get to a time where a grenade is worth using. I saw in a post on one of the forums a guy talking about how CSGO is such a great game for throwing grenades. That you have the different styles of throws, a long throw, medium, and short. If you guys would be able to pull something like that off, it would be amazing. Currently the max throw distance is really short, personally I'd like to see grenades be able to be thrown almost triple the distance. Also, smoke grenades, the smokes right now don't do enough to be much use. I think the area of effect the smoke has needs to be increased, and it needs to smoke the area quicker. CSGO and Squad both do a great job with smokes. Splitting Stackables - I know this is something that is coming, at least I hope, but if it would be possible to get this in for the next weekend, it would be great! Currently not being able to split a stack of 100 7.62 so you can't take any of the ammo really is a downer. Gun Balance - Most guns seems to be pretty good, only 2 I currently have a concern for are the Saiga, I think it might be a bit strong, maybe lowering the fire rate a tiny bit wouldn't be a bad idea. The 2nd is the Kar98, currently the kar doesn't do enough damage, maybe you guys want it to be a lower tier weapon, not sure. I think the damage needs to be increased, got hit by one and only lost about 30 health. Had to shoot a guy with a lvl 1 vest 3 times to kill him. For it being a bolt action rifle with low fire rate, it needs to have some advantage. Maybe what you guys want is for the advantage to be in the accuracy of it? if so, that actually could work out, but the gunplay needs to be there so a player could get to the point of being able to accurately go for headshots. Parachuting - Currently I really like the feel of the immediate drop from the plane, that feels good. I think more people would like the parachuting if they had a little more control of it. Right now it feels like you are steering a boat, maybe that's the feel you guys were going for. But i think if you just gave more of the control to the player that it would be better. Map/Enviroment - Feel like the map really has improved from the 1st test, but something still is off to me about it. I know that as time goes on the map is probably going to keep improving, as far as im aware the visual stuff comes later in developing a game. Right now it just kinda feels dull. Like the colors or really bland or something, don't know if this is planned but having a saturation slider in the game I think would help some with this. I guess a person could always turn up digital vibrance in the nvidia control panel. Sorry for the book, but wanted to get some of my feedback to you guys. I played the game quite a bit the last few weekends, definitely had some fun, but at times really worried about the game. I want the game to be the best it can be, I've really grown to love Battle Royale games and hope that when this is released that it can be a home run. It might be perceived that I'm being overly critical, but i definitely have some concerns.
×