Suggestion: Ammo Box Change

Discussion in 'Feedback' started by Onea, Jul 14, 2006.

  1. Onea

    Onea Member

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    Problem: Grenade spamming is over-powered and not fun.

    Requirements: To eliminate grenade spam, while still providing grenade ammo from ammo crates.

    Solution: Allow each ammo box to only provide 1-3 grenades to individual players per death. Once you die, or some set period of time has passed, you can get more grenades from the ammo box.

    Without knowing internal workings of the code, each ammo box would be assigned a specific ID number. A variable would be added to each player that tracks how many grenades they have received from a certain ammo box. This variable is reset on death. ID numbers would iterate and never be reused to eliminate possible bugs.

    Any questions or suggestions?
     
  2. Destroyer224

    Destroyer224 Member

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    Yeah, if an engeneer goes out and nades a turret or two and a ref to death, then pops open his ammo box and finds out he cant get any more nades until his death, i dont think he's going to be very happy...

    Maybe they should tone down the rate at which the engineer's ammo box replenishes ammo. The armory ammobox/healthcrate should still give you ammo at the same rate, but the engineer should only give you one 'helping' of ammo about every 1.5-3 seconds. Naders can throw a nade about every second, so they'll start running low on nades after about 5 seconds and only get another nade once every 1.5-3 seconds.

    After all, the engeneer hauls that ammobox around with him, it shouldnt be overloaded with grenades :P
     
  3. MrBojangl3s

    MrBojangl3s Member

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    I don't really like the set amount of nades per death, because that limits more then nade spam. I just say limit the rate of ammo on Engineer's boxes that can give you. Or, just limit the rate it gives out grenades. Then, if you are out and the field and need bullets fast, you can get them. Don't count on getting 5 grenades really fast though!

    That seems pretty good, right?
     
  4. Onea

    Onea Member

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    Thats kind of the point of getting rid of grenade spam isn't it? I consider it "grenade spam" if an engineer whips off 10 grenades to kill multiple turrets. Who cares if he's happy? Getting multiple grenades is currently unbalancing. We are trying to fix that.
     
  5. Wereaser

    Wereaser Member

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    I still don't see what's wrong with people having grenades(only map this has been a problem is emp_district402, which will be reworked at some point)... I think I've already seen couple of threads about this one.

    Why do you hate the engineers so much(you being a plural)? Why is everyone out to nerf them?

    And no I'm not playing only engi. I'm playing all the classes except for scout(it's lame).

    "Oh my god an engineer destroyed three turrets with his anti-building grenades! Let's take his grenades away! They're way too powerful and unbalancing the game!"
     
  6. mr_quackums

    mr_quackums Member

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    i am all for the feild ammo boxes to refill at a slower rate than armory ones. what about preplaced ammo boxes in escort and district?
     
  7. Miss Mary

    Miss Mary Member

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    agreed
    the field ammo boxes refill too quickly imo
     
  8. knighttemplar

    knighttemplar Member

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    yeah, is gren spam a problem on non district maps?
     
  9. Wereaser

    Wereaser Member

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    Am I the only one who absolutely hates the low fill rates with improved ammo(yeah, I know you get double the ammo, but the starting ammo should be higher with improved ammo)? It takes ages to fill your pockets with ammo...

    And I don't think that gren spam is a problem on any of the standard maps. Only in emp_district. :) Even emp_escort plays without nadespamming problems.

    Consider how long it will take to refill in the field where you need the ammo ASAP, if you go and nerf the fill rates... It will be goddamn annoying.

    EDIT: Also, it take hell of a lot of time to 'nade a refinery to death. It's much faster to decontruct it and then 'nade it than only 'nade it.
     
  10. knighttemplar

    knighttemplar Member

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    yeah, you need a multi-facited approach to taking down buildings. People who nade spam are really just uncreative.

    WWMD? What Would Mcguyver Do? We really should be able to toss one nade at a cliff and cause a landslide to take down that Ref.

    What if Ammo crates had a total limit of ammo? When you point at it, you see how much of each it has left. Actually, nevermind that's a terrible solution.
     
