I have a few ideas in here, I assume some are new and some may be rehashed ideas (Yes, I know you hate those).
I think it would be neat to have a button designated to changing your grenade type. This would mean that cluster grenades not be an upgrade over frag' grenades. I suggest that there be five grenade types: frag', cluster, incendiary, flash, and gas.
Obviously, frag' and cluster are self-explanatory, seeing as we already have those. Incendiary grenades, unlike frag' and cluster grenades, will ignite any player caught in the blast radius. An ignited player will lose health at a steady rate so long as he is on fire. This also works for the terrain as well. The area where the grenade exploded will burn for a short while, and anyone foolish enough to run through the flames will ignite. Flames may be put out by quick movement or agile rolls. If a character remains still, the flames burn longer.
Flashbangs are more of a tool than a weapon. When thrown, they will detonate after several seconds, blinding anyone caught in the blast radius. A person who is blinded will have a pitch-white screen, and slowly their sight will return to them over the course of eight to ten seconds. If BOTs are inflicted with this blind status, their accuracy will decrease 65%.
Gas canisters damage troops for prolonged periods of time, much like the incendiary grenade. Once activated, the gas canister will expel a yellow mustard gas. This gas will every-so-slowly spread out over a very wide area. The denser the gas in a single area, the more damage it will inflict upon those standing in its shadow. As the gas disperses, it covers more ground, but does less damage at a slower pace. Gas canisters will pump out gas for seven seconds. It will take a full seventeen seconds for the gas to completely dissipate.
I think it would be neat to have a button designated to changing your grenade type. This would mean that cluster grenades not be an upgrade over frag' grenades. I suggest that there be five grenade types: frag', cluster, incendiary, flash, and gas.
Obviously, frag' and cluster are self-explanatory, seeing as we already have those. Incendiary grenades, unlike frag' and cluster grenades, will ignite any player caught in the blast radius. An ignited player will lose health at a steady rate so long as he is on fire. This also works for the terrain as well. The area where the grenade exploded will burn for a short while, and anyone foolish enough to run through the flames will ignite. Flames may be put out by quick movement or agile rolls. If a character remains still, the flames burn longer.
Flashbangs are more of a tool than a weapon. When thrown, they will detonate after several seconds, blinding anyone caught in the blast radius. A person who is blinded will have a pitch-white screen, and slowly their sight will return to them over the course of eight to ten seconds. If BOTs are inflicted with this blind status, their accuracy will decrease 65%.
Gas canisters damage troops for prolonged periods of time, much like the incendiary grenade. Once activated, the gas canister will expel a yellow mustard gas. This gas will every-so-slowly spread out over a very wide area. The denser the gas in a single area, the more damage it will inflict upon those standing in its shadow. As the gas disperses, it covers more ground, but does less damage at a slower pace. Gas canisters will pump out gas for seven seconds. It will take a full seventeen seconds for the gas to completely dissipate.