I'm new to Empires, so I want everyone's opinion. How overpowered is the Seismic Nade + Ammo Box combination? Last game I played, I stood on a cliff with my ammo pack throwing nades off it and across a clearing nuking their buildings. The throw distance is really far if you aim high enough. They were far too distracted to do anything. I can't imagine how quickly their base would have disappeared if someone else was helping me. I took out their Vehicle Factory, Barracks, Refinery, then spawned in another location and hid behind a wall throwing the same grenades infront of their secondary Barracks and Refinery. It ended up winning us the game, and I was the only one focusing on their buildings.
If a guy is attacking the enemy and the enemy doesn't do anything about it, shouldn't said guy be able to kill them...?
In most circumstances if your nades can hit a spot, a mortar from that spot can hit you too. It's not that engy nade spam is OP, it's just that the opposite team didn't have enough good riflemen and grens.
It's far easier to spam nades that will hit a building than for a grenadier to smack an engineer in the head with a mortar. That said, it's not often that you can destroy a building alone if an enemy is present.
But it only takes one head smack to kill an engi and it takes what... 8 nades to drop a rax assuming no one does any repairing? To OP: I thought this too when I first started playing, but it's about right in measure of effectiveness.
Random newb is right, lead dev is wrong. One single player should not be able to take down a pivotal building in such a little time.
I agree, that we need to raise building health, maybe double or triple it. On a 64 player server, buildings are a joke. But nade spam is a valid tactic imo, no need to change that.
So...saboutage? That even does it silently and with one action. Spamming seismic's from an Ammo box has been around a long time. I think they were thinking of putting a limit on nades derived from a box, but I think actually it's no big deal these days. It used to be a lot more deadly, i'm thinkin'.
There are enough script values with which we can counter that flasche, we just need to be aware that a problem might arise there. Thank you for pointing it out.
Hey hey hey! Don't forget to raise e-build if you do that please! And a little buff to it would be nice!
This is what Empires gameplay consist of. Everything you do in Empires is towards the goal of getting close enough to nade spam the enemy rax, and secondary his solider and other buildings. This is the very nature of Empires, if you look up nadespam their will be a picture of an unbuild wall, one engy+ammo box and a base and a firefight. So it is not overpowered, it is the meaning of the entire game. You really can't win one game without nadespamming.
Here some numbers, which I have collected for 2.24. I think they haven't changed for 2.25. http://forums.empiresmod.com/showthread.php?t=11938 Build barracks: eBuild: 1:42 min Engineer normal: 1:07 min Engineer normal and keep repairing when tool is empty: 1:20 min Engineer repair upgrade: 0:19 Destroy barracks: Engineer tool with repair upgrade: 1:03 min Seismic grenades: 06 min 14 seismics grenades 11 mortar 50 RPG 29 explosive grenades 12 sticky grenades Personally I think seismic grenades are ok. If a base is unguarded then it should go down.
Maybe building health should increase as player count increases? Up to 10v10 -> Normal health. 11v11 - 15v15 -> 1.5 times health. 16v16+ -> 2 times health. Probably a crap idea though, people do like things to stay consistant... and it would remove the point of sabotauge in large games...