Grenades should be always tk

SilentKillaSilentKilla Join Date: 2002-11-03 Member: 6575Members
<div class="IPBDescription">Grenades should be always tk</div>grenades should be always TK, the enemy just spam them right through their own base to clear you out... its so stupid!

some kind of larger disadvantage to it would be good, they can just sit back fire in 6 into our hive and BAM!
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Comments

  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    <!--QuoteBegin--SilentKilla+Nov. 03 2002,10:45--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (SilentKilla @ Nov. 03 2002,10:45)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->grenades should be always TK, the enemy just spam them right through their own base to clear you out... its so stupid!

    some kind of larger disadvantage to it would be good, they can just sit back fire in 6 into our hive and BAM!<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Get fade.

    Blink up to him.

    Watch him either:

    A) Fire a grenade into your face at point blank, killing himself.

    of

    B) pull out his pistol and get owned.

    Lather, rinse, and repeat. 20 RP's down the crapper for the marines.
  • GoLamboGoLambo Join Date: 2002-11-01 Member: 2431Members
    Or...

    Make the Grenades always TK. Seriously man, how can you be ageist this? It's a simple and effective idea! And would really put the Grenade Launcher in its place.
  • L3TUC3L3TUC3 Join Date: 2002-11-03 Member: 5770Members
    Well, if the GL always TK's then we would have not just 20 creds down the drain but 100+. New players always grab the strongest weapons and thus accidently blow up their own team.

    ONE misplaced grenade could be the death of you and your team. I think TK should be the way it is now (only killing yourself). I would hate to be commander and not having a decent GL user on my team. GL's are very usefull, but the annoyance factor would only go up if you changed it.

    Not to mention TK'ers on a rampage...dropping five nades in his own spawn and no way for the team to kill him. The GL as the only gun with TK is a very very bad idea.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    The thing with GLs is that it's incredibly easy to close the gap versus a marine with one, unless he's in a squad.  Grenades have a 4 second fuse, unless they contact explode.  It's very hard to contact explode on an alien.

    If he's in a squad, flank.  All maps have many vents that allow for incredible flanking techniques.  You only need to learn the map first, and I agree that that may take time.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Also, if they're TK always, it opens up the possibility of lamers joining and killing an entire team for 'fun'.
  • The_FoolThe_Fool Join Date: 2002-04-08 Member: 386Members
    That's what server ops are for.

    That's what server mods that enforce tk punishment are for.
  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    Definately no TK grenades, it just opens the way for llamaism, and thats one thing this mod is thankfully devoid of.
    It will be horrible if grenades teamkill (esp structures) because people will just blow up their own team shit for fun, and kill the teammate. This happens any time you allow FF, even in TK punish situations (such as firearms).
    One llama could end the map by blowing up infantry spawns, or commander station.

    Bad idea. NEXT!!
  • InfinitumInfinitum Anime Encyclopedia Join Date: 2002-08-08 Member: 1111Members, Constellation
    Your forgetting the back story to NS.

    'Nanotech' stops bullets and grenades from harming your team mates, but if you want to set up a serve with tk on it's your funeral.....
  • BananBanan Join Date: 2002-02-22 Member: 235Members
    Well you know this is kind of the point with tournament mode when you play in clans, everything needs to be perfect or else people start blowing up teammates, although I found another way to settle this.

    lets say we have 3 marines.
    Carl, bob, and, uhm, Dan.

    Carl is lame, and gets his nade launcher, he thinks: "Wee I want to see some gibs and I want them NOW!"

    Now Bob, Dan and Carl gets orders to check out a possible alien location or something.
    Naturally Carl gets bored and tries to turn Bob and Dan into smithereens with his nades..
    Now, for each damage Carl deals to Bob or Dan, he only suffers them himself.
    This way, Bob and Dan will remain unharmed, but Carl will be dead, tada, no resource loss (Bob or Dan can pick up the GL if any of them wants too)

    See? I find this a much better solution, nobody really wants to kill themselves without getting any reward for it.
  • JikxJikx Join Date: 2002-11-01 Member: 3563Members
    NO, NOT TK

    but where you damage urself rather than your teamates! I've seen this in a lot of teamfortress games where you grendading/armour stripping your teamates hurts you (often killing) and it hardly ever happens! Too bad all the whinners ask to take it off because its "unfair".. :/
  • TheRandomSinTheRandomSin Join Date: 2002-11-03 Member: 5571Members
    Uhm... its called REVERSE TEAMDAMAGE!!!! :lol wonder if that works... anyway <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->

