Nade spam solution

Discussion in 'Feedback' started by QMAN, Dec 24, 2010.

  1. Trickster

    Trickster Retired Developer

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    Yeah, it does seem sucky. Idk a way around it. I don't like stamina the way it gets hammered atm.
     
  2. Deiform

    Deiform Member

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    Yeah you ignore my awesome idea that would bring back the fun in Empires. You keep thinking of a boring alternative, who wants fun right?
     
  3. flasche

    flasche Member Staff Member Moderator

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    but the only way to change it is to tweak damage values and health if you dont want to end up with an arbitrary, unimaginative mechanics ...

    i dont mean to diss your suggestion deif, but bowling? will it support a playstation move controller? :P
     
  4. Trickster

    Trickster Retired Developer

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    I only like Deif's controller if it can knock over infantry.
     
  5. Xyaminou

    Xyaminou Member

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    1 word : Retarded!
     
  6. Deiform

    Deiform Member

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    Yeah man, or the Kinect. Or make them seismic javelins.

    You mean arbitrary unimaginative mechanics like limiting the amount of ammos you can take in a certain time period?
     
  7. Xyaminou

    Xyaminou Member

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    Why are we argueing about that? Riflewhore's nade spam are only boring on district but it's not a classic Empires map so who cares? Remove district and you got it fixed!
     
  8. flasche

    flasche Member Staff Member Moderator

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    u already can only take so many nades per time unit anyway ...
    and 15seconds per nade is forfuckingever ...
    we have tanks that let ammoz appear in thin air, but guys that need half a day to take a nade out of a damn box?

    yeh its unimaginative and arbitrary, the current speed is good, it feels good ...

    (also what xya said, though HE nadespam actually is not so bad on certain classic maps too, there just are no preplaced ammoboxes making it a tactic you can rely on)
     
    Last edited: Dec 26, 2010
  9. -=]Kane[=-

    -=]Kane[=- Member

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    Seismic spam is in no way OP, if you loose some building by a seismic spammer, it was most likly unused anyways, but it's essential for a dynamic game play to be able to kill unused buildings w/o enemys spawning around you long before you archieved anything,
    HE spam is countered by the more deadly infantry weapons,
    grens have far to much mortar ammo to make it actually worth to care about "ammoboxmortarspam"

    concussion and smoke nade spam on the other hand ... brrrrrrrrrr ...
    I would say to restrict these 2 nades to 2 nades thrown then you have to wait 10 sec (concusion) and 30 sec (smoke) to throw more


    @flasche, I think he meant a waittime of 15 sec after throwing a nade,
    like in "throw nade" "wait 15 sec" "start picking up nades from the ammobox" "throw moar" "repeat"
     
    Last edited: Dec 27, 2010
  10. flasche

    flasche Member Staff Member Moderator

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    same thing ... not grabbing the next nade would be equally dumb and unimaginative (especially when its different between nade types) :rolleyes:

    an ammobox with a limited ammocount would be a not unimaginative, but shitty - since it would lead to a lot of whining, bitching and other drama i dont even dare to imagine - solution too.
     
    Last edited: Dec 27, 2010
  11. alucard13mmfmj

    alucard13mmfmj Member

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    the only solution is to change how ammo box works..
    1) you can increase the time it takes to drop another box and reduce the time the box stays before dissapearing.
    -there will be spam, but can only spam for a certain time period
    2) make ammo box have HP that is vulnerable to attack
    -can spam, but enemy can spam back.. if both sides spam grenades, the ammo box on botht side will go bye bye.
    -when engineers solo buildings, they dont face too much opposition, so ammo box would be alive for them to spam siesmic.
    -combine with suggestion 1 so engineers need to think on where to place ammo box
    3) when change class in barracks, flag, or armory, the person will not get any ammo and must obtain ammo from ammo box (to prevent flag class changing + spamming nades)
    4)
    5)
     
  12. flasche

    flasche Member Staff Member Moderator

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    ad 3.) how would 1 rocket and 3 mortars and 2 mines plus full pistol ammo translate into rifleman with lets say NFAR and stickies?

    and ofc i like the idea of destructable ammoboxes, why did that never happen again?
    just because guys lost themselfs in an argument over if it should do damage upon destruction or not - or was there some additonal reason?
     
    Last edited: Dec 27, 2010
  13. Empty

    Empty Member

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    Mostly none of the devs really saw it as a vital addition so it didn't get added.
    Mappers just need to put engy restriction brushes on refs.
     
  14. Deiform

    Deiform Member

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    That's a good idea, especially if you make them explosive (like they are likely to be). Makes hanging around an ammo box more risky. Do you stay near the ammo box and spam nades, or move away when you throw your stash before running back for more?
     
  15. blizzerd

    blizzerd Member

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    seismic range halved somewhere in between sticky and normal nades, power increased to 1hit a turret if exploding right next to it and only carry 1 or 2 around

    setting up an ammo-box too close leaves you vulnerable to attack hahar
     
  16. alucard13mmfmj

    alucard13mmfmj Member

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    3) it would affect all classes.. thats what the damn armory or ammo box is for =(..

    i assume grenadier needing to reload mortar/grenadier after changing to grenadier is done for a reason? :P

    it just seems (i dont know if it is) easy to just add HP to ammo box. you can spam all the god damn nades u want, provided u find a good placement that wont get spammed back. i think the explosion should have a radius of a nuke lol.. well just kidding, maybe like a HE grenade or HE cannon. i also assume there will be 2 types of ammo box.. engineer (with hp) and mapper (no hp)

    4) i can find a loophole and spam nades without ammo box.. just change class at flag (on district) and spam nades. i can spam endless smokes.. just change class, but im sure thats common knowledge.
     
  17. zenarion

    zenarion Member

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    I don't think I've ever encountered concussion or smokespam.
    When does that ever happen? On district or escort?
     
  18. alucard13mmfmj

    alucard13mmfmj Member

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    yes, we will change gameplay slightly to make district more bearable and more skill oriented lol.
     
  19. flasche

    flasche Member Staff Member Moderator

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    yeh but the point is, if you dont get default ammo when changing class (= reloading nades) then youll have a problem tranlating it. how many bullets is one rocket or mortar worth? and even if you cannot repick your class like atm and get fully loaded, you can simply gren - rifleman -gren for example and run into either the you start fully loaded "problem" (as it really isnt) or that you have to somehow convert the ammo types ...

    also, lol, dont start the discussion on if ammoboxes should explode and damage people or not again. lets just all say that we please would like them destructable - that alone would help a lot with all kinds of nadespam (including seismics without nerfing them too much)
    i think is one of the best approaches we have currently ...
     
  20. -=]Kane[=-

    -=]Kane[=- Member

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    District mainly, and if it occures it's pretty annoying, smoke lags you out and concussion just gets you spawnkilled on the last BE flag on district f.e.

    Luckily ppl aren't stupid enough to smoke spam that much during com maps, because sticky stuns are far more usefull and you still need an ammobox to spam nades, that doesn't mean it wouldn't happen once in a while, though.
     

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