I have little idea for fix nade spam problem; Whenever any class use granade or mortar, they wouldnt be possible grab it granade/mortar shell for next 15 sec; If riflement throw sticky, he must wait 15 sec, before he can grab it new one. If engy spawn (like in APC or rax), he can take new granades, but if he throw one, he must wait that 15 sec delay before he can grab it new one; Good thing: no more nade spammers on district; :D no more one engy destroying whole base from 1 ammo box; Bad thing: decrease effectivity scout sticky/riflement on escort simmilar maps; (but we can think about "expection" for sticky granades)
what about changing classes on flag maps? you can change your class on tehse maps to get grenades again to spam.. *spam* change class *spam* change class *spam*
Now that rifles are powerful again, the solution to HE nade spammers is to rush in and kill everything. *evil laughter* And now that tanks have infinite ammo, there's no reason to complain about Engineers throwing infinite seismics! *propaganda* Also, throwing one sticky grenade or shooting one mortar every 15 seconds would *obscenity* your *mother*. They aren't even overpowering as it is.
so you run up to buildings to decon them? GL, HF ... but i guess you are just the same kind of riflewhore like all the other who suggest to nerf engineers and grenadiers. nadespam does not need fixing, infact its VITAL to empires gameplay - end of discussion.
If you cant get close to a building what right do you have to destroy it, damage it perhaps, but not outright destroy it despite repairs.
Even if a commander reacts after the first nade (or 2 in my example), people killspawning to protect a rax being hit by 2 nadespammers won't get there in time. I.e. even if they killspawn after the first pair of nades hit, they usually aren't quick enough to stop the building going down. But the thing is, what would we do without seismic nade spam? You might complain about it, but it's a surprisingly easy and interesting way to take down buildings. I mean, most other games have you camp a spot or just take stuff down, but at least here you're in the open, arcing grenades. Don't get me wrong, it's still pretty boring, but there aren't that many better solutions I can think of off the top of my head. But HE, concussion and smoke nadespam all suck.
That would just make taking down buildings harder, making assaulting bases more homo. But don't get me wrong, I have fucking jackshit on this in terms of ideas.
its the solution that'd be on hand? only thing is, turrets should still only take 3 nades to go down, idk how much health they have and how much dmg a conc nade does. maybe tweaking the buildings hp would be a possibility too (like upping rax healt a little) but a few engies can outrepair any damage forever already ... idk either ... im confident you can find a solution
As I said, jack fucking shit. Nadespam is one problem I just have no idea how to fix. And every fix I've seen people claim is the way forward, is also shit.
how about make the animation for smoke, concussion, HE grenade.. unnecessarily long? lol maybe do some cool tricks that would cut down the spam rate by half.. for example, twirl the grenade, then catching it and pulling out the pin and then throwing it. or making them pull a safety pin, and then taking out the pin, and then throwing it.
why not make it like anti password spam every following nade throw should have a constantly increasing cooldown for the next nade to throw that way you could throw one or two nades rapidly but nadespam would have an increasing frequency over time
Those are arbitrary reasons for why it would slow you down. However, that did give me one idea. What if throwing a nade used up stamina. 0 stamina = can't throw, etc. I mean, it's not great but, it might work. It's an idea at least.
hmm i dont think that would still work for engineers trying to solo a racks. i would say, stamina = range that you can throw it. i suggest primary fire = stamina secondary fire = no stamina needed that way, people can spam all they want, but theyd only smoke themselves. engineers.. its a so-so situation. sometimes you need to snipe throw the nades at long range.. sometimes ur right next to the enemy racks. i dont know.. it just seems like engineers will lose its role as a 1man wrecking crew of buildings @_@
You have to bowl seismics because they're freaking huge. They don't explode until they hit something, but can be shot down whilst they're travelling to their destination. Means you can start bowling from a distance and make 5 seismics hit a building at the same time. New type of ninja arises!