I say make players earn grenades using a points system or something similar to that. It could reduce nade spam and players who are doing well and using teamwork get rewarded for it.
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Excellent idea! Added to the fact that some don't care about score, is that the /np forgive is completely arbitrary based more on mood, then how reckless someone is being with the grenades...And what about a server option to make TKers skip a spawn wave if they TKed in their previous life? Works really well as it even makes you really want to avoid TKing even if you don't give a **** about the score penalty.
Also a great idea, this would be an effective alternative to the current first come first serve system in managing who gets access to what, similar to America's Army...I say make players earn grenades using a points system or something similar to that. It could reduce nade spam and players who are doing well and using teamwork get rewarded for it.
IMO: would be nice to see one or two of the ideas to limit grenades / make them very powerfull tested out in the beta.
" and for this week, unlimited thermonuclear grenades!"
One thing I'd definitely like to see is more lethality of the concussion effect of grenades. So you can't hide behind a table or crate half a meter from a grenade and be safe, especially in close environments. Fragmentation effect can be toned down slightly for gameplay reasons. The M24 or M43 should be more lethal for clearing out bunkers and the like, F1's should be more lethal when used in the open.
What I'd also like to see is fragments being modelled, see ArmAII's claymore. So with a fragmentation grenade you'd actually see puffs of smoke/dirt if fragments hit walls and the like.
I was under the impression ROOST F1 grenades already modeled fragmentation. That explains why sometimes you live when you're relatively close, and sometimes you die when you're far. It just depends in you get hit by a random fragment.
Ahahaha sooo true. Nades in the mod were retarded on multiple levels.Or just give them copy of UT2k4 with RO:CA installed
Now THAT's a good idea. The devs would have to be very careful not to overdo it though.Add a small amount of free-aim to Grenade chuckin'
this will reduce the pinpoint accurate tosses of ROHOS.
On the surface that's an interesting idea, but RO already has a lot of 'features' and nerfing effects that break scale with the rest of the game and mitigate both realism and game skill. Free-aim on grenade tossing seems as much of a nerf as 'adding uncontrollable cone' to weapon accuracy, to enforce someone's idea of how a weapon should be used -- which may or may not be better depending in your perspective.Add a small amount of free-aim to Grenade chuckin'
this will reduce the pinpoint accurate tosses of ROHOS.
Free-aim on grenade tossing seems as much of a nerf as 'adding uncontrollable cone' to weapon accuracy, to enforce someone's idea of how a weapon should be used -- which may or may not be better depending in your perspective.
No, free-aim doesn't add any 'uncontrollable variable' to realistic firearms handling, it's still to scale; if you use ironsights you're weapon still shoots where you aim it.We already have free-aim on main weapons which also acts as uncontrollable variable (sort of) in weapon accuracy yet we can come up with plenty of reasons from realism point of view why it is in and should stay in.
Incorrect, a grenade has no ironsights in the real world or in the game to mitigate the effecs of free-aim, where you look in game is where you aim and approximate a center of aim and a complex ballistic trajectory; and even that's an approximation.Adding small free aim for grenades is realistic for several reasons and is not gamebreaking, presuming it's done carefully.
No, free-aim doesn't add any 'uncontrollable variable' to realistic firearms handling, it's still to scale; if you use ironsights you're weapon still shoots where you aim it.
Incorrect, a grenade has no ironsights in the real world or in the game to mitigate the effecs of free-aim, where you look in game is where you aim and approximate a center of aim and a complex ballistic trajectory; and even that's an approximation.
And that's realistic as far as it goes; in real CQC you at least try and use your weapons sights, or will hold it in close aim where you're looking over the sights -- and all other things being equal the man who is better aimed will prevail.That is if we're presuming that we would use freeaim to engage targets at range, which is not the case. Where it becomes uncontrollable is in close quarters when you can run into such situations fairly frequently that you have time to point your weapon somewhere and shoot but not enough time to really start 'aiming' around properly in RO. Everything looks from perspective point of view you would hit dead on your target from point blank range, yet you missed by few pixels and you're dead, unless you have plenty of experience hipshooting regarding ingame terms.