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QuoteQuote from: -Major- on November 05, 2008, 01:33:48 amPopularity has little to do with weapon's overpoweredness.Nerf is given to overpowered weapons, not the least popular ones.that would be for individual weapons, now the nades are global.That only works if you compare between players. If both side has nades, then its balanced.But we are talking about weapon comparison, in this case, clearly, nade > weapon.Explain why that nerf is worse than a major damage nerf.
Quote from: -Major- on November 05, 2008, 01:33:48 amPopularity has little to do with weapon's overpoweredness.Nerf is given to overpowered weapons, not the least popular ones.that would be for individual weapons, now the nades are global.
Popularity has little to do with weapon's overpoweredness.Nerf is given to overpowered weapons, not the least popular ones.
The whole point of that is to make people think the worst case scenario by usingambiguous wording
Did I mention that the damage would stay the same?I should've said "few seconds left before the nade explode"
But we are talking about weapon comparison, in this case, clearly, nade > weapon.
Explain why that nerf is worse than a major damage nerf.
why the feck would it even get nerfed? and no, nades are not greater than weapons.
Well first off Warchild, this is coming from the perspective of the clan scene. They took measures to reduce grenades and made the default number from four to three in the standard clan war server setup. This still hasn't fixed the issue, and it's very hard to push through a modified rule into their setup that isn't default to soldat. The clan war setup adapts to what default soldat puts out, so it's up to soldat itself to force this change in.
If nade was nerfed, even minimally, then cluster would seem relatively useful.
8th had the idea for m79, that the m79 nade's speed would be independent from player's speed. So the speed will not be added or subtracted to the bullet speed.
Quotewhy the feck would it even get nerfed? and no, nades are not greater than weapons.Get out of publics, you don't know what the feck you're talking about.
and stop whining about the nades, just because you can't properly attack something.
Quoteand stop whining about the nades, just because you can't properly attack something.What are you, 13? Kay, you're ignored from this point on, being you have nothing of value to contribute to this post, and you don't have any experience to even have the slightest clue as to what I'm even referring to.
While its true that nades are seperate in relation to weapons and thus cannot be called overpowered since everyone has equal access to them. But there is a problem where nades are currently getting a tremendous percentage of in-game kills, especially in clanwars. Currently, the standard amount of nades in clanwars is 3. This means you start with 1 and get 2 with a nade-pack, not many nades at all, however grenades are still getting around 25% of kills in clanwars. This is a really high amount IMO and if possible should be attempted to be lowered.QuoteWhy is it that most or nearly all of the kills/deaths in a game of Soldat are from grenades? My opinion is that the rate of fire for grenades should be lengthened by about a half second/a whole second. Why? Doing this actually returns skill to the grenades, people will be forced to learn how to use them correctly, rather than bash that E button as fast as you can to spam them all over the place.I disagree. Nade-spamming is not nearly a problem compared to people who use nades intelligently, and can generally get 2+ kills with only 3 nades. Someone whose spamming will get max 1, and most of the time 0. Most people wont like this, but I believe I suggested it before also. A good way of balancing nades is to make them like secondary weapons. Instead of being able to throw nades while you are shooting a primary, you should "switch" to nades just like to switch to secondaries, and then throw them. This may be bad for the interface since then you will 3 "forms" of weapons, nades, secondaries and primaries. However I think it is something to consider to balance the current power of nades, and hopefully make nades less effective like they used to be.Nades used to be approximately 17% of kills pre-1.3(I think it was 1.3). And this was with a 4 nade limit, now with 3 they account for around 25% of kills. The reason they increased was because of nade-lag being fixed in 1.3
Why is it that most or nearly all of the kills/deaths in a game of Soldat are from grenades? My opinion is that the rate of fire for grenades should be lengthened by about a half second/a whole second. Why? Doing this actually returns skill to the grenades, people will be forced to learn how to use them correctly, rather than bash that E button as fast as you can to spam them all over the place.
Quote from: Extacide on November 06, 2008, 06:07:21 pmQuoteand stop whining about the nades, just because you can't properly attack something.What are you, 13? Kay, you're ignored from this point on, being you have nothing of value to contribute to this post, and you don't have any experience to even have the slightest clue as to what I'm even referring to.well after I've read through your posts, the only thing I can come up with is that you're annoyed that you always fail in your attacks because you're naded. but weapons > nades. tell me 1 thing that makes it complete overpower, just one thing, that cannot be done with another weapon. I'm getting so sick of your bad attempts to seem knowledable when every big player goes against you.
If he died in the hands of nades... why are weapon > nades? Clearly if weapon are superior he would die in the hands of weapons more often.
What do you think of this idea by Poop I found in a previous thread Extacide? Has it been discussed yet?
It's been discussed. Like most ideas that even hint at a nerf of grenades, it gets shot down. As have my ideas, as have his. It really would fix the way grenades are but, its a DRASTIC change. Not only does it affect grenades, but the weapon lay out as well. It may actually kill grenades from being used at all in active fighting, but still make them useful for a rush/escape. I don't know. I'd support it, but it's a bit extreme in terms of the effect it could have and it would most likely be shot down a second time. A lot of people like grenades for their handiness, which me and poop obviously do not like.
Why should this thread be kept open? Both parties have been given ample time to say their arguements, and quite frankly no one is willing to yield even a little. So, why should we keep talking about this? Is either side even really right or wrong? Everything is opinion.
Okay, I was just wondering how you felt about different ideas. What do you propose should be done?
1) Add an air-time to grenades. People refuse to see it added completely where grenades can't impact with players at all (like it USED to be), so my compromise was to make it where the grenades have to be in the air for .5-1.00 seconds before they can make contact with anyone. This prevents people from spamming grenades from up close, and rewards long and well aimed grenade throws. It'll add a random twist to rushing, considering that the faster the grenade is thrown, the less time it has to complete it's air time and make the rusher time his throws correctly, which most likely will end up in just a complete random factor of whether or not the grenade hits.2) Secondly, add a delay in between throws. Grenade spam is uber fecking annoying, and the easiest thing to do. People like to argue that grenades are precious and people rarely make kills when they spam them as fast as they can. Well, how long is a person even alive FFS? They last 30 seconds per rush on average, my god. Most try to expend as many grenades as they can before they die, or when they're reloading to save themselves, and they have three chances to hit, or one chance to make three. Stupidest thing ever. I should upload the most recent demo of where grenade spam literally costed us a map in an SCTFL match, among many other moments where grenades fecked us over (I could also show the next map where we abused grenades to the max for a huge win. :3)
Even though I am all for nerfing the grenades a bit this part right here ruins this idea for me. Lag and hit registration is already enough of a random factor for me, if this were implemented I wouldn't be able to play soldat anymore.
Can I see a demo so I know exactly what you mean by 'spam'?