Nadespam limiting idea

Discussion in 'Feedback' started by Private Sandbag, Aug 26, 2007.

  1. Private Sandbag

    Private Sandbag Member

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    This could be an interesting implementation to make nadespam a bit less common (as it's a lame tactic that deracts from the atmosphere from the game)

    throwing your third nade without a pause, and from then onwards, deplete 1/5 stamina

    when not depleting stamina, nades are thrown as standard, as is designed for their "intended use" (i.e, as they would be used in a war)

    when depleting stamina, they take 4/3 as long to "recover" after throwing a grenade (i.e, the pause between ending firing a grenade and being able to throw the next one increases by 1/3) to throw the next grenade

    the less stamina you have, the less far your grenades can go

    when out of stamina, grenades are thrown half the distance, and, it takes twice as long between throwing the first to throw the next one.
     
  2. Broccoli

    Broccoli Member

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    Yup, I like it. A simplified version of this: throwing grenades uses stamina, and the distance a grenade travels is proportionate to stamina remaining.
     
  3. knighttemplar

    knighttemplar Member

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    I like sandbag's idea too, but is this still a problem on conquest maps?
     
  4. Dubee

    Dubee Grapehead

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    this like the overpowered gren issuse is only a problem on district.. from what i've seen.. but i do like this idea
     
  5. MOOtant

    MOOtant Member

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    Nade spam isn't *THAT* bad on district. Solokiller could add roof/buildings now to make it even more 3d. :) (yes, takes time...)
     
  6. Awrethien

    Awrethien Member

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    Yes the nadespam isnt that bad now. And what is it with wanting to make everything use stamina?:confused: about the onlything I think would be nice is more building to building options instead of it all being in the street..:D
     
  7. Shinzon

    Shinzon Member

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    rofl... thats true... everything in Empires takes stamina... I bet it also takes stamnia to take a leak; I mean you gotta undo your pants n all...

    But I do like creative use of a "Mundane" feature though :p
     
  8. Broccoli

    Broccoli Member

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    Well last time I played district BE had a couple of riflemen who just spammed nades constantly. And I'm not kidding, literally for the whole match. Considering the only counter is to run away, NF didn't stand a chance other than to start spamming nades back, or retreat. Either way, it makes a crap game for them.

    Throwing something IRL takes effort, so why shouldn't it take stamina in-game? It regenerates at such a rate that no legitimate use of grenades would be impeded, but it would stop the constant spammage that is not fun to play against.
     
  9. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Here's a quote from HSM, which I believe is completely correct on this issue:

    Nadespamming is indeed an issue with emp_district. Why? Because the chokepoints are so incredibly dense. Do you see nadespamming in the buildings often? I haven't. Sorry for the condescending tone, but making this map a bit more dynamic by making more buildings accessible and intertwined (unless this is impossible by map / engine limitations) will easily fix this nadespamming issue.
     
  10. Private Sandbag

    Private Sandbag Member

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    well, I was picturing other sorts of nadespam too, like when someone sits on top of a cliff and chucks loads of grenades onto the base below.
     
  11. Chahk

    Chahk Member

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    Exactly. Like a lone engie taking out half a base from behind a wall, with a single ammoz crate, in under 30 seconds.
     
  12. MOOtant

    MOOtant Member

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    Team doesn't care about their base then if they let an engineer like that (cameras, turrets, vehicles). I like that you can for example take barracks down with 5-6 engy nades but you need to sneak into the base. And sneaking there is usually pretty hard. (it was changed recently by squad hide)
     
  13. Private Sandbag

    Private Sandbag Member

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    It's not so much gameplay breaking as just looking a feeling like a lame tactic.
     
  14. Evan

    Evan League Commissioner

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  15. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Well, the engineer is anti-building :p And letting an enemy engineer that close to your base isn't very smart, and just dispatch a light tank, rifleman, grenadier or even a fellow engineer if you're under attack. And at least grenades don't have a ridiculous range like rockets.
     
  16. unconnected

    unconnected Member

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    Well at least the nade reload speed was greatly reduced since 1.07, I think that did wonders to reduce the amount of nade spam that was going on, although it definitely still does happen. I like the idea of it taking stamina, I mean it might take 4 nades(enough to take down a turret)before you were dead tired but at least there would be big enough pauses(unless 2 rifles times it properly) to move in and take out the cheap bastards.

    No doubt the funnest district/escort games I have played have been when there have been no nade spamming, but it is just a tactic like any other and there are counter-tactics to combat it. Just like the whole APC rushing topic going on now I think the biggest problem is that people just don't come up with a good counter strategy and start to whine. I mean if you got to grens and mortaw'ed the shit out of the area the nades were coming from and then followed in with rifles the problem would go away fast enough..... But then we might have to complain about mortaw spamming too :)
     
  17. Private Sandbag

    Private Sandbag Member

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    and the idea, in detail is that your first one (or two, depending upon how we decide to balance it) nades that you throw don't do any stamina damage, so normal use won't be effected at all.
     

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