Grenades are currently balanced taking nadespam into effect... this is utterly horrible... kill nadespam through making engineer chests only giving bullets, not grenades. Then increase the power of grenades appropreately so they become a tactical choice, not something to be spammed. The only grenade not balanced for nadespam is the sticky, due to its short range. And those are astronomically more fun to use and actually used as nades instead of building kill/infantry kill rainbows. 3 engineers tossing all their seismics on a single barracks (but have to get close enough to make em count) should take the rax out. Now it litterally needs douzens due to them being balanced for death rainbows leading to situations where people do nothing but press E on a chest and trow behind a wall while others repair the rax... so both staring at walls trying to fill or empty percentages instead of actual gameplay and risk...
I was think of this other day, preferably nades should be balanced by giving classes more base nade count while considering ammo upgrade. Like instead of buffing the ridiculous riflemen sticky nade make them do slightly less damage but get 4 of them base, he is not a bloody anti tank class. As for engineers they could take ammo increase but I will admit its not very conventional so they may need 1 to 3 extra nades by default, hard to say because they can do much more damage when used more effectively such as thrown between multiple buildings.
What... but grenades are limited by the speed you can spam them from an ammobox... not your inventory size... Your points become valid once nadespam is killed but before that its preposterous to even suggest this would influence things besides make them useless.
Similar suggestion here: https://forums.empiresmod.com/index.php?threads/ammo-crate-supply-limitation.20355/ But yeah, I do agree that some sort of limitation mechanic is needed.
Well that is what I was thinking if creates gave no grenades so yeah, sorry if I worded it strangely.
You could also either make throwing grenades cost stamina or add a short animation for taking ammo during which you cannot use weapons/throw grenades.
Well, I've never seen any ammo taking animation in any hl2 game so... may be hard. And using stamina to throw a nade would make sticking tanks even harder.
The stamina drain could be applied to only HE, concussion and seismic nades and you would get a full ammo refill (except HE, concussion and seismic nades, perhaps only 2 or 3?) from a single refill. Let's say the animation takes 3 seconds to play, that would still effectively be faster for the gren to refill ammo than the current way. Granted, he has to stop shooting for a while which prevents him from spamming aswell. Other than that, perhaps you could slow the speed at which you get grenades from ammo crates (for example 1 for every 3 uses), but I don't know if that is even possible to implement.
Suggestion; throwing a grenade takes half your stamina, no matter which one it is. double the power of all nades not stickies, give stickies 50% more oempf (1hitting lights if the light only has a single plate is reasonable, idgaf what you guys think) limit normal grenades to 2 pp limit big grenades to 1 pp reloading of grenades only at death, apc, or armory. thats doable now with scripts and minor tweaks of the game. lets make it and do a pug see what happens. if you disagree you are infil.
So the problem is Seismic Grenades? Why are Explosive Grenades a problem? In any case yes, respawning, armories and APC should be the only ways of refilling throwables. BY TAH WAY. I don't really like Seismic Grenades. I get how Engineers can/should/must be able to harm enemy structures and I agree, but why from distance? I would prefer if they were replaced by remotely detonated Seismic Devices, so they would have to get close to plant them, possibly after fighting any resistance. = 1.Less grenade spam 2.Planting explosive is cool. Also it makes sense to me that stickies are so strong, Multi-purpose explosives; Vehicles, Structures, good for urban areas.
REMOTE DETONATED EXPLOSIVES WHEN i even suggested that but got no feedback, and now you post about this or just make sticky seismic, to make them harder to use or something
Lrddz, I thought of mentioning dickstrict, but then I realised I don't care about district. There are other solutions to stop grenade spam in district. district. Avatarix, remotely detonated explosives have been suggested in the past. by me. be like ohmaigawd
Actually, just remove the grenades from the engineer class and have it rely on the calculator to destroy structures. Maybe make it a bit better at deconstructing, but that way the engineer needs to be up close with the structure to do any damage and move it more into a support role, which it should be IMO.
'escort like' chokepoints (there are other, normal maps that have it too) where a rifle just nadespams a corridor with EGs while another picks off whoever gets through 'alive'. Remove engineer grenades could actually kinda work