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1.14 tripwire exploit feedback
Closed, ResolvedPublic

Description

hey, so with the new tripwires / grenades in 1.14, its possible for players to "cook" grenades before placing them in the tripwire, basically turning them into really OP landmines that will instantly kill you without any fuse timer. Its pretty unbalanced, especially because the tripwire are really hard to spot in small, single doorways.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Balancing
Steps To Reproduce

Unpin grenade, drop it on the floor for 2 or 3 seconds, pick it back up and repin the grenade. Place the grenade in the tripwire and it will blow up immediately when someone touches it.

Additional Information

The tripwire grenade should work the same as the landmines do, where it will deal a decent amount off damage and break your legs, leaving you uncon. It shouldn't insta kill you like this. Its just way too OP

Event Timeline

This comment was removed by toupeira.

This is not an Exploit and should not be fixed. I like the idea of shorting the fuse on the grenades it's also risky for yourself because you can blow up if you're not careful.
I doubt the grenade explodes immediately, Its probably like 1.5 - 2 seconds.

What they need to add is like a disarm option to the tripwires. (Disarm w/pilers)

Its just unbalanced man, its clearly not supposed to be in the game this way. For one you cannot just "re pin" a grenade IRL. Landmines don't even kill players anymore, so it makes no sense for a tripwire grenade to do it, and yes, if you time it right...it IS instant. Cooking grenades isnt really hard or risky at all tbh, if you have the ability to move your fingers you can cook a grenade to perfection very easily, you literally just need to drop it and pick it back up...i wouldn't call it risky. Pile that on top of how hard it is to see the tripwires, and how easy it is to make a tripwire...literally all this is going to lead to is many pointless, frustrating deaths. Doesn't belong in the game at all

This comment was removed by toupeira.

Couldn't agree more toupeira, nailed it

RoyBeer added a subscriber: RoyBeer.EditedSep 7 2021, 12:47 PM

The fix is removing the ability to cook grenades, it doesnt make sense and it is not realistic in the first place

The worst part is that your character throws the grenade together with it's pin, so in theory you can catch and pin it again, eh?

This comment was removed by toupeira.
NAyRAM added a subscriber: NAyRAM.Sep 7 2021, 8:05 PM

Hello,

In the cases most have pointed out, a grenade should not be pinned back. Yet you can hold it in your hands for as long as you can, the issue is not cooking the grenades, it's just that the mechanics we have for throwing atm are slow. If they were gonna start the counter the moment you unpin it then you'd die every time you'd try to throw it.

Increasing that value will just make the tripwire pointless as you'll be able to run away or (depending how it's balanced) will just make everything very slow as you usually don't want to spend much throwing it.

I don't personally see an issue with unpinning and pinning back, allows you to be creative in a way and it comes with the risk of blowing yourself up. And it's something that make the tripwire deadlier since landmines don't kill you anymore sadly.

Saying that something isn't "realistic" in a game doesn't make sense as if everything was based on realism we wouldn't enjoy it (perfect example is the stun lock after getting shot which nobody really likes when it happens all the time).

Thanks,
NAyRAM

For me its not about the realism, its just a bad gameplay balance. They changed the landmines for this exact reason, and tripwires are waaaaaaaaaayyyyy easier to get than a landmine is, and arguably even harder to see. I feel like the mechanic of everyone who finds a grenade, literally just creating an OP trap that insta kills players and leaving it in random doorways just doesn't benefit the game in any way. Especially because of how common grenades are, these traps will be everywhere. Judging from how they changed the landmines, I'm assuming that the devs see it that way too, which makes me think this grenade thing was just a bit of an oversight really. I think the balance of the trip wires with uncooked grenades is great, you will stumble and have a couple seconds to get away from the explosion, if you don't or cant avoid it you'll lose health or even die, and the explosion will go off regardless, alerting nearby players and zeds to your whereabouts. Which is much more balanced and fun than just dying out of nowhere

NAyRAM added a comment.Sep 7 2021, 8:23 PM

But that would just make it boring, landmines are visible enough such as bear traps but guess what? Players still step on them.

Atm a landmine doesn't kill you anymore so it's an explosive bear trap basically cause you'll get a broken leg and survive it. In my opinion it should kill you as it explodes under you.
You don't see the trap and it kills you? Means you gotta pay more attention where you step next time.
Not sure how you can disarm them or if you can as I have not played with those traps yet to give them a good test but I have seen a friend step on it and he managed to run away easily and barely take damage.

I agree that if people want to set up traps everywhere they can as grenades are common but as long as you can disarm them I think it's all good.

This comment was removed by toupeira.

@NAyRAM you are mistaken, you can unpin a grenade and hold it for how long you want, If you keep holding onto the lever, and you can pin it back If you didnt release the lever and grenade would be safe, as I said THE PIN DOESNT AFFECT THE FUSE, its the lever on the nade that makes the fuse start, as soon as you drop the nade the lever detaches from the nade the fuse starts and there is no preventing it from exploding that is how the nade should work, you cant stop a activated fuse on a grenade. You can pin and unpin the nade all as you want if the lever is not release fuse wont start grenade wont explode, and if the fuse start there is no way to stop it.

For gameplay balance, in doorways tripwires are almost invisible (the wire is really thin) and the sticks can be easily hidden, way less visible than landmines, and they insta kill you with a cook nade, that is not good gameplay, the same reason landmines were changed, to a way better state now.

Boring is dying to a insta death almost invisible trap with no counterplay, and no decision input from the player, and most of the time the people that set the trap will have long gone like what happen with landmines before.

Having normal fuse time (4 s on russians and 5 s on americans) on nades its balanced for how easy is to make them and how easy it is to make people fall into them.

PS: I set up 5 tripwires total at different times with smokes and road flares on Prison Island in random buidings doorways , I camped prison for about 2 hours and 3 different players at different times triggered the tripwires because how you can make them so hard to spot

Considering that those traps were implemented last week, it's normal for people to fall for them. I have seen the trap and yes it's harder to spot than a landmine but if I put on a trap that explodes and only makes the player have to make a splint and loses a bit of health I might as well not set them and just shoot people as I see them as it will be more effective. With a trap as you're describing it means that if I want to camp a place I'd have to push the guy and probably get killed in the process (considering I won't be right next to it), and if I will be next to the player and I shoot him, it will be the same. If I would've wanted to hold him up I'd put a bear trap (but those would have to make him go uncon, and I think they don't unless they make a step? not 100%).

"almost invisible trap with no counterplay" - Can you not disarm them? I am honestly not sure yet, will have to give it some testing. If you can not disarm them with like pliers or something then I totally agree with you.

I just think that if you fall for a trap it was either well placed and the player that placed it was smart, or you just need to pay more attention when entering buildings. I don't think that the system where you only go uncon and break a leg is viable on explosives. We'll see what the devs will do according to their vision of the game.

I will not continue the conversation as I don't want this to turn into a twitter argument.

Thank you for the hard work! Hoping for a hotfix soon!

Geez closed this task as Resolved.Sep 16 2021, 3:46 PM
Geez claimed this task.
Geez added a subscriber: Geez.

Hello MikeDocherty and thank you for your feedback.
This is not a bug and works as designed.
Regards,
Geez