![]() I haven't done the stats on it, but I'm pretty sure a vast majority of odyssey settlements are on lower g planets at ~0.2g where the current throw is just too much. There are actually five different ways to throw utility in CS:GO. When a target is nearby, consider the underhand throw, to quickly roll a grenade through a doorway or around a corner. Ideally it could even be balanced so that you'd use the current throw on higher gravity worlds and the low throw on lower g worlds. There’s the normal overhand throw, the underhand throw, and then there’s ability to pull the pin and cook the grenade. However, some tips that may help include using the underhand or sidearm throwing. OBJECTIVE The object is to throw an object towards a target using an underhand throw. Realism wise it just makes sense too to use a little less force on low g worlds instead of trying to throw the thing to orbit every time. In Counter-Strike: Global Offensive, players have the ability to. equipment required: 2 to 5 kg medicine ball (depending on the age. ![]() purpose: This test measures upper and lower body strength and explosive power. There are other Medicine Ball Fitness Tests. The underhand throw for distance is a test of upper and lower body strength and explosive power. the alternate fire key with a grenade will result in a slow underhand toss. Medicine ball throw tests are used for assessing power. I think that's what you'd want most of the time when fighting indoors in elite too to chuck grenades around corners on low g worlds instead of the full strength throw. Counter-Strike: Global Offensive (also known as CS:GO) is the latest. Something like the underhand throw from CSGO that's just a quick low angle, low strength throw would make chucking an emp nade under a dropship that's about to land consistent instead of having to do it from far away or with a bounce. Due to most planets with settlements being low g having grenade lineups from far away is impractical because it would take you a long time to get to where the grenade lands and follow up on it and the long airtime would make the timing impossibly hard. ![]() Because of the strength of the throw it gets too much arc/range/bounce at the distances you want to use it at. The current throw is essentially a full-strength throw when most of the time you want something more gentle. I've been re-learning CSGO since the announcement of CS2 and learning the nade lineups there made me think how nades in elite are kinda bad because of how the throwing itself works. ![]()
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