No worry, I was just agreeing with you. I don't expect anyone to find & dig up some ancient thread, no problem.I first checked if it was already posted but couldn't find it.
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No worry, I was just agreeing with you. I don't expect anyone to find & dig up some ancient thread, no problem.I first checked if it was already posted but couldn't find it.
i heart nade suicding on dumbass maps like boheme paradise .. its so much fun comin up behind 3 germans and going on pub chat and saying " hey guys look behind you", only to have them turn round and see you there with a primed nade .. *blamo*, then they all swear at you...
Hmm, you must play tank maps right? Or otherwise you have to be absolutely joking.Grenades are fine. Grenade spam is no matter to me because that grenade will most likely not to any damage to anybody but rather kill team-mates.
I have some thoughts on the use of grenades. I've looked around, but these things might've been mentioned before in a topic I'm unaware of, but here goes.
1. The amount of grenades
One thing that's rather irritating in some maps in the mod is simply the amount of grenades, and the grenade spam it causes. There have been many times when grenades are simply thrown all the time without any thought spent on it. Grenades should be used rather sparsely, to use at key positions when you have to clear a room. The beginning of rounds is a perfect example on many maps, the first thing both teams do is to rush out, and everyone throws every grenade they have at the positions they know the enemy is going to come from... not that realisitic in my view.
How about making a limit to the amount of grenades a team has?
Say, for example, that the amount of grenades a team has is 'reloading'. At the start of the round, the team has 5-6 grenades, distributed at random between the players. Then the team stack of grenades reloads slowly, maybe about one new grenade every 30 seconds. So the second wave of reinforcements gets far less grenades (if the second wave spawns 40 seconds after the first, only one grenade gets distributed among that wave). It would affect gameplay in the way that grenades gets a more tactical role, you wouldn't just waste them.
Another way to do it would be to have them as a reward for players. Perhaps helping a capture gets you one or two grenades as a reward for being useful for your team. Perhaps reward one grenade for every five kills? These grenades would be equipped at the next spawn for that player (of course, this could be put in a per-player grenade stack, so that a player can carry 2-3 grenades at max).
2. More control over grenade throwing/lobbing
This has to do with the "if it's easy in real life, it should be easy in the game" view the devs have. Among the hardest things in RO (or in any game) is to measure the length of a grenade throw, or throw it a chosen distance. Most notable, lobbing a grenade a short distance is harder in RO than making a very long throw. Why not add a distance control when throwing? One idea would be to make the mouse wheel a distance controller. When I push the mouse button to hold back the grenade, show a small bar on which I can roll the mouse wheel to choose the distance I want to throw, and upon release of the mouse button it would release and throw. Right now, when I see someone at a distance I push and hold the button to throw a grenade, then I see someone closing in on me at short distance but I know I will still throw the grenade at full force.
Well just two thoughts
Yes I do play tank maps alot.Hmm, you must play tank maps right? Or otherwise you have to be absolutely joking.
My first idea on reducing grenade spam ties in with the theory behind reinforcements and dwindling equipment supplies and is therefore inherently different from the other suggestions. Easy to implement? Probably not.
Basically, everyone starts with 2 grenades as it is now. 100% Reinforcements = 2 Grenades (no matter how many deaths a player takes). When Reinforcements are reduced to 75%, each player will spawn with 1 Grenade. When Reinforcements are reduced to 40%, each player will spawn with 0 Grenades.
I think it simulates a long battle and equipment expenditure as the fighting wears on. The other bonus is the lack of spam and the fighting will become more tactical as time wears on. Also gives each team a reason to not die.
Second idea ties in with individual player deaths. 0-10 deaths = 2 grenades. 10-20 Deaths = 1 Grenade. 20+= 0 Grenades.