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Found 17 results

  1. SirBarnaby

    Reworked flashbangs

    I feel like the flashbangs in tarkov could use a rework to make them drastically more effective and have their usefulness portrayed by what actually makes them useful IRL. In the current version of tarkov, flashbangs: Create a blinding flash and an afterimage (on direct line of sight), Create a minor disruption of the image (if went off nearby with no direct line of sight), Deafen the user (if went off nearby without headphones). This is fairly ok, but for a game striving towards realism in its combat mechanics, this leaves somewhat to be desired. For one, flashbangs should be a lot louder than what they currently are. Zarya-3 flashbangs are rated to have a loudness of 160±15dB, which is about 20dB more than a gunshot. A 3dB amplification equals to the sound energy being increased by a factor of two, while a 20dB amplification equals that, but increased by a factor of 100. If you are unlucky, this could mean permanent hearing damage instantly. These flashbangs should be heard a lot further than what they are audible at right now. You can hear AK's further than flashbangs, which makes no sense. As an additional effect, flashbangs can disrupt the ear fluid inside the head, which in turn causes a loss of balance on the victim. Could even lead to vertigo. Portraying vertigo is something I would leave to the graphics designers though. As with something to leave for graphics designers, the flash part of the flashbang should only last for a very small time, single frame or something. Right now, it can last over 10 frames. So, hopefully, the flashbangs of future tarkov could work like this: Blind, flash, minor disruption just like it is right now, Definitely deafen the user, perhaps not if wearing headphones, but perhaps a muddifying of audio for up to 5 minutes after the blast if severe enough, Make the user fall if the bang was nearby, perhaps still able to shoot but in a collapsed and/or handicapped state. So make flashes OP. I am up to debate any of these ideas.
  2. Hey everyone, I got a problem: I really wanted to try out getting some epic grenadekills with blindfire around corners or ledges, but it just doesn't work for me. Blindfiring my weapon works quiet fine, but if I try to blindfire a grenade with a quickthrow as well with a keybind out of my hand, it just doesn't happen. First I hold blindfire, it's a keybind on my mouse (but I also tried everything with the original keybindings), than I throw a quick grenade with G while still holding the blindfire key. But other than in the countless yt-tutorials I watched, as soon as I press G to throw the character doesn't stay in the "blindfire-stance", but gets to his normal stance first again and throws the grenade after that normally. I have no idea what I'm doing different, I tried to get all that to work for over 4h now, and I'm desperate ';D chucking grenades around corners and over ledges without exposing yourself would be so usefull and fun to play around with, so pleassseee if you have any ideas on why it doesn't work for me, tell me... one thing that I thought of for example would be to bind the blindfire-keys to press rather than continuous, but sadly there is no option to change the clickingmode of the blindfire keybindings. So either I'm doing something terribly wrong, or I just have to reinstall the game. But if you have any recommendations, tell me please. Those are two videos to prove my case:
  3. Mahdizzle

    Interchange "mechanics", Grenades

    So I like the system of having to turn on the power to gain access to high tier loot "even though its super easy to get ledex". Then again there is risk in going for the ledex spawn since alot of squads fight over it, big risk high reward. It may be a dumb idea but I've been wating along time now for things to slow down (which is happening more and more). 1. What if you had to turn on the power for all of Interchange just like it is now, but there would be a gate in let's say Techlight which the players would have to "turn the key for 15-20 sec in order for it to open. Forceing in a way players to move around the map in more ways, maybe even put some kind of workshop room in the garage which needs to be entered, in there the key is located and make it so there is only 1 in each game and it gets "destroyed" after opening the locked gate. Im not saying this is the best idea in the world, but im my opinion this might lead to other problems being not fixed but "slowed down". We all know what goes on in Interchange so I dont feel the need to explain all of it. Grenades, so I was watching Klean so as far as I know this is his idea. The idea of just hitting "g" and the grenade comes flying has always been an issue for me. If anyone watched the stream where this was adressed dont even bother reading :). 2. Make it were the player has to bring the grenade up into his hands, then pull the pin and choosing either to do a long-throw or under-hand, 3 different actions not just "g" over and over. Also giving the player on the receiving end a moment to act if he hears the other guy pulling up a grenade (prehaps makes it more of a tactical choice then just the "g meta")
  4. scrappercb


    Am I the only one who feels like grenades (Specifically the act of throwing them) are broken at the moment? Currently I can throw a grenade, watch it go through a window just for it to somehow blow up at my feet. When throwing grenades it's really difficult at the best of times (Even streamers with thousands of hours in the game have trouble) to throw it where you're intending to and I don't feel it should be quite as hard as it stands currently. Some sort of throw indicator a la Hunt Showdown is required. I'm not suggesting you should be able to throw with pinpoint accuracy as I know that's not exactly realistic, but for God's sakes I should be able to throw it with "some" accuracy (Indicator could show an ever expanding cone for example, longer the throw the bigger the variation in where it'll land). If I'm alone in my thoughts cool, but if not I think it's something that the devs really need to consider as the currently mechanic is in my humble opinion pretty frustrating and not as fun and engaging to use as it could/should be. Thanks guys.
  5. SGTheKingz

