One thing I noticed that always seemed to anger me in the most awkward of ways is a very simple concept I don't believe many people will have a hard time grasping.
Wind doesn't effect grenades.
This may not seem like a big issue to some, but if someone were to think about it long enough they may realize on very windy maps it could add a new element of tact overlooked in our beloved U2XMP. There are a few others, besides myself, whom I've spoken with who noticed this odd quirk, as in U2XMP all other non-projectile particles were heavily effected by wind speed and direction. Often I've been in sandstorms, watching the colorful mists from the artifact node and artifacts carried by players whipping around and blowing off like little wispy clouds, just before the node were heavily blanketed by thick smoke and gas. The smoke and gas has always stuck around in the most unrealistic of fashions, leaving much to be desired in the ways of sensible implementation of such powerful tools.
Not only would clouds of smoke have to be carefully aimed and positioned in open, windy maps, but this may also pose a possible compromise for all the players whom constantly hound for the reduction in the gas grenade's power. If the gas were to not hang about in one place, but floating more freely about and even flooding through hallways and out doorways to be carried away by the winds, it would become a tool requiring more skill to master. Usage in wide open spaces would require more canisters for proper effect, and would even require the same planning as proper smoke cover.
This would obviously require an entire overhaul of the two grenade systems, and is no easy task. New particle scripts would have to be written, and perhaps smoke and gas grenades would need to be given a slow, constant emission, while they expel their contents. More particles would also need to be emitted, but could provide for a more valuable piece of hardware, with complex actions such as flowing clouds (perhaps even a little sliding and bouncing, to aid in their movement through halls and help simulate a bellowing source pushing it's contents outward). This would also provide a better dissipation, instead of the abrupt disappearance there currently is in U2XMP.
As a note, incendiary, concussion, and fragmentation grenades work so fast they would not even need to be touched, leaving only those other two ammunition types desiring such improvements.
Wind doesn't effect grenades.
This may not seem like a big issue to some, but if someone were to think about it long enough they may realize on very windy maps it could add a new element of tact overlooked in our beloved U2XMP. There are a few others, besides myself, whom I've spoken with who noticed this odd quirk, as in U2XMP all other non-projectile particles were heavily effected by wind speed and direction. Often I've been in sandstorms, watching the colorful mists from the artifact node and artifacts carried by players whipping around and blowing off like little wispy clouds, just before the node were heavily blanketed by thick smoke and gas. The smoke and gas has always stuck around in the most unrealistic of fashions, leaving much to be desired in the ways of sensible implementation of such powerful tools.
Not only would clouds of smoke have to be carefully aimed and positioned in open, windy maps, but this may also pose a possible compromise for all the players whom constantly hound for the reduction in the gas grenade's power. If the gas were to not hang about in one place, but floating more freely about and even flooding through hallways and out doorways to be carried away by the winds, it would become a tool requiring more skill to master. Usage in wide open spaces would require more canisters for proper effect, and would even require the same planning as proper smoke cover.
This would obviously require an entire overhaul of the two grenade systems, and is no easy task. New particle scripts would have to be written, and perhaps smoke and gas grenades would need to be given a slow, constant emission, while they expel their contents. More particles would also need to be emitted, but could provide for a more valuable piece of hardware, with complex actions such as flowing clouds (perhaps even a little sliding and bouncing, to aid in their movement through halls and help simulate a bellowing source pushing it's contents outward). This would also provide a better dissipation, instead of the abrupt disappearance there currently is in U2XMP.
As a note, incendiary, concussion, and fragmentation grenades work so fast they would not even need to be touched, leaving only those other two ammunition types desiring such improvements.