Author Topic: Make grenades cheaper  (Read 8834 times)

3.14

  • Wastelander
  • **
  • Offline Offline
  • Posts: 155
    • View Profile
Make grenades cheaper
« on: October 15, 2014, 11:59:37 AM »

One (1) frag grenade costs 276 caps.
One (1) frag grenade is made from TNT, Hexogen, Fuse, Oil Can and some scrap metal (metal parts x5). It's one of the few items that need 2 rare(-ish) items (tnt, hexogen) and 2 get-for-caps items (fuse, oil) to craft.

A frag grenade is comparable with a 40mm grenade, but the later is bought for 10 caps each (box with 10 for 100 caps).

One (1) plasma grenade costs 276 caps ( or 95caps for 50MFC + fuse if you have a sh*t load of electronic parts).

A plasma grenade is not exactly comparable with a Plasma Cannon shot, but cost-wise a Plasma Cannon shot for 10MFC is worth 9 caps.

One (1) incendiary grenade costs 138 caps at the shop or 80 caps if you craft it yourself (fuel mk2 x5=20caps, chemical components=10caps, fuse=50 caps, metal parts+alloys= free).

An incendiary grenade is comparable with a Incinerator shot and a 10x napalm fuel box is worth 50 caps.

I'm not even asking to boost the grenades, just make them cheaper.
Logged

Deathproof

  • Guest
Re: Make grenades cheaper
« Reply #1 on: October 15, 2014, 01:47:33 PM »

I agree. While we're at it, traps could use love too.
Logged

mAdman

  • Outdoorsman Veteran
  • ****
  • Offline Offline
  • Posts: 643
    • View Profile
Re: Make grenades cheaper
« Reply #2 on: October 15, 2014, 07:11:23 PM »

A place to buy mines would be nice. Crafting them is fun, but literally every other item in the game can be purchased, where they cannot be.

Cirn0 gave the justification for grenades being more expensive in thrown variations as they are more based on skill and do not require a launcher to be carried with them.
Logged

3.14

  • Wastelander
  • **
  • Offline Offline
  • Posts: 155
    • View Profile
Re: Make grenades cheaper
« Reply #3 on: October 16, 2014, 03:03:14 AM »

True, no luncher is needed, but the nades have lower range and damage (and you have to re-equip them after every use). To use them you have to dump a few points in a skill (and maybe strength-don't know how this range/str thing works).
A frag nade is not 27x better then a 40mm, but it costs 27x more.
I don't know how much is a milkor in the shops...could be 1500caps -so for 2.5k caps you can have a luncher and 100 ammo or 9 frags. 1 frag>=10 milkor shots? Fair?
Logged

Myakot

  • Global Moderator
  • Wasteland Figure
  • *********
  • Offline Offline
  • Posts: 1368
  • Eng\Rus Mod
    • View Profile
Re: Make grenades cheaper
« Reply #4 on: October 16, 2014, 06:10:20 AM »

Thrown nades: travel faster, explode faster, have better effects with more aoe while also lasting longer. And they can be thrown farther with decent st. Throwing skill is tied up to parameters I wrote above.
Logged
I think it's time we blow this scene, get everybody and the stuff together...
Okay, 3, 2, 1, let's jam!

3.14

  • Wastelander
  • **
  • Offline Offline
  • Posts: 155
    • View Profile
Re: Make grenades cheaper
« Reply #5 on: October 16, 2014, 08:45:35 AM »

Grenades are good. No need to buff em. But are they 10x better then the other AoE weapons? They sure cost 10x more.
I would love to go next ZC armed with 10 frag grenades, but with the amount of time I play I can only afford 4x plasma :(
Logged

dillinger

  • Experienced Survivor
  • ***
  • Offline Offline
  • Posts: 282
    • View Profile
Re: Make grenades cheaper
« Reply #6 on: October 18, 2014, 12:46:53 PM »

Make grenades cheaper cheater
Logged

paragon

  • Guest
Re: Make grenades cheaper
« Reply #7 on: October 28, 2014, 08:33:43 AM »

I tested grenades on character with toughness and CAmk2, being used by character with 186 throwing.

Frag - around 45 damage + bleeding + knockdown + hit the item. (270 caps) (~470 to craft)
Plasma - around 55 damage (270 caps) (~140 caps to craft)
Conclusion - around 65 damage + knockdown + hit the item (270 caps) (~420 to craft)
Incendiary - 35 damage per tick, around >10 ticks. 135 caps (~80 caps to craft)
Molot cocktail - 28 damage per tick around 7 ticks. (~60 caps to craft)
Flashbang - winded. 135 caps [not craftable]
Pulse 270 caps - 15-20 damage [not craftable] - no idea what for at all.

"Hit the item" damage is around 15 HP.

I was considering prices for crafting as
TNT - 180 caps, Hexogen - 180 caps
Oil, Fuse - 50 caps
Alloys, metal parts, electro parts - about 5 caps

Radius not considered and this might be an issue.
They don't seem to worth it for me.
« Last Edit: November 28, 2014, 06:53:16 AM by paragon »
Logged

Myakot

  • Global Moderator
  • Wasteland Figure
  • *********
  • Offline Offline
  • Posts: 1368
  • Eng\Rus Mod
    • View Profile
Re: Make grenades cheaper
« Reply #8 on: October 28, 2014, 08:47:40 AM »

You've forgot to test length of effects and grenade range.
Also test it with 200 only. I may help.
Logged
I think it's time we blow this scene, get everybody and the stuff together...
Okay, 3, 2, 1, let's jam!

cirn0

  • No Name Yet Team
  • Outdoorsman Veteran
  • *********
  • Offline Offline
  • Posts: 834
  • That's Terror
    • View Profile
Re: Make grenades cheaper
« Reply #9 on: October 28, 2014, 01:02:01 PM »

A place to buy mines would be nice. Crafting them is fun, but literally every other item in the game can be purchased, where they cannot be.

Cirn0 gave the justification for grenades being more expensive in thrown variations as they are more based on skill and do not require a launcher to be carried with them.

I would like to state that I do think thrown grenades are overpriced.
I was justifying the low price of the shot 40mm grenades.
Logged
YOU CAN'T CUT BACK ON FEATURES! YOU'LL REGRET THIS!

FrankenStone

  • Guest
Re: Make grenades cheaper
« Reply #10 on: November 30, 2014, 07:41:47 PM »

make them cheaper also mustard grenade for 1 k caps wtf
Logged
 



SMF 2.0.2 | SMF © 2011, Simple Machines
Simple Audio Video Embedder - Theme by Crip