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World War II Online is a Massively Multiplayer Online First Person Shooter based in Western Europe between 1939 and 1943. Through land, sea, and air combat using a ultra-realistic game engine, combined with a strategic layer, in the largest game world ever created - We offer the best WWII simulation experience around.

Grenade throwing animation... sucks.


vonbreur
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When are we going to be able to aim our nade throws using our left hand as an indication of where the nade will land?

It's bad enough we can't throw nades while on the run. We have to stop, aim, throw, and far too often while taking fire.

Can't this be fixed so that it's far more realistic than the choppy, static, animation we have now?

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I appreciate your efforts MM... but this is not a bug. This is a longstanding coding issue which makes grenade usage all but farsical in this game.

WTB aim animation for grenade throwing... and one that can't be used while moving.

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Give me an example of what you want in a grenade throw animation. We have a task ticket to add a new animation, there is a high and low throw animation in the animation library.

Tell me about how you want aiming to work, after years I'm pretty much a master of the current style.

Throwing on the run we can probably do very easy.

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I think what he wants is the left hand up as a aim point....Say maybe when nade is selected the left hand comes up to where the index finger is the left/right aim indicator and if doable raise or lower with eyepoint elevation.

Least that's what I'm reading into it..... Kinda like so.

nadeaim.jpg

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I suspect that what is really being requested is more of a precise thumb or finger "front sight post" render, at arms length. Imagine your left arm held out in front of you, while making a thumbs up gesture but with the fingers relaxed foward and the tension released from the thumb. Your left arm is held out to counterbalance how you throw over-arm ... if you want to test it out for yourself.

Which we don't have available without development, but could be listed at the very least.

The first thing asked by the OP was when. Can never answer a when question. Would prefer that a thread title wishing for a serious reply (like those we gave) wasn't based on "sucks" thanks all the same.

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  • 1 month later...

First off, "sucks" is and continues to be a good descriptor for WWIIol's grenade throwing animation. Presently, it provides no aiming ability for grenade users.

A grenade user/thrower must stop, turn, face their respective target and adjust their avatar to be facing a precise direction in order to aim a grenade toss. This "feels" haphazard and clumsy.

Several of you here have perfectly described what I was/am asking for... a graphical "aiming point" for grenade users. Having an avatar's left hand held aloft and out in front of him would allow a grenade to be aimed much more efficently and realistically (by using the outstretched fingers of the left hand (ideally)). As a caveat, holding the left hand aloft was a common training method for G.I.'s back in the day and infantrymen were trained this way up through the 1980's.

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It's the same throwing has seen red orchestra multiplayer online game one or the most realism WW2 game out there.

Youtube link for throwing the grenade ( fast forward to 2:17 to see the throw of the nade) :

I would like for BGE to adopt the same grenade system from red orchestra, currently it takes alot of skill to throw a grenade in BGE especially from inside to outside or vice-versa.

*On RO when a player kills a enemy that has taken the safety pin of a grenade and he is kill, the grenade remains active and will detonate. This is amazing for gameplay, immersion and fun.

Edited by fxmmauser
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I wish we could hit people with our rifle butts like they do. THey just make the weapon become a butt and fire knocks it forwards.

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