Adressing the nade spam problem?

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<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
155
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Running into a mushroom cloud
have some nades be duds = good idea
free aim for nades = great idea
slightly randomized nade fuses = even better idea
don't have capzones in chokepoints(yes im looking at you danzig bridges) = best idea of all

and a side note, maybe remodel nades to have different damage patterns, so german sticks cause damage in a sphere shape with less damage as you get further away, and for russian nades, have individual pieces of shrapnel that are flung in a somewhat random pattern with each piece having the power of about a pistol round, so if you are hit by multiple pieces of shrapnel, you are way more likely to die, and it will allow for individual fragments to cause specific damage to body parts like legs or arms, rather than just general damage like in RO:OST
 
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PETERPANs

FNG / Fresh Meat
Jul 10, 2009
505
106
0
Best example is kaukasus map, where soviets could kill you by nades when you spawn.

I think that nade spam is problem only if we talking about spawn killng.

Its not problem to die sometimes by nade after you spawn. Problem is when same guy get 110 kills by nades in spawn area.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
2,774
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The problem is that people throw their nades randomly, waiting for possible kills in the general directions they know enemy will use, just because they've memorized the maps, and they do it every time they spawn.

In my opinion, there should be less nades and with more class limitations, or a randomization in that. So nades become precious thing, and they'll be used more wisely, and the volume of nade spamming in the map will be reduced to a more realistic level
 

Apos

FNG / Fresh Meat
Dec 3, 2007
1,749
1,436
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Europe
www.enclave.pl
I re-think grenade issues and I really hope maps in HoS wont be so small to make possibility to use pixel-throwing nades. Let me explain. For example in Call Of Duty 4, on many maps clans find out places where throwed nade can kill enemy on other side of the map. It is bit similar to kaukazus issue, but as you know most of CoD maps were small and that was usually the opening tactic. To throw nade in first 3 seconds on the specific point and kill half of other team.

edit: same problem happend in Americas Army with grenade lauchers, but its diffrent story, diffrent times and weaponry.
 
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<*>Nora The Martyr

FNG / Fresh Meat
Sep 30, 2009
206
29
0
have some nades be duds = good idea
free aim for nades = great idea
slightly randomized nade fuses = even better idea
don't have capzones in chokepoints(yes im looking at you danzig bridges) = best idea of all

and a side note, maybe remodel nades to have different damage patterns, so german sticks cause damage in a sphere shape with less damage as you get further away, and for russian nades, have individual pieces of shrapnel that are flung in a somewhat random pattern with each piece having the power of about a pistol round, so if you are hit by multiple pieces of shrapnel, you are way more likely to die, and it will allow for individual fragments to cause specific damage to body parts like legs or arms, rather than just general damage like in RO:OST


quoted for truth.!
 

SturmSS

FNG / Fresh Meat
Aug 31, 2007
93
2
0
What I find annoying is that when I'm dug in and start shooting at an enemy - when in real life the soldier would value his life and similarly get down, what people tend to do is just keep running towards you, pop out a grenade and even if they get killed it doesnt really matter to them as long as you die from their grenade.

I think that a simple solution is that if you can throw back a grenade then what would be the point in continually spamming them, if they're just going to get spammed right back to you?
Its like shooting at a wall that reflects your bullets back to you haha
(assuming that the recepient of the grenade throws it back and does a good job of it)
 

<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
155
0
Running into a mushroom cloud
the real problem with throwback nades is that they are often cooked so that they explode as soon as they land, and even if the fuses are slighly randomized, people will still be able to get a rough approximation of how long they have, so nades will still be cooked to explode before the player has time to throw them back
 

VariousNames

FNG / Fresh Meat
Aug 6, 2009
1,226
521
0
have some nades be duds = good idea
free aim for nades = great idea
slightly randomized nade fuses = even better idea
don't have capzones in chokepoints(yes im looking at you danzig bridges) = best idea of all

and a side note, maybe remodel nades to have different damage patterns, so german sticks cause damage in a sphere shape with less damage as you get further away, and for russian nades, have individual pieces of shrapnel that are flung in a somewhat random pattern with each piece having the power of about a pistol round, so if you are hit by multiple pieces of shrapnel, you are way more likely to die, and it will allow for individual fragments to cause specific damage to body parts like legs or arms, rather than just general damage like in RO:OST


I would also like to QFT this, adding merely the suggestion that throw distance should be reduced compared to Ost....

and a small qualification that perhaps individual shrapnel modeling would be a significant server-side processor load :(

Also, I think that as per in game description, stick grenades should have increased throwing distance merely relative to their frag counterparts.
 

VariousNames

FNG / Fresh Meat
Aug 6, 2009
1,226
521
0
the real problem with throwback nades is that they are often cooked so that they explode as soon as they land, and even if the fuses are slighly randomized, people will still be able to get a rough approximation of how long they have, so nades will still be cooked to explode before the player has time to throw them back

However, if you recall from Saving Private Ryan, German soldiers are too stupid to cook their nades, and will continue to throw them uncooked at convenient locations for Americans to pick them up and throw back until they are all safely eradicated, and the good American soldiers can continue the fight.
 

<animal>INSTINCT

FNG / Fresh Meat
Aug 20, 2007
471
155
0
Running into a mushroom cloud
However, if you recall from Saving Private Ryan, German soldiers are too stupid to cook their nades, and will continue to throw them uncooked at convenient locations for Americans to pick them up and throw back until they are all safely eradicated, and the good American soldiers can continue the fight.

Yes of course, how stupid of me, those silly Germans!:D
Will people who are dual wielding papasha's still be able to throw back the nade? or will they have to punt it like in MoH Airborne?:p
 

Poerisija

FNG / Fresh Meat
May 15, 2009
617
800
0
Yes of course, how stupid of me, those silly Germans!:D
Will people who are dual wielding papasha's still be able to throw back the nade? or will they have to punt it like in MoH Airborne?:p

Those same germans also tankrushed a tiger into a town shouting kekekeke and tried to melee the americans with their KAR98k's.

The most overrated war-movie. Ever.