Handgrenade throw is completely off-centre

I’ve been trying to use hand-grenades since I managed to pile up about 40 of them, but I can’t hit a single thing. The character has no consistency when throwing, sometimes they go way to the left or right, or they go almost directly upwards.

There’s a perk in one of the skill-trees that claims to increase ‘grenade accuracy’ by 50/100%, but it’s not clear what that actually does.

If there’s intended to be some varience with every throw, the values definately need tweaking.
Throwing a grenade though an open doorway two feet in front of you shouldn’t require five attempts, and/or aiming almost straight down at your own feet.

Give us a consistent forward arc, please. I’m not playing as a circus juggler.
You can alter the support-skill to give the player a visible throwing arc to use as a guide or remove the bounce when they land or turn them into contact grenades, if you need to replace it with something.
Just please make them actually go towards the crosshair when we throw them.

Edit: I debated posting this as a bug or a suggestion, but as in my own experience hand-grenades are currently completely unusable, i’m posting this as a bug-report instead.

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It’s intended that the throwing accuracy in general is bad.

We’re just simple teenagers, no trained soldiers.
But there is a skill to improve the accuracy.

At least I agree that grenades are almost useless against smaller machines. The time until the grenades detonade currently is so long, that no machine you throw them at will be hit, as they just ran away. It’s just luck. That was better in the past.

I personally don’t need a throwing arc as it would open expectations that you will hit where you throw at/where the arc goes to. And that’s just not intended.

On the other hand I would like to have an improved aiming for the g79 or the experimental älgstudsare with something like an arc and a circle of the expected target radius.

I would think that a ‘simple teenager’ would be able to throw a ball generally in a forward direction.

Also, that excuse holds no weight when you realize how aptly our ‘simple teenager’ is handling all of these guns.

By that logic I should be dropping my magazine on the ground and unable to hold my 50cal steady, right?
How does ‘a simple teenager’ know how to operate two diffrent kinds of rocket-launchers but not know how to throw a baseball or a rock?

At least I agree that grenades are almost useless against smaller machines.

That’s not what I said.
I said “Almost completely useless” with no qualifier about the intended target whatsoever.

As far as I can tell, with one point in the grenade-accuracy skill, I have something like a 50-degree horizontal variance when I throw.
Meaning it could be thrown several inches (from my POV) to the left or right of the crosshair.
This means that if i’m throwing at something several meters away, I can easily miss a whole-ass tank or harvester by multiple meters.

The vertical variance is even worse. My grenade might go forwards, or it might go almost directly upwards. I’ve never had one go directly downwards into the ground (so far) but being unable to tell how high your grenade is going to go makes it almost impossible to gauge distance.

TLDR: Don’t try to make excuses or defend this. It’s bad and it ought to be fixed.
It shouldn’t be hard to hit a doorway-sized target with a rock.

It’s not my excuse.
That was the intended idea of how it works in GZ, I guess.
Look at the other skills, too. Without them it’s quite difficult to hit targets in hip fire, reloading takes endless seconds and the sway and recoil when using a scope really makes it hard to do precise shots. At least it was like that over two years ago.

I don’t know how you use the grenades… And from which distances. Against tanks, harvesters, wolves from short range it’s a method to deal some damage and make them struggle.

But, well, I personally just use them in base assaults in general… Structures can’t move away.

Throwing a grenade is intended to be way off and unpredictable till you add/buy the skills to increase the accuracy of your throws. If you want to USE grenades and throw them with ANY accuracy, spend skill points to do so. Then practice your throwing.

As Madchaser stated, at one time the grenades were an asset that were useful for taking out a lot of smaller machines when they bunch up but the fuss timer is to long now and most machines move out of the target area before there is a blast.

With the two skills that increase accuracy, it is very easy to LEARN how to throw them where you want them to land. Using them from inside a building is not a wise choice even with the accuracy skills due to having to arch them as they leave your hand. They bonce off everything. Trick would be to throw them at the building before you go in with the expected machines standing near the doorway.

A lot of what you are posting about is just simply learning how to play the game and use the gear in the game correctly.

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I have that skill. One of two levels in it anyway.
It shouldn’t be this shit. It’s inexcusable.

That’s like saying that weapon-sway should be so bad that guns are functionally worthless until you invest skillpoints in the perk to stop it.
No. Not good enough.

Why should every build be locked into wasting two skill-points on basic functionality?
Throwing something shaped like a ball directly in front of you isn’t hard. It’s certenly easier that a lot of other things that the player-character does.
How come I can aim a grenade-launcher but I can’t throw grenades.

Besides, even with two points in the skill, it’s still wildly inconsistant, to the point where I don’t think that perk actually does anything.

