Bunch of crybabies over here.
Everyone wants realism, yet THE most used tactic in Stalingrad was assault by massive nade spam.
The biggest problem in RO and nades is that people respawn. If you would have only one life, you wouldn't be as careless as most people are in shooters which have respawn mechanics. This combined with limited playing field and non-destructable environments are what make things unrealistic...
What's the point of saying that? Why would they ever take 30 seconds to use?? I know you meant it hypothetically but that's completely missing the point and you might as well say if you spawned with no hands they would be rarely used. Making grenades rarely used is not and should not be the goal because they were used very often. The goal is for them to be used in a realistic way.
There are 2 issues with grenades at the moment:
#1 Grenade spam - By this I mean when there's a constant rain of grenades on map choke points. This is due to map design (almost invariably because there are more players in the game than the map was designed for).
#2 Primary Weapon Grenades - this is the thing where someone 30m away sees you and pulls out a grenade and tries to airburst you while zigzagging to try and dodge fire.
I expect #1 will be fixed to an extent because of the larger scalable maps. #2 is the one I'd really like to see fixed but I doubt it will be.
Sigh, this again?
This is the solution to nadespam, if it's a problem at all.
For fragmentation grenades, make the lethal radius what it was in real life - greater than it could be thrown. This will mean players will have to throw them from in cover or else be killed by their own grenade, and they definitely will not be able to throw grenades while sprinting towards enemies without killing themself. Case in point: satchel charges. Players don't throw these things like grenades because of the risk of killing oneself.
For concussion grenades, make the lethal radius drop off sharply so that they are only effective in closed spaces, but still have a blast radius greater than can be thrown so that players will be discouraged to throw them without cover.
Scimmed through the discussion on grenades on my last break and i had an idea; What if you had to actually go and get the grenades from a crate if u wanted them? The crate would hold a set number of nades and spawn slowly like a halftrack. One man could even pick it up and carry it to a prefered position. This way none would have grenades unless they actually botherd to pick them up. so no nade spamming.
Ofcourse one man can ruin everything if he moves all the nades away to some dumb place but that is an issue with everything else as well.
hope there wasnt already a post like this, didnt see one and i check this page at least once a weak to see whats new whit ROhos.
sorry if this wasnt well written and my english sucks hard but i am still at work and i have to pee before my break is over.:IS2:
Becuase we don't think historical accuracy is more important than gameplay?I don't get you guys who complain about this tbh. Stalingrad WAS a nadefest.
Correction:Becuase we don't think historical accuracy is more important than gameplay?
This describes the bridges at Danzig, simply put. It doesnt even work that way in the second half of the map because there are multiple entrances to the second half. None of those other maps has the entire platoon all throwing their grenades at the same chokepoint while sprint jumping simultaneously either.
All of those maps you mentioned have many different places to enter and to fight from.
Kauk - you can go to the Back Route. Also, the entire team does not sprint jump nades all at once to the Mortar. Sorry, they dont. Most go to the Back Route straight away since that is the place the Germans always start with (for good reason). The Back route has two entrance points, plus part of the team goes to Mortar. No entire team sprint jump simultaneous nade carpet onto one chokepoint point here.
Krasnyioktober - Where is the chokepoint here where everyone throws their nades all at once while sprint jumping? The Courtyard and the Petrol have multiple entrances and are very spread out with no chokepoints. No grenade carpet here.
Rakowice - the first cap is fully wide open.. no chokepoint, no entire team simultaneously spamming one spot. The capzone is rather wide and fully open, you can enter from just about anywhere.
Odessa - the Square has multiple entrances including the broken up sniper building. No entire squad jump nading simultaneously here. Most split up and go into the Apartments. No chokepoint, no grenade carpet.
Lyes Krovy - Entire map? is a chokepoint where the entire squad throws its nades simultaneously on one spot? Mmmmh, no.
I play several hours at night to this day, and I'm perfectly aware of how these maps play out.. I'm not saying you dont, but there really isnt any nade carpeting going on anywhere else than the first couple of spawns at the Danzig bridges. Just throwing your nades at the usual spots does not equal 'nade spam' as I understand it to be defined.
I think you are talking about people knowing where people are 'most likely' to be, and they throw nades there - whether they jump throw them, do it 2 or 3 soldiers at a time is inconsequential.. cause as long as you give people nades - that's how they're going to use them. You'd have to remove them altogether if you want to stop people from throwing them, or nerf the crap out of them.
So what is your proposal to force people into only throwing nades while prone or standing still, behind cover, and only one soldier throwing them at a time?
Unless you can prove that in every WWII battle entire platoons threw their grenades en-masse at a predefined chokepoint simultaneously, while sprinting and jumping, it must be concluded that nadespam is unrealistic. I don't believe for a single second that the kind of grenade usage you see in RO really happened in WWII. If it really happened it was a rare thing.
Sure, grenades were used a lot in Stalingrad, but they were used to clear rooms and take out pillboxes etc.