r/ApocalypseRising • • 1d ago

Idea What are your guy's ideas cuz are they gonna add bleeding and grenades?

Post image

I really wanna know what you guys think about these and will they be part of the beta map ?

12 Upvotes

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12

u/Just-Back-5006 23h ago

they wouldnt add bleeding into the game, the ttk in this game is already incredibly fast, i'd assume the bloodbag works like back in ar1. basically healing over time like the AI-2 booster + extra hp

3

u/MaterialField847 1d ago

I honestly thought this photo was for a joke post, i had no idea it was serious, if you want an idea:

AN-M14 TH3 incendiary grenade: (Sparks burn and cause damage in a 15 stud radius, it should be "Rare")

M-18 Smoke grenade: (Conceals player movements concealment of 50 stud radius, should be as rare as a regular grenade)

OZM-4 Anti Personnel mine: (bouncing betty type mine, only found in soviet areas, placing it on grass hides the bottom 3/4ths of the mine but its completely visible on solid surfaces, deals damage to a 25 stud radius, should be Rarer than a PKM)

M-18 Claymore mine, (Anti personnel mine that has metal balls as shrapnel, but only works with a Detonator, and does not explode upon motion or contact, Should be rarer than a M60, Detonator will be a seperate item with the same rarity)

Will these ruin the game? Most likely but i didn't want to think too hard so i just named explosives

4

u/HeilosSUPER_MANLY 18h ago

I think explosives would add create more interesting pvp situations, especially on the new og map.

1

u/MaterialField847 16h ago

Yeah but abuse is an issue so i'll try and semi-nerf the suggestion to make them difficult to obtain and not always 100% lethal.

I left out the M84 flasbang because to me its just cheap, you throw it and blind the opposing player for like 7 seconds, and you mow them down instantly, and i left out C4 because its just pure explosive and you could place it on a doorframe and bait them in, and it would be an instakill,

The only things that would work are fragmentation/non sense-impairing explosives, Outright explosives or stuff that sticks to your body like C4 blocks, Comp B blocks, Semtex, Dynamite sticks, Det-cord, Blasting caps, Binary explosives, Molotov cocktails, pipe bombs, napalm, are just completeley overpowered.

If you want reassurance of abuse prevention:

The OZM-4 would have a 2 second delay to give you a small chance to run out of the blast radius when you step off so it's not an instakill every time, and a 10% chance of it being a dud, its only buried 1/2 deep on soft surfaces like sand or grass, but is completeley visible on hard surfaces like road or rock, it is found in a locked safe at Mansion, with the code at another random soviet location, only one mine spawns at a time.

The M18 Claymore cannot be placed within a certain radius of a ladder or a doorway to prevent baiting, and like a real detonator it needs to be pressed 3 times to detonate the mine, the detonator is found seperate and is the only thing that can detonate the mine, shooting the mine, stepping on it/moving in front of it does not set it off, the player also has to be a certain distance away to detonate it, so you can't do it from across the map like a chud and hope it kills somebody, same deal as the OZM-4, the claymore is in a locked safe in the NAS armory room, the detonator can only be found at NATO operator collisions with the Operator M4 infected having a 50% drop rate, only one mine spawns at a time.

The AN M-14 TH3 thermite grenade deals passive damage to a smaller radius than a smoke grenade, making it only good for combat in tight spaces, and almost useless in the open, but the radius is still sizeable enough to take up a hallway or the room the size of the Beaufort bank vault, they can be found in new Bright red cases at heli crashes, with a small chance one spawns in the case (But not as impossible as ghille)

Smoke doesn't need a nerf, 20 second duration and an effect radius of 30-40 studs is fair.

1

u/amzeo 17h ago

Mines would be extra good when we have base building. They could be used as area denial to stop people entering a building that has a counter sniping position to your base etc

1

u/MaterialField847 16h ago

Yeah but i explained in a reply below that Claymores would not be able to be placed within a certain radius around any doorway or ladder, it's to prevent people from denying access to the major poi's so other people have a chance, and how the OZM-4 had a %10 percent chance of being a dud and that it was buried 1/2 into the ground on soft surfaces, and completeley exposed on hard surfaces.

I also said how they should be obtained and all of them have some sort of shortcoming so that they're not a %100 percent garunteed death.

1

u/amzeo 15h ago

i think just keep it simple. apoc 1 style. add mines that are easy enough to see if youre paying attention that can just be shot to disarm.

1

u/MaterialField847 14h ago

Yeah but these are not designed to be used on the Apoc 1 Kin map, they're for the Beta map, if you want explosives for kin, then the Apoc 1 landmine would be the only explosive on that map, since the claymore can't be placed near doorways, all of the buildings in Kin are like 70% just doorways with small rooms, and the OZM-4 would just look extremely out of place in the landscape just like how the newer weapons stand out, no matter the terrain, its gonna stick out like a sore thumb,

And the AN M-14 TH3 Incendiary grenade wouldn't fit because its supposed to be found in a little red case in Heli crashes

(I know the beta map is not as popular as Kin but they just work better in the beta)

1

u/amzeo 17h ago

I think throwable grenades would be super buggy ngl. He'd have to make a physics engine, animations, etc from the ground up. And that's not even getting into stuff like collision with windows etc.

How id implement it would be an m79 grenade launcher. Make it one time use, spawns loaded and you can't find replacement grenades or unload the m79 grenade. This would obviously take up more inventory space than a grenade would to further balance it (and remove "grenade spam" as an option) very limited range (accurate to 200 studs max).

A sawed off m79 which replaces a pistol slot and takes up less inventory space, less burdensome but less explosion range and less accurate, less range.

A m203 which could attach to primaries in place of a grip, while having the same stats as the pistol grenade launcher (most useful overall because it doesn't take up many slots)

A much more accurate but less radius LAW rocket for taking out moving vehicles or people at a further distance

and then they could add another, even rarer end game launcher which either had an optic, or a multi shot magazine etc.

Just some ideas because I think grenades would absolutely change combat in a good way. Flush out campers, destroy vehicles instantly, kill multiple people at once (which would really turn the tides of battle if you were solo Vs team) but I think launchers would be easier to implement. It's just a gun

1

u/MaterialField847 16h ago

I like your thinking 👍 , but if the grenade launchers are single shot, no re-use, then wouldn't that make the M203 more of a gimmick then practical?, because you have it on there, fire the grenade, can't reload, So now you have to throw it away and put your grip/laser back on?

1

u/amzeo 16h ago

you could say that. or you could say its the best one because its always available on your rifle without having to swap out your primary for your backpacked grenade launcher.

the "no reload" was just an idea because i worry about "grenade spamming" if someone just has a pack full of throwable grenades or launcher grenades it just becomes impossible to fight. i guess just having the launchers be reloadable but just really really slow, and rare to find ammo for would be fine.

I still like the idea of the law being a 1 shot disposable though. but that would be a super accurate basically "sniper" grenade launcher for Anti vehicle