Wrong. This function is broken and should be fixed.

How can you ‘learn’ to control something that the player has no control over? Is there some secret button-input that decides whether your character is going to lob his grenade two feet to the right or left of your reticule?

“Just learn how to do it” doesn’t pass muster when the direction your grenade comes out in (and the vertical angle of the throw) is fucking randomized.

Edit:
I just booted up my character and threw 20 at a wall just for kicks. Yeah, even with two points in the skill, there’s no way to control if they come out left, right or straight up.
Still no random tosses directly into the ground, but the player-character throws like a drunk.

I stand by my initial claim that the grenade-mechanics are bugged and need to be fixed.

Initially, it’s intended for hand grenades to be hard to aim where you throw them. But with points in the right skills you should be able to throw them straight and farther. If that’s not the case, that does indeed sound like it needs adjustment.

A skill tree revamp is on the horizon, it’s entirely possible the devs know about this and we’ll see it fixed by then. I wouldn’t mind if grenades could be thrown straight to begin with, it would only add to gameplay flow.

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The grenades throw fine with the two skills for accuracy. The fuse timer needs to be adjusted to go off sooner.

I tested the throwing of grenades through doors, and it went through the doors with no problem. I even tossed the grenades through a door to go through another door at the safe house in the air base. 100% went through the doors with no problem ever time. I even tossed grenades at a barrel close to the safe house and was blowing it all over the place.

The grenade has a set arch it has to go through when tossing it. That is the learning part, and you must understand you adjust that arch by where you aim. You cannot put the aiming cursor where you want the grenade to land, if that makes sense, but you have to consider the arch of the grenade. Most video games do anything you toss the same way. Call of Duty even has you toss a few grenades in the tutorial you have to do at the start of the game. All the throwables in Gen Zero do the same thing as the grenades.

If you do not take into account the arch the throwable has to go through when aiming, then you will have issues and miss your target repeatably. Every throw, you have to consider the distance you want to throw the grenade and where you want it to land. It is not like a gun, you just point and shoot. Wait till you find the experimental rifle that can shoot mortar rounds and have to figure the angle for that. I can see another bug report that it doesn’t work right either.

Before the fuse timer change, you could throw grenades at large machines in the right arch where as the grenade reached the machines it would blow up just as it lands on the top of the machine you tossed it at, doing more damage. But you had to know the correct distance and angle you have to throw to pull it off. You learn that, the game doesn’t do it for you.

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Update: I respeced out of the support tree and tried tossing some Molotovs around without any points in grenade throwing (accuracy or distance) and it’s competely fine. They fly almost completely straight and never seem to go directly upwards.

Tried testing 12 hand-grenades in a row, and those still throw exactly the same as they did when I had the skill active.
If anything, they seem LESS random.
Is the grenade-accuracy skill making them worse? Or is the grenade-distance perk bugging it somehow?

Handgrenades, seem to come out anywhere within a three-inch semicircle of your targeting reticule. (To either side or above, but never below)
Without points in the grenade-perks, I havn’t had any go directly upwards yet, so one of those two perks might actually be bugged and having unintended effects on grenade arcs.

The grenade throw has a set arch, yes. Excluding those times when the arc is ignored and the grenade is tossed almost directly upwards (which happens rarely, but just often enough to fuck you every time you try to clear a bunker with grenades)

The real problem is the spread.
Like I said above, the hand-grenade comes out anywhere within a multi-inch semicircle of your targeting reticule.
The arc is always the same so if you stand in one place and don’t move your cursor, you’ll get the same amount of distance every time, but your grenades will not consistently land or explode in the same area because sometimes your character randomly will throw to the left or the right instead of throwing directly forwards.

Given that molotovs did NOT do this when I tested them, I’m even more inclined to believe that hand-grenade throw-arcs are bugged.

I suppose I should test smokes next, but Ugh, I’m getting frustrated just thinking about this.

Don’t condescend, everybody knows that grenades have arcs, that’s not the issue here. Granted, the arc is weirdly high but you can correct for that easily enough.

The issue is that, as the thread-title says, your player-character throws off-centre.
The throwing-arc should be aimed towards the crosshair, not several inches to the left or right at random.

Even if he consistently tossed to the left, I’d be able to just remember that and aim to the right of what I want to hit, to correct for it.
But he switches from left to right at random, so it’s impossible to predict where your grenades are going to go.

Ok, finally let’s say:
The grenades are a thing the devs have to take a look at. On one way or another. At least the delay until detonation should be improved to what it was in the past and if there really is an issue with the throwing accuracy and the related skill, then they should fix that, too.

Some videos for comparison would be nice to have.

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Wasn’t trying to, so sorry if it came off that way.

