[JB] Throwable Melee

kuantum

🍔Arbiters? Intern🍔
Joined
Jun 5, 2019
Messages
2,574
Currently, the only "random rebel" item is the bomb. A random player gets one and can blow up many CT's or can take the ST like a wimp.

Enter the throwable melee. It'll do full 100% damage, only one random T gets it, and can utterly dismantle the CT side like a bomb.

Once you throw it, you can't pick up again. It's high risk, high reward.

Here's a tech demo of it, without any features.
 
Upvote 0
I haven't played JB for awhile, but the entire game mode is already T sided enough.
 
I really do not like this idea as is. The balance of the bomb is that it both takes out a T (that is probably decently skilled if it actually makes an impact) and it’s short ranged. The Ts either have to be able to get close to the CTs through luck or skill, or they have to be up against some less than admirable CTs. This idea doesn’t seem to have a huge balance like the bomb does because it just one shots a CT, giving the Ts an easy win. Some drawbacks I could think of is that, along with the zero picking up:
A) it has damage dropoff from a certain distance, or
B) it’s only an instakill if it’s a headshot (or even a backstab like how the knife normally functions), much like Destiny 2’s weighted knife for the Hunter.
If you aim for a CT that’s too far away or miss the head, you’re now a big red target for them, giving it a more fair balance.
Ts already win enough games (at least they did when I played often), so adding another very powerful weapon doesn’t seem completely necessary. I would like another item for Ts to use, though, so if balanced correcty I think a throwable melee could be very cool.
 
I think this is something that could work. I love rebelling (who doesn't?), but I'd have to agree that there needs to be some kind of balance to this to avoid tipping the scales to make it way too easy for Ts.

Just a few ideas for implementation:

- something that cannot be dropped, it must be used to get rid of it (to avoid people taking ST for it)
- one time use (as mentioned)
- random T selection like bomb
- maybe a 1/14 spawn rate to start out? (this puts it at slightly above 7% spawn, compare to USP on clouds at 1/12)
- it needs to have collision with Ts so that the "thrower" has to avoid hitting teammates to connect with CTs (no friendly fire damage as that could be used for griefing)
- maybe make it so it makes you permanently red if you kill a CT with it? (this would make Ts think very hard about when and how to use it)

I dunno, just a few ideas. I think this could be something really cool if done right.
 
I think that it would be too accurate and make it too easy to kill the warden from far away. It would also unbalance the game and make it too easy to rebel and I think that it's already easy to rebel as is, but that's my opinion :)
 
I think that it would be too accurate and make it too easy to kill the warden from far away. It would also unbalance the game and make it too easy to rebel and I think that it's already easy to rebel as is, but that's my opinion :)

It's not easy to rebel at all. If CT's would keep their distance, listen to the warden instead of talk over him, and follow the commands, rebelling would be rare to see.

But here we are. CT's consistently bait the T's, get killed, and ruins the round. My theory has always been that if we were to take away the bomb and take away gun secrets, CT's would still get dunked on hardcore.

With that rant over, I'm willing to have it spawn randomly. I think kyfg kyfg said 1/14 and that sounds good to me. Collision with teammates is also cool with me.
 
Adding some cents in, it doesn't have to be dead-accurate, we could add in gravity drop, so you actually have to lead a target and have a greater chance of missing. This kind of drop could be either slight or very severe. You could also use hit detection on it, so if it hits them in the leg, it does less damage, but maybe slows the CT, if it hits the arm, maybe drop the weapon? Head and body being lethal and results in most likely a death.
 
I love the creativity all of you have taken with this. It is a very cool idea that in the ways you are all discussing could be a balanced and fun weapon in Jail. I'll bring this to my team and tech to see if this would be a possibility. Please get more Jail players here to share their thoughts.
 
Thinking about this I would say have 1 change
The knife due to it being hidden in plain sight unlike a gun and there is range more than a bomb and harder to counter I say if you throw the knife regardless of it hitting you turn red so it increases the whole high risk high reward situation
 
What if instead of 100% damage, you throw it, it'll have normal gravity dropoff so you have to arc it over a distance, it will hurt a CT by 50% current HP, then slow them down for 3 seconds.
 
I like the idea, but t's already have a bomb (which can dismantle CT side already), and if they are coordinated enough, they can use their random rebel flashes, smokes, and nades to rebel.

-1
 
Thanks for the suggestion. At this time this just isn't something that we would realistically be able to do, but I appreciate the creativity in this~

~Closed
 

Latest posts

Back
Top