    Grenade use slowdown

    As it currently stands death occurs often when another player throws a grenade at another one, which is ofcourse completely normal. But the amount of times that 3 or more grenades end up bombarding a location of 1 person is insane. Maybe it would be nice if the devs added some kind of cooldown in between grenade uses so one player can't just spam all of their grenades towards one enemy. Please add a cooldown timer in between grenade uses... thanks
  6. kushlord420

    gernade suggestions

    this is my opinion please dont rage peps but i feel that if a player trows a nade and its bounces off of a tree an inch wide lands at his own feet i dont think it should compleatly kill player just break all limbs (legs,arms) cuz i think its stupid that an inch wide tree just stopped the grenade and madeit fall to my feet real ife that nade would have been unpredictable it could have gone perfectly between branches or bounce off the trunk and land at least 5 to 6 yards away so for it to land at the base of the tree is not realisic but as i said just my opinion everyone is entiteled to one and i respect yours so dont disrespect mine
  7. Helix1015

    Fixing Grenades - Menu Idea

    Currently, users love to bring grenades into raids as it can serve many purposes. It can help players push up to other players, it can kill them easily, it can serve as a distraction, etc. While this feature may prove useful and convenient, simply pressing the 'G' key to quickly throw a grenade is too effortless and allows for "nade-spamming," which can be very irritating and unfair for the enemies encountering this strategy. I propose a simplistic change to (not eliminate) reduce the likelihood of "nade-spamming" and make grenades seem more realistic and user-friendly. When a player presses the 'G' key, instead of instantly throwing the grenade within 1-2 seconds after pulling it out, have the person hold the grenade in the hand. Left-clicking will throw it far, while right-clicking will throw it a short-medium distance. Changing the current grenade system to this mentioned feature will only add an extra 1-2 seconds to the time that it takes to throw one. Additionally, I think that the developers should add a quick GUI menu when the 'G' key is held down. If you take a look at the attached image, you will see exactly how I envisioned this change. When the 'G' key is held down, the screen darkens slightly and you see a small menu of the different grenades inside of your inventory. All you have to do is simply move the mouse towards one of the pictures, (the attached image shows a little arrow pointing in the direction of the selected VOG-25 with a larger image, less transparent, and highlighted image) let go of the 'G' key and that nade is in your hand. Yes, there is already something to manage which grenade is thrown first, inventory management, but that system is too difficult to manage in a battle situation. I strongly believe that these simple changes will greatly improve the current way grenades are used in Escape from Tarkov. Please feel free to leave your own ideas and comment your opinion about this change.
  8. -Cooking nades. -Ability to toss nades underhanded instead of full force pitching. -Smoke grenades that aren't trash. (M18 or other variants) -Strobes on LED lights for disorientation (I read so many people claiming "but what about epilepsy!) I have a screenshot I will attach from the Epilepsy Foundation that says on 3% of seizures are due to photosensitive reactions...besides the flash from a full auo firearms muzzle (especially at night) produces a similar effect...so that argument is moot. I can say that having been on the receiving end of those (long story - police were arresting me) that they are very disturbing, and if I were in a position to try and shoot at the police, it would make it very difficult. -I'd like to see some older guns personally. I'm a huge fan of WW2 stuff. -Make the UI more intuitive when it comes to A) what is compatible with what... so I don't have to constantly check a wiki and B) Allow me to tag any container (vests) so I dont have to waste time searching for which vest has M4 Mags, Ak mags, etc.) Just some suggestions...
  9. D_are_l


    At the moment there is no Case to put nades in. Why nades dont fit into Ammocases? I dont fill in entire Icase with nades.I think we need an Nade-Case
  10. GregL385

    Fix Scav AI with Nades

    Can anyone explain to me how Super Scav Ivan can activate spidey senses when a grenade gets launched in his general direction? I have noticed this for the past year and its quite annoying that this has not been fixed. It almost doesn't even seem viable to throw grenades at a group of scavs because they will just run away from it. What good is a grenade if you cant take out multiple targets when they are least suspecting it? It would be one thing if they started running if they saw it. But the AI literally hauls ass the second you press G and alerts everyone a grenade is being tossed even if oyu are 50yards away. They dont even have to be looking at you. Eyes in the back of their heads apparently can sense a grenade is coming. Please fix this stupid coding so Scavs are no longer dogs who can hear a grenade pin cooking from half a map away.
  11. HumaDracobane

    Throwing range.

