IMO the best solution against nade spam is improving the maps. Less chokepoints = less nade spam.
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^IMO the best solution against nade spam is improving the maps. Less chokepoints = less nade spam.
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A :IS2: for you sir!
Also, add in:
1) free aim for nades so people can't snipe with grenades
2) slightly randomize the fuses so people aren't cooking nades to explode as soon as they land
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Also, add in:
1) free aim for nades so people can't snipe with grenades
This. Randomized fuses are reality. People perfectly cooking every grenade is ridiculous in every game where it happens. Best thing Call of Duty 2 did to the series was disallowing cooking. (Ofc they modded it in. :E)
Disagree. In real life, with enough training and practice, you would be able to throw grenades pretty accurately.
Exactly, free-aim doesn't mean that it will be impossible to throw nades accurately, but you do have to familiarize yourself with the system in order to be highly effective with them. The same principle applies to every other weapon in the game that uses free aim; at first it's difficult to use the weapon, but once you get more used to it, it becomes much easier.Disagree. In real life, with enough training and practice, you would be able to throw grenades pretty accurately. (Unless you have no hand-eye coordination at all, in which case you probably are going to fail as a soldier).
well the free aim idea is to lessen the amount of nade sniping, and the slightly randomized fuses is to prevent precision nade cooking. But the only thing that will prevent nade spam (or at least lessen it) is map design... clusterfjorky capzones like danzig bridges is a perfect example of how map design can encourage nade spamthe harder it is to aim with a nade, the more likely someone will spam them, as it is gonna be more effective at a random nade-spam in a general direction, than as a precision tool made for clearing out defending enemies in an specific position.
So I don't understand how could free aim in nades would improve the situation at all
well the free aim idea is to lessen the amount of nade sniping, and the slightly randomized fuses is to prevent precision nade cooking. But the only thing that will prevent nade spam (or at least lessen it) is map design... clusterfjorky capzones like danzig bridges is a perfect example of how map design can encourage nade spam
I hope that grenades get somewhat limited to perhaps one grenade per person in territory mode. Sure it can be realistic to carry 6, but it IMO just makes the game less fun.
Fedorov said:the harder it is to aim with a nade, the more likely someone will spam them
As long as information is simply and people obtain clear feedback systems will generally stabilize. Due to the self conservation in humans.
Considering how often people don't read manuals, even simple FAQs, stickies or anything on almost anywhere when it comes to online activity, I wouldn't really count on that
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A :IS2: for you sir!
Also, add in:
1) free aim for nades so people can't snipe with grenades
2) slightly randomize the fuses so people aren't cooking nades to explode as soon as they land
3) Make a very small percentage of nades duds
but a suggestion for that would be to slightly reduce grenades' kill radius.
Right there, RIGHT there. Play DH. I know you all hate it for whatever reasons that I can't comprehend, but play it for a single day. They toned down grenades substantially, sometimes maybe a little too much, but they did. And what has happened because of it? Grenade spam and blind throwing has VIRTUALLY CEASED TO EXIST. The only time people use their grenades it to clear out small rooms and tight little hard-to-reach corners.
Like they should.
This is in contrast to constantly running into a Russian who, lo and behold, has a grenade in their hands because people rely on them so irritatingly much. I don't know how you lot would feel about losing your nuclear hand grenades, but if HoS toned them down to about mid way between RO and DH, I'd view that as an excellent compromise.