    reverse TK on the GL would be a better idea... oh yeah and on servers with TD/FF can the aliens buildings not have like... TD from their own team? i mean really... ive seen lamers munching on our hive cause "We want to restart" when it was at the breaking point of AvH...
  • preacherpreacher Join Date: 2002-11-02 Member: 5130Members
    i agree with banan, mirror damage is the key. that way the holder of this weapon must not be so carefree.
  • azz0razz0r Join Date: 2002-11-02 Member: 5457Members
    They need toning down, doesnt half annoy me when I spend 30minutes building up a hive and suddenly I hear trickiling and suddenly <b>BOOM</b>. About 6 come flooding in and destroy everything followed by marines storming in and destroying us poor gorges.
  • saiyrsaiyr Join Date: 2002-11-03 Member: 5653Members
    Team damage would definately be good. Grenade launchers are already cheap enough, so you should get punished if you suck with it. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> Simple as that. If there's a point where aliens HAVE to pass through, grab a nade launcher, sit there, and keep nading. And you win. If team damage isn't added, take out grenade launchers. I mean, team damage is realistic in any type of situation...it's not like "Oh, my bullets will just stop and hit the ground if I shoot at my teammate." No. That's the newbies way of thinking. Sorry if I offended anyone, but I gotta get my points in <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    --Saiyr
  • VektuzVektuz Join Date: 2002-11-01 Member: 2396Members
    Apparently team damage is not even an option (if you read the manual they explain it away).

    So how about this, instead...?

    ***Grenades simply DONT EXPLODE if they would have harmed a teammate or friendly structure***

    It would stop people from being able to 'protect' their own turrets by firing grenades at them, and also from spamming when there are teammates around. It also makes sense because the grenades would be smart (with nanotech, etc)
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    I've read the manual (it's a good read), and the reason behind no SHRAPNEL damage makes sense, but it's not like a *shockwave* would just stop. So, how about the grenades have a sort of concussion-grenade effect on teammates? I.E. they can't aim very well for a few seconds after a grenade blows up at their feet. That way, they at least can't simultaneously grenspam AND shoot you <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • saiyrsaiyr Join Date: 2002-11-03 Member: 5653Members
    There's always the problem that people will attack their own teammates though...I suppose if you have AdminMod *cough* it's no problem.
  • GWARGWAR Join Date: 2002-11-01 Member: 2297Members, Contributor
    I Agree, Any grenade launched with a teammate or friendy building within its blast radius will simply not blow up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> its a perfect solution
  • The_FoolThe_Fool Join Date: 2002-04-08 Member: 386Members
    <!--QuoteBegin--GWAR+Nov 4 2002, 08:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GWAR @ Nov 4 2002, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I Agree, Any grenade launched with a teammate or friendy building within its blast radius will simply not blow up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> its a perfect solution<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree, that would be acceptable.
  • GnacoxGnacox Join Date: 2002-10-27 Member: 1654Members
    <!--QuoteBegin--The Fool+Nov 5 2002, 09:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Fool @ Nov 5 2002, 09:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--GWAR+Nov 4 2002, 08:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GWAR @ Nov 4 2002, 08:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I Agree,   Any grenade launched with a teammate or friendy building within its blast radius will simply not blow up <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->  its a perfect solution<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree, that would be acceptable.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I concur.
  • KatsuroKatsuro Join Date: 2002-11-02 Member: 4809Members
    Hmmm. thats not a bad idea. The grenade doesnt blow up if teammate is near idea.
    Lets look at the options:

    TK: Bad. People will kill the team and equipment. TK punish is helpful, but doesnt always help. This seems kinda obvious.

    Mirror Damage: Worse, but less obvoius. Allows players to kill teammate and have the teammate be blamed for it. Player launch grenade, llama rush up stand on grenade, player blown to bits, player gets booted for shooting team. (from TFC experience)

    Grenade Not Explode: Good. Could still be llama'd since you could stop your team grenades from exploding at an enemy area, but the llamaing isnt quite as lame, nor can it cause as much trouble.

    Winn4r!
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    Is this possible for countering TKers?

    If you TK somebody with the LMG the victim gets an opportunity to 'forgivetk' or 'punishtk'. If the victim doesn't pick one it is automatically assumed as a 'punishtk'.

    The TKer is punished with instant death and a LOCKOUT from using the weapon they TKed with for the rest of the round (The LMG in this case). Eventually, if they continue to TK and don't get kicked, the TKer will be locked out of every weapon (From Knife to GL).

    I think this would be a good work around because TKers get off from the reactions of people (Geez, somebody give the guy a hug), with this people don't have to react because the TKer is basically digging his own grave with every TK they commit. If they persist on TKing soon they'll be running around the map with no weapons at all! (What better way to "convince" them to leave)

    Or, how about another feature where after a certain amount of TKs not only are they restricted to the weapons but the Admin Mod will announce to the Team that the repeat offending TKer's own TK protection is dropped allowing people to TK them without repercussion.

    Just a couple ideas, I think this game would be even more fun and tactical with FF on, however I see why they made two different modes because there is just no sufficient protection against ArseMunches.

    This little idea will also help on late night servers where nobody's around to set Kick/Bans. The TKer will come, at MOST TK people once per weapon and then be outta weapons to TK with.

    Not sure if this is possible or even a good idea, what do you guys think?
  • ReignReign Join Date: 2002-10-27 Member: 1652Members
    No TK. Period. Simple as that. Read the manual and notice the part about FF. Gernades are in no way overpowered as they can be easily overcome by melee fighting or 5-6 defensive towers.

