The thing that bothers me is the cliche statement of "You are just bitchin' cuzz you got owned". It is just so terribly overused and it is usually an innacurate statement.
No man, I never used a statement like that. My comments toward skill have to do with an awareness you get after playing this game for a long time. I remember the frustration I felt when I was a beginner and a nade came sailing out of nowhere at me. It would burn me up. But since then I've played hundreds and hundreds of matches, and my ability to accurately throw and avoid nades, as well as my surroundings awareness has grown tremendously.
There came a point where I flipped the switch in my mind and said to myself, I cant let those phantom nades bother me so much, cause it's gonna happen alot. I better learn to be more aware and deal with the situation.
Also I don't really believe that you actually went outside and found a 1 1/2 pound weight and threw it onto some dinky pillow 40 feet away. 40 feet really isn't that far at all. I know people who can toss a 12 pound weight further than that.
The test wasnt to show how far they could be thrown, it was to show you could accurately hit the same spot from 40 feet. CaptRangers test. I actually did step out onto my patio and throw a dumbell weight at a throw pillow, and its very easy at that distance to hit it everytime. I would go so far as to say you could land it at a 100 feet with your target in the kill zone every single time. The test was about accuracy at distance, and I dont see what would make a nade drift or why it needs to be added. The test took me all of what, 5-6 minutes... while drinkin a brew. No time wasted to prove a point, at least to myself.
First this started out as lets reduce the nades cause people dont use them right, they throw them where they 'think' people will be (like thats a bad thing). Then it turned to lets add random flight paths. I dont see what having random flight paths at extreme distances only is going to change... you're still on the **** end of the stick, and its still gonna come your way.. soo, i dont get why they should mysteriously start drifting. Unless
you dont want to be hit behind cover while still in range of a thrown nade.. so you propose 'random,
random flight paths'... oookay, hmm.
They WERE spammed but not at long ranges. They would be thrown at entrenched targets or to clear areas at fairly short ranges, where they were most effective
How do you know they werent thrown by the dozen at targets a hundred feet out? Really, how do you
know that. And once a nade gets to its destination... aside from obvious objects between you and the nade ...how exactly does it become less effective?
You see guys, this topic is not a game breaking issue.... its
your preferences.. it's how you want the game to play. Thus, Devs, I urge you to focus on content and bugs, real issues... leave the nade loadout to the mapper and/or server owner if he wants to run a mutator, and dont make anymore changes to the nades, please.
(oh, as a side note, I completely agree on the 'people in cap zone bar' thing... it's too much info that a soldier wouldnt otherwise know, and makes the game easier)