Hope you get your problem corrected soon.

NBA JAM basketball game had hidden characters you could unlock :slightly_smiling_face: maybe we can get Nolan Ryan for a hidden character, MLB pitcher, I wonder why video games don’t do this anymore, NBA JAM had Bill Clinton, Hillary Clinton, Funny Hidden Mascots, even Will Smith, funny times & 1990s lol lol lol

I agree throwing greanades is very difficult.
I was sourounded by robots in a cabin and i tried throwing greanades right near door abd it hit walls and killed me.
I have greanades throwing perks twice.
But greanades throwing accuary is terrible killing me more than robots

And not only grenades have bad accuracy but when die it doesn’t respawn 30% of time and tape thing shows for long time maybe 30 mins etc.

But because i love the game i put up with these bugs and problems.
However i wish they were all patched.
As im playing in 2024.
So its 2019 game, u think it would be patched by now.

These are new bugs from the latest updates.
And you cannot compared the 2019 version with the 2023 version, as the devs developed many many new things and features.
But with every new Update there are new bugs.

That’s normal because you can never test everything how it is probably affected by your changes.

In heavy cases like this I would also expect a hotfix released short after the update. But this has two requirements.

  1. To know where the issue comes from.
  2. To have the time to do it.

Sadly the last update was short before the winter holiday.

But I think we’ll hear from the team soon what we can expect for the next time.

I don’t have these problems throwing grenades myself, but after reading through all of this I’m starting to wonder if the skill tree is somehow broken for new players? Old players/characters may be fine, but new characters may be screwed? Maybe THAT is the issue? Do any other skills seem to be broken, offer no benefit?

I’ve been playing about a year, a little over actually, and with four characters…my primary has two points into throw accuracy, one point into throw distance, and while the point of aim is indeed hard to judge, it does appear to be consistent for me. My other characters have different point amounts here or there, so throw accuracy wanders for some, but doesn’t seem to be as bad in general as some others have pointed out. If they’re newer players, newer characters, maybe there is something wrong with characters created after a certain date? Shouldn’t be possible, but,…well…

As for throw accuracy/behavior of other throwables, they do not all act the same for me. As another mentioned, molotovs seem to fly straight and true, comparatively speaking. Sticky bombs also seem to be pretty well thrown. Thrown EMP cells (small, medium), flares of both types, fireworks, and smoke grenades may not all have the same exact throw behavior/characteristics.

As for the hand grenade fuses, has anyone timed them? They seem fine to me, what I would expect for a fragmentation (HE-FRAG) or concussion (HE) grenade. For a typical grenade, a five second fuse time is pretty much world standard. What are these grenades based on, what is supposed to be the standard for them, the design specification goal fuse time/length for those grenades? Whatever that data says, is what the game should try to replicate, within reason. Speaking of which, at the other end of the spectrum, the fuses on the thrown EMPs are too short for my tastes at least. Hard to make use of any throw distance improvement, with the EMPs going off early! We can always ‘COOK’ the grenades if we want them to detonate sooner after we throw them, use cover to prevent getting shot up while ‘cooking’ them…but the EMPs, I feel like I can’t use them from as far away as I would like.

As an aside, it would’ve been really nice if one of the locations in the game had been a legitimate training ground for soldiers. A decent length rifle range (500m), grenade range, etc… There are a few shooting ranges in the game, but they all have such short distances, you can’t really stretch a rifle’s legs so to speak, or anything else beyond a handgun, really. I went so far that I took it upon myself to try and build half decent ranges at Tyloveden and Gardberg Mine. Full length/width of the construction area, targets at one end, lanterns and other structures positioned at roughly measured distances stretching all the way to the other end of the area. Gardberg, I’ve got the range down on the lower flat, east side of the zone, targets at the south, shooting positions scattered to the north at roughly 20m intervals. Tyloveden, I have the range set up about the same again. I have something of a grenade range built at Tyloveden as well, targets scattered at different ranges and in different concentrations to the west and ‘grenade pits’ to the east, with a wall between the rifle range shooting lane and the pits. Both cases, though, the distances are still not exactly stretching a rifle’s legs… Locations sacrificed as Resistance training facilities, rather than built as sites for base defense. Most other bases didn’t have flat enough terrain to suit my tastes, not for this purpose. (Hell, for any purposes, in my opinion. Different spots in each zone at different elevations, fine, but rolling hills all over don’t make for a good base…)

what do you expect from a 1980s teenager to throw grenades like :blush:, the kind of music they listened to, how messy there rooms were, the mullet haircut, u Really don’t expect them to have great throwing skills, most of them ran from the military draft and headed to Woodstock lol lol lol