  11. Wereaser

    Wereaser Member

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    They already stay only a certain time and even after that the engi can't build new one for a minute. :) A lot can happen in a minute(and usually does).
     
  12. knighttemplar

    knighttemplar Member

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    I know. It doesn't change my argument, but my argument was stupid anyways. I've really never encountered a problem with nade spam on normal maps
     
  13. Wereaser

    Wereaser Member

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    :) Your argument is the same as mine. :D Let's not argue.
     
  14. pixelized

    pixelized Member

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    If an engineer has time to nade spam stuff the other team isn't doing their job.
     
  15. Onea

    Onea Member

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    Grenade is a universal POTENTIAL problem

    So we agree that grenade spam is a problem on District and Escort? If its a problem, then it needs to be fixed. I'm also going to have to disagree with you about it not being a problem on normal maps. I'm suggesting the fix because I MYSELF have abused it and realize other people can do so as well. It might not be horribly abused right now, but that doesn't mean it won't be in the FUTURE. Also, unless I'm mistaken, what you change for one map will have to be changed for all other maps anyway.

    Furthermore, none of you have offered a better suggestion on how to fix it. What are some of the negative consequences of my solution? I saw one "engineers don't need grenades removed!" Please note that with my solution, you'll still get 4 grenades per death. (2 start and 2 from box)

    Engineers currently are anti everything. Smg+MG turret+Walls for infantry. If noone on the enemy team is around, you are a one-man wrecking ball. With an ML turret and grenade spam, I can wipe out any number of turrets in close proximity AND a refinery in less than a minute. Doesn't that seem a little overpowered? Compare it to other classes...
    Rifleman: Can't kill buildings. Slightly better against infantry.
    Grenadier: Can't kill nearly as fast, bad against infantry, runs out of ammo after killing one refinery.
    Scout: ...worst class ever.

    Well?

    edit: grammar
     
    Last edited: Jul 15, 2006
  16. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Are you kidding me? Riflemen will wtfpwn infantry from right about any distance, ESPECIALLY in close combat. 3 bullets and you're gone. At a firing rate of 1080 bullets per minute, you really don't have much of a chance.
    Also, their grenades are still quite effective against buildings, and they can take down turrets, buildings AND engineers trying to repair them in one grenadespam.
    Is ok against infantry on district and escort, which are the nadespam maps (although I hardly see it on escort). Has MINES. Seriously, they do 110 damage, they will instantly kill infantry and he can lay out 8 of them, enough to destroy a fully armoured heavy tank.
    I really can't say I don't agree with you.
     
  17. Ganks

    Ganks Banned

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    yep.

    Btw you shouldnt fear engineers with nades

    Fear riflemen with nades & engineers following him.


    "OMG NADES ARE OVERPOWERED!" :rolleyes:

    Whatever lol... group up next to your flag a little more. Maybe next time ill get 150 nade kills instead of 75.

    If you die its your own fault. Btw any class is the worst class ever if you suck at it.

    Now if only we could stop people from hacking... :rolleyes:
     
    Last edited: Jul 15, 2006
  18. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    People try to "nerf" the engineer for the same reason they try to nerf the Scout, his job is, *ahem*, NOT TO FIGHT!

    He has a pistol and SMG for self-defense, and seismic grenades "in case", I think the SMG should be alot weaker, it's not supposed to be a killing weapon, it should be used to defend, and chase people in cover so you can get away.
     
  19. knighttemplar

    knighttemplar Member

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    Well, i'm not too upset that some of the classes aren't that good at taking down a building. If I gave you a couple of frag grenades and an assult rifle, I wouldn't expect you to take down a building.

    I think that engi smg1 accuracy could be turned down a bit, but regardless, everything has a counter now.
    It's not cause engis are overpowered, it's cause the other team isn't doing thier job. If no one is around, you shouldn't really face that many problems being a wrecking ball. If anything (like infantry or a tank or arty or blimp) show up, you're likely dead.
     
    Last edited: Jul 15, 2006
  20. Slithzerikai

    Slithzerikai I for one am glad the NF SMG 3 is gone

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    In above example, a Scout shouldn't be meaning you're dead... Yet people seem to grow adjusted to the Scout Rifle abuse.
     

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