    The thing is simple: My nephew, whose 2nd birthday was 6 days ago, can throw his toys longer than this "trained and professional mercenary" can throw a grenade. I understand that you need to make a progression system which gives you a benefit doing things and developing skills but It isn't normal that having more than the half of the stamina, being totally still I nearly blew up my face 3 times today because this supermercenary believes that it could be a great idea to throw a grenade 5m away... I'm not asking about put a grenade into orbit with a hand but some kind of "logic" about this could be great... And it is similar with the stamina, my mentioned nephew can run longer that what this guy do ( without gear, I see your points), which is worst when the capability of throwing grenades or using the melee weapon depends of how much of this stamina you have....
  12. AirRegalia


    Make them server side so we know where they actually go. So we don't kill ourselves or I don't watch a grenade bounce away from me that someone else threw only to have it blow up under me.
  13. infidel1_1

    Grenade Gliches???

    twice now I have thrown a grenade through a hole to a floor underneath ran into a room away from the hole and the explosion goes off in my face killing me any idea whats causing this or has this happened to anyone else
  14. Hallo heute muss ich mich als EOD Nutzer und eigentlich Treuer Fan von EFT mal zu Wort melden. Ich habe vor Weihnachten und nach Weihnachten das Spielen genossen aber egal welche Community man fragt es taucht immer ein und dasselbe Wort gegen EFT derzeit auf. Durch das Neue Spawn System ist man zwar nicht gebunden an einen Ort aber man ist z.b in Customs besser geraten erst ab Stufe 1 Stärke dort zu Spawnen denn der Weg über das Dixi ist besser als Weggecamped zu werden. Du spawnst Sniper Halle oder Zirkus auto (Wassertanks) und du wírst von Checkpoint weggecamped als wäre es Weihnachten für die ansonsten einfach Strommasten stellen und beide Eingänge becampen. Spawnst du checkpoint und dein Gegner an Zirkus lädt 2 Sekunden länger kannst du ihn noch im Spawn töten ohne das er etwas machen kann ( ja die Mechanik funktioniert wir haben es als Gruppe getestet und mit einer gemeinsamen Lobby Glück gehabt. Die Ladezeiten derzeit besonders Matchingzeiten sind viel zu Lang. Durch schnelle Runden bist du einfach mal wie ich heute 15 Minuten nur im Loading Screen. Neulinge sind fast ohne Guides ( keine Hinweise in den Mails oder ähnliches ) dem Tot ausgesetzt. Tarkov ist ein sehr sehr Tiefgründiges und Langatmiges spiel aber es schreckt Leute ab die noch nie eine Milsim oder ähnliches gespielt haben ab. Dadurch das Gewisse Dinge einfach zu viel Zeit kosten im Sinn=Nutzen Faktor Stirbt Tarkov. Ich Liebe Tarkov und seine Community genauso die schönen Erlebnisse aber das was derzeit passiert mit dem Spiel lässt in unserer Community sowie 2 Weiteren die Spieler gehen. Ich hoffe das dies in einem Absehbaren Patch geändert wird. Vielen Dank für das Lesen und guten Loot Der Reaper von Tarkov
  15. Hung_Cowboy


    If a grenade is on the floor above me, or 4 car lengths away or an the other side of walls and 10 ft away from the wall it should not kill me unless the wall is destructible. Also AI scavs are way to precise with grenades and need a slight nerf and a grenades just need some work with the blast radius when i have the best armor available, best helmet, and googles with over 10ft of space and direct solid cover between me and the blast. Please address these issues.
  16. TechoverMana

    Grenades Broken?

    So, it seems recently that either the grenades were reworked, or nerfed, or bugged because they're just pathetic now. You have to literally be squatting on top of them for them to be even remotely lethal. This blog tests them out and beyond 1 m, they couldn't land a single kill where this was fairly common and realistic in prior patches where you could score a grenade kill from some considerable distance. https://tarkovballistics.blogspot.com.br/2017/11/hand-grenades.html And you can see here in DevilDog's video, a grenade goes off in his face, in an enclosed environment where a grenade should be even deadlier, and fails to do more than disorient his character. He didn't even look like he took any damage at all. No concussive blast, no fragments, nothing beyond just the visual and audio tinnitus sounds. I hope this is just a bug that needs to be fixed, and that's my question. Does anyone know if this was a bug, or was this purposeful, meant to be some sort of feature/balancing act? Because if the later, then there are serious issues about EFT as a game.
  17. Given how often grenades are used in urban warfare, solid mechanics for their employment in EFT is going to be important. I've never liked the typical "left mouse hard throw right mouse weak throw" you see in most FPS. Something like what they do in Insurgency or Red Orchestra 2 would be ideal IMO: (For full disclosure, I did make that video.) Left mouse cooks and tosses the nade, right mouse tosses it normally, middle mouse is a underhand high-angle toss. Additionally, an arming sound when grenades are thrown wouldn't be a bad idea. Real RGD-5s make a loud pop when they are thrown.
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