Flashbangs

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(SDS)benmcl

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Flash bangs have been done in 2.86. Worked rather well. Just ask Duke since he loved throwing them at me.
 

[C22]-Mort

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Aug 18, 2003
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Thornhill said:
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.

A good Point....it makes me think of a few mapping idea's...for maps where taking frag grenades would be a seriously BAD idea :D
 

Lethal Dosage

Serial Rapis...uh, Thread Killer
Flashbangs r quite useful, especially indoors

For instance, if there was a medium -> large room with 8 or so enemy, and u kno that throwing a frag will only damage a few, would u either run into the room after the frag, and spray n pray... or... would u throw a flashbang in let it go off incapacitating all of em then shoot em while they r harmless???

i kno its a dirty trick, but i would rather use that, run in get the cd n bug out, instead of run in, spray n pray, die, n have to respawn n try all over again, wouldn't u???
 

Lt.

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Aug 11, 2004
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in urban Michigan(mostly)
when encountering 8+ enemy:

option a) throw a frag
option b) throw a flashbang
option Lt.) throw 2 frags, wait, then throw a 3rd for good measure ;)


not to knock flashbangs, tho. I can definitely see a use for distraction devices in 2.9 and I'd really like to see what ecale3 and others are cooking up. :tup:
 

gal-z

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u know a frag will definately kill at least some (though usually all of them) of them while a flashbang will not kill anyone... Also I don't think flashbangs have the large effectiveness radius u claim they have, and don't forget that unless it totally blinded you its effect is less than a few seconds.
 

Craetech

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Flashbangs definitely have to be in INF's armoury. No one defined the teams in a match to be affiliated with any army, heck they could even be SWAT in urban maps. So it's up to you what you wish to carry along and how to use it. It could also be used for Specialist Hostage situations to not harm the specialist.

With the bottleneck or defenders issue.. why not use smoke grenades?

The prob with effective use of FBs is when you lob one into a room of tangos, they identify it and look away. With you expecting them to be incapacitated, you rush in only to be slaughtered. They'd only be deaf. Unless you use 2 FBs in succession..

How about to implement the FB, it would only be effective in enclosures, which are normally darker than open areas. I think this is bcos the human pupil is wider in darker areas and when a sudden bright flash occurs, you'd be quite blinded. As opposed to the FBs ineffectiveness when your pupil is narrower in open areas. Of course presumingly it's daytime. Haha.

Irrelevant note: The Punisher also has the 'ghost' effect of the FB. Looks good too.
 

DEFkon

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FlashBangs in CS:S

I've been playing it alot recently and there are a couple of techniques that aren't very realistic that you can use to defend against them somewhat, and i only mention it because the tactic could easily be abused in any game.

Basicaly if there's a point where the enemy would be likely to breech, (like a doorway) you train your weapons on it. When the enemy comes and tosses a flash from that direction, rather than turn away from it, or run around like a chicken, you just keep your weapon trained on that spot, and open fire after a half second pause or so. Most of the time i find that even blinded i get the kill(s).

I suppose that it's not really an exploit but i personally find that the effects of a CS:S flashbang just aren't enough to give the advantages a person would have in reality.
 

NTKB

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Aug 25, 2001
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I just want flashbangs for one reason... So if someone on my team is being a dick I can stand there for the entire match with my 99 flashbang loadout blinding the SOB over and over till the map is over....
 

yurch

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May 21, 2001
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The problem with flashbangs, especially in a game-version of them, is that in infiltration you're going to have a ton of applications for them and plenty of opportunity to use them. For in-game purposes I can see far more uses for a distraction device (fashioned how everyone seems to think they work, I certainly don't think they can possibly be that effective.) then most of the other special weapons combined.

In CS you'll see usually one to two of these things at a time. In infiltration everyone could be carrying five. Or 99, as NTKB points out.
Does anyone else not find that prospect utterly retarded? I'm going to need lead plates and a welding visor if I'm going to be getting that much radiation from my monitor.
 

UN17

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Dec 7, 2003
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There is no equipment limitation in 2.9, that's the source of the problem. But it's no big deal since if you really wanted to, you could restrict the players by limiting the number of items they get or by placing a value (monetary or otherwise) on equipment then providing them with a budget. Flashbangs are fine, the system isn't.
 

DEFkon

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UN17 said:
There is no equipment limitation in 2.9, that's the source of the problem. But it's no big deal since if you really wanted to, you could restrict the players by limiting the number of items they get or by placing a value (monetary or otherwise) on equipment then providing them with a budget. Flashbangs are fine, the system isn't.

Agreed the current system is flawed in the sence that equipment is purely restriction free, however the new system that Beppo's been hinting at for the next generation of INF might help solve this. Basically the newer version would break weapon selection options by team / scenario / server. So rather than playing as as group of random mercs vs random mercs, with the next gen system we might see something like "US Regular Infantry vs US Navy Seal Team 6". The US regular army team probably wouldn't have flashbangs as an option because it's not something they would normally be issued or request, while the HRT probably would... On the other hand HRT's probably wouldn't carry backpacks into a mission since they're not tasked with long term missions..., so that may also play a roll in balance as well.
 

5eleven

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So rather than playing as as group of random mercs vs random mercs, with the next gen system we might see something like "US Regular Infantry vs US Navy Seal Team 6". The US regular army team probably wouldn't have flashbangs as an option because it's not something they would normally be issued or request, while the HRT probably would

You're kidding, right?
 

UN17

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yurch said:
They certainly aren't if they're overdone!

Overdone how? Are you telling me real flashbangs only make a loud noise and cause no deafness and temporary blindness from looking at it? That's what the flashbangs currently being coded do.
 

DEFkon

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5eleven said:
You're kidding, right?


"he only 'class' system I really see for INF is the one we already have in mind for the next title. Means a class system that specifies what type of vehicles you are allowed to drive/fly and what type of weapons you can choose from based on the training you ran thru as such a type of soldier. It will not be a class system like Sniper, Infantrymen, SpecOps that then will let you choose between specific weapons only designed for this one type of soldier. The class will always define a group of available soldiers that you then set up by defining a loadout out of a bunch of weapons from pistols over shotguns, MPs, ARs up to sniper rifles and support weapons. Ie just the available types of weapons and/or the available attachments will vary in addition to the vehicle types you can drive/fly." --- Beppo.
 

keihaswarrior

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Jan 7, 2003
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Sorry yurch, but Army special forces carry a lot of Flash bangs. Some guys from 1st SFG were done at the NW tactical shoot house the other week and they banged every single room during sweep and clear exercises. They weren't using real FB, they were using the training ones with the replacable fuses. Real FB are a dangerous fire hazard in a nice shoot house.

Anyway, if the real guys use them a lot I think they are a necessity for INF.