Flashbangs

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cracwhore

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Oct 3, 2003
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Arrrggg, this has been suggested about 30 times.

The INF Mod Team (not SS) is apparently still working on making this a reality. Who knows if we'll ever see it...but people wanted it and they said they'd make it...

As for INF 3.0, nobody has a damn clue.
 

5eleven

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Mar 23, 2003
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Arrrgh. lol.

I would be curious to know what they are modelling them after, and I wondered how they would implement the light/sound effect.
 

Lt.

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Aug 11, 2004
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I wouldnt be against flashbangs in either 2.9 or 3.0, per say. they exist in the real world so the INF soldier should be able to take them if he wants.

that being said, why throw a flashbang when you can throw an M67?
this aint RavenShield, f*ck non-lethality. :rolleyes:
 

dive

Infiltration:: Like crack, but better
Sep 26, 2002
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Lt. said:
that being said, why throw a flashbang when you can throw an M67?
this aint RavenShield, f*ck non-lethality. :rolleyes:

Haha. Agreed!

Speaking of RavenShield, I think that game has possibly the best flashbang effect I've seen so far. And in RvS, the temporary blindness can effect targets that are fairly far away (compared to a M67) as long as they are looking at the right direction. So, really, that would be the decisive factor on if it was worth it to use or not. Could I toss it around a corner and have it blind someone who was out of M67 range but watching that corner? If so, then I'd probably carry atleast one. Otherwise.. like Lt said.. just blow em to hell =)
 

Derelan

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Lt. said:
I wouldnt be against flashbangs in either 2.9 or 3.0, per say. they exist in the real world so the INF soldier should be able to take them if he wants.

that being said, why throw a flashbang when you can throw an M67?
this aint RavenShield, f*ck non-lethality. :rolleyes:
Ever been killed by a teammate's m67? I have, a few dozen times. I would rather be blinded.

Unfortunately, flashbangs don't fit the premise of INF. Flashbangs are generally used to incapacitate enemies, rescue hostages, take prisoners, etc. You don't see any of that happening in INF, because your opponent sees no reason to stay alive, if all they have to do is kill you.
 

5eleven

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M67 = 6.5g High Explosives

Fed Labs Multiport Plus Distraction Device = 15g Flash Powder

Can any tekkie tell me the real difference? I tried to find a candela rating for the M67, but I can't.

I would have to agree with the majority, if Infiltration is a "as real as it gets" squad based, infantry FPS, without any search and rescue missions such as hostages or real friendlies, I don't necessarily agree with the implementation of distraction devices into this type of game. Infantry soldiers wouldn't substitute a distraction device in order to "blind" their fellow soldiers rather than frag 'em in a mission such as those depicted in Infiltration.

Having said that: Geo, what do you mean by distraction? What is the purpose you are thinking of for employment - I might change my position.
 

UN17

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Dec 7, 2003
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Anyone know of the real-life effects of being in a room with a flashbang? Is there any hearing loss of a long duration? If the targets aren't blinded then perhaps the ringing would prevent them from hearing a squad of soldiers running in and firing their weapons. I dunno. I'm hoping they will be more useful than just a flash of white.
 

geogob

Koohii o nomimasu ka?
5eleven said:
Having said that: Geo, what do you mean by distraction? What is the purpose you are thinking of for employment - I might change my position.

The use i see for such "distracting" devices is to breach a covered chokepoint where defenders are in direct LOS of the area, but are out of reach of frag grenades. On good exemple would be in the map EAS-INF-DS-RockyDesert or what ever's the map name with a tench/tunnel going down to the CD. Defenders in the area of the CD are typically out of reach of frag grenades. Shooting a flashbang at them will give you the fraction of a second you need for the squad to move in and disable the defenders.
 

Beppo

Infiltration Lead-Programmer
Jul 29, 1999
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I agree that flashbangs aren't used in INFs type of infantry situations normally but they would be ableto give you an advantage in certain situations.
Ie. some defenders cover a spot, an open doorway or alley or whatever from a distance. So a M67 would not be able to kill them and they would still look at the same spot while the M67 blows off. No need to change your view at all cause there is no risk. A flashbang would produce a large white 'spot' at the location it blows off and so the defenders that look at it even from a distance would have a problem with their view for some secs (ever looked into a light bulb or the sun...). So the flashbang would force them to look away or get an ugly spot in their view that slowly fades away.

Well actually the explosion of the M67 should have a similar effect, not that 'heavy' like the flashbangs but it should give you a glowing spot for a bunch of seconds too if you look at the center of the explosion. Maybe worth to add this effect too.
 

keihaswarrior

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Jan 7, 2003
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Beppo said:
Ie. some defenders cover a spot, an open doorway or alley or whatever from a distance. So a M67 would not be able to kill them and they would still look at the same spot while the M67 blows off. No need to change your view at all cause there is no risk.
Thats a problem I see with M67 right now. The shrapnel seems to disappear after a certain distance, when IRL they can travel 200m+. It really should never be "safe" to look at an exploding M67. I think it happens far too often that defenders don't even take cover from an M67 because they know they are outside the range of the nade even though they wouldn't be IRL.

Maybe worth to add this effect too.
I agree, flashbangs would be a nice addition, but hearing loss and blindness should be added for M67 too.
 

Thornhill

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Jun 27, 2002
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gal-z said:
Flashbangs are cool, but won't be useful in INF at all. Their main use is when encountering civilians or enemies you do not wish to kill. Same goes for tear gas thrown and launched grenades.

This is untrue, frag grenades are dangerous for both the target and user in an urban environment. Shrapnel can easily penetrate the most common building materials (brick, block, wood, etc.) and remain lethal or harmful. The use of flashbangs in FIBUA is more common nowadays as they only harm/incapacitate the target providing the user pulls back behind cover. Another point is that frag grenades aren't used when the environment of the deployment is sensitive, for example, a missile silo, reactor, etc.

I think flashbangs would be an excellent addition to INF. Perfect for those EAS maps where that chance of offing the Specialist by accident when he's on your team drops drastically.