    The ideas? Lets look again...each one has a way to lame. No TK does not. Simple as that. No TK is just the better way to go.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Reign+Nov 10 2002, 02:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reign @ Nov 10 2002, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No TK. Period. Simple as that. Read the manual and notice the part about FF. Gernades are in no way overpowered as they can be easily overcome by melee fighting or 5-6 defensive towers.

    The ideas? Lets look again...each one has a way to lame. No TK does not. Simple as that. No TK is just the better way to go.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think one of the reasons why people enjoy FF On is because it adds a little more tactical depth to the game. It's not a way to counter Grenade Spamming directly (Indirectly it does) it just cuts down on the amount of Spray and Pray with any weapons.

    I thought the only reason the team decided against FF on Pubs is because of the Salty-Sac-Lickers who will abuse it by TKing.
  • SmellslikefecesSmellslikefeces Join Date: 2002-11-11 Member: 8194Members
    I agree a stupid marine should get tk'ed by another stupid marine who shoots nades at his feet??? Is this rocket science to some of you? Yes there will be @$$holes who will tk but you use scripts to first slap, then kick, then ban them. Thousands of CS servers do it why can't we? Cinci RR's CS server has FF on 24/7 and they have NO problems with it. Just run a good script to take care of the idiots and it's all good. I've played too many games where the marine was using nades as a shield around him. Killed all us skulks but not 1 point of damage to him or his structures!! Another point is that the Acid Rocket and Bile Bomb DO hurt yourself if your too close to the target. Now why would they do this against the aliens but not the marines??? Severe problem with follow through on the developers part. If your going to establish a standard like above why doesn't it effect EVERYONE across the board, aliens AND marines. Another inconsistency for the aliens is the limitation on the number of turrets. Aliens are limited but Marines are NOT. I've heard the argument that the Aliens can stack their turrets thus giving them an advantage. What advantage. We can get what 2 maybe 3 high in a big room with a 3 turret base giving us 9 turrets. In the same amount of floor space the marines can put 12-15 turrets. How is this fair??? Enough of my ranting. More later.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--Reign+Nov 10 2002, 02:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Reign @ Nov 10 2002, 02:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No TK.  Period.  Simple as that.  Read the manual and notice the part about FF.  Gernades are in no way overpowered as they can be easily overcome by melee fighting or 5-6 defensive towers.

    The ideas?  Lets look again...each one has a way to lame.  No TK does not.  Simple as that.  No TK is just the better way to go.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I sort of agree with this and also Smells. It should either be on or off...not some cheesy specific case with just one weapon.

    Let it be off or self-damage by default (just like aliens can self damage).

    But if you want to run a server where you trust people (maybe private), then turn it on for all weapons (and also aliens) for a little bit more realism.

    But we shouldn't be deciding on a case by case basis. It's either FF or no FF...not some weird rules we have to remember (if I hop on one foot and shoot a grenade and it bounces hits an alien near a structure then my teamates get 1/4 damage and I get 1/5 damage but structure gets 1/3 dammage and alien gets blah blah blah)
  • LadyskunkLadyskunk Join Date: 2002-11-01 Member: 3528Members
    Oddly I haven't seen many problems with the aliens trying to hurt one another, guess its that Frontiersman mentality "this is my gun, there is no other like it, there are many other guns out there, but none is like mine." (yeah I know, if you were in the Army or Marines, I just messed up the Drill Instructors instruction. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->)
    Of boys will be boys and want to show each other how much their guns can do.

    If you didn't turn on Mirror Damage, or use something similar to Adminmod to alter the damage type, it would basically be the worst that occured within TFC... Heavy Weapon Guys and Demomen, grabbing the grenade bag and just unloading all of their MIRV grenades within the spawn.

    This was way before they altered the HWG's and Demomen to only 2 MIRVs and changed some of the maps to not allow grenade spam within the respawns.

    Perhaps something instead of damage, stripping the armor off? Or again, that would be too easy for a llama to screw about with everyone else.. hmmm..

    Ah well..

    I give up, I see a FF on server I look elsewhere..

    Take care all.

    LS
  • ChronChron Join Date: 2002-11-03 Member: 6185Members
    personally, I like the reverse TK damage idea the best. Its the least obtrusive to the rest of the team, while still punishing the TKer.

    and nades not blowing up only effects(Thats right)NADES. The objective here its tactical realism, while still not allowing jerks to exploit it. Shooting teammates/structures would be like typing 'kill' in the console, and nobody enjoys doing that.
  • RavlinRavlin Join Date: 2002-11-11 Member: 8197Members
    What about this small change?

    The grenades will damage enemy and the guy who fired it? Just like bile bomb is damaging the fade who fired it. (I don't know if this is functioning or not, because I always fire grenades on enemy and not at my feet <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    <!--QuoteBegin--The Fool+Nov 4 2002, 11:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Fool @ Nov 4 2002, 11:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That's what server ops are for.

    That's what server mods that enforce tk punishment are for.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And you expect them to always be in their server?

    Man, I've played games that has TK punishes. Players still join games to get those three teamkills, and it does ruin the game.

    Just let TSA be TSA <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
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