Remember the 'nades from earlier development builds and NS1? I miss having those for flushing skulks out of vents and behind RTs. Were they too OP and removed?
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited March 2013
They weren't OP in NS1, you just had to learn how to anticipate them as a skulk and play smart. They were already in NS2 back in significantly earlier builds, but I'm not sure why they were removed as they're a lot of fun to use.
Both grenades and GLs were not OP because you always heard them before they reached you. You heard a marine pulling out the safety mechanism, and a GL firing a grenade.
ScardyBobScardyBobJoin Date: 2009-11-25Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
edited March 2013
Grenades + Armory = Nadespamcity
Anyone whose played either an old school fps (e.g. TFC) or Empiresmod know that any form of grenades + ammo leads to nadespam. Would prefer to keep NS2 nadespam free.
Who says nades have to be replenishable? If i remember correctly, you got 2 per life in NS1. If it was the same in NS2, i couldn't see it being a realistic problem
Grenade Launcher already fills its role relatively well (barring whips) and promotes more specialization and teamwork. Adding hand grenades to the game would either be redundant or render the GL useless.
Anyone whose played either an old school fps (e.g. TFC) or Empiresmod know that any form of grenades + ammo leads to nadespam. Would prefer to keep NS2 nadespam free.
Hand grenades in NS1 could not be refilled at an armory, and they had to be researched first. You got some small number every time you spawned. You use them up, that's it. Doesn't seem like a bad thing to me.
Would love to get them back, and cat packs to be honest. Simply put a p.res cost on them if 'grenade spam' is a perceived issue. If anything they add more depth to the game, which is always good.
I liked the handgrenade from NS1. Added some versatility. Instead of letting marines spawn with grenades on hand, just make them a buy option at the armory for 2-3 res/grenade. Cuts down on the spam problem.
1.) Take the GL-attachment model and animations.
2.) Make it cost 2 - 3 p-res for one grenade at the armory. (Max 1 possible. After firing it, it detaches itself!)
3.) ????
4.) Profit.
Anyone whose played either an old school fps (e.g. TFC) or Empiresmod know that any form of grenades + ammo leads to nadespam. Would prefer to keep NS2 nadespam free.
Empires still is. Ammo box infront of you, lob granades till you die. Respawn, Repeat.
Anyone whose played either an old school fps (e.g. TFC) or Empiresmod know that any form of grenades + ammo leads to nadespam. Would prefer to keep NS2 nadespam free.
That's my favourite tactic in Empires. :P Sit in cover and lay waste to whatever was infront of me with minutes upon minutes of continuous grenade spam. Kind of lame though, but hey, who needs skill...
1.) Take the GL-attachment model and animations.
2.) Make it cost 2 - 3 p-res for one grenade at the armory. (Max 1 possible. After firing it, it detaches itself!)
3.) ????
4.) Profit.
Yeah, I would definitely like more one-time use items from the armory somewhat similar to mines. There are too many maps where a lerk or skulk can go into a vent, and you can't do anything about them until you get JP and/or GL. That one skulk that always runs back and forth between skylights and overlook biting the towers, and if you camp at both ends of it, he'll just wait forever for you to leave tying up two marines.
Anyone whose played either an old school fps (e.g. TFC) or Empiresmod know that any form of grenades + ammo leads to nadespam. Would prefer to keep NS2 nadespam free.
Why would you need an old school fps for that?
--> Metro 64 noobtube heaven!
That's my favourite tactic in Empires. :P Sit in cover and lay waste to whatever was infront of me with minutes upon minutes of continuous grenade spam. Kind of lame though, but hey, who needs skill...
I did my fair share in the nadespam olympics on District402 so I know the feeling. Though, in Empiresmod the unbuilt wall + ammo crate + seismic spam was great at demolishing structures, so it had its uses. Nice to see it trying to make a comeback (might have to give it another go ).
The issue I see is that 24+ player servers with lots of people dying means lots of people with nades. In the small, enclosed maps that make up NS2, even a few nades can make it unplayable spam. Just look at all the complaints regarding people GLing at their teammates feet.
so many times i've been a marine with a skulk that is camping a vent and got me parisited and i've thought to myself "what i wouldn't give for a hand grenade right now" nothing spectacular, just a simple hand grenade to flush that little sod out.
It would be like some goo grenade that obstructed marine vision. It would be a 2nd hive upgrade for lerks. They would basically fly over you and drop these goo grenades, almost like a WW2 bomber plane. It would take a huge amount of energy though for a grenade.
The issue I see is that 24+ player servers with lots of people dying means lots of people with nades. In the small, enclosed maps that make up NS2, even a few nades can make it unplayable spam. Just look at all the complaints regarding people GLing at their teammates feet.
LOL... if UWE plans on modifying all game mechanics based on 24+ player servers, I think I'll have to find a new game to play.
Comments
Grenades were pretty cool for both sides I think.
Anyone whose played either an old school fps (e.g. TFC) or Empiresmod know that any form of grenades + ammo leads to nadespam. Would prefer to keep NS2 nadespam free.
Is that what you really want? I definitely don't.
Grenade Launcher already fills its role relatively well (barring whips) and promotes more specialization and teamwork. Adding hand grenades to the game would either be redundant or render the GL useless.
Hand grenades in NS1 could not be refilled at an armory, and they had to be researched first. You got some small number every time you spawned. You use them up, that's it. Doesn't seem like a bad thing to me.
Also, weldables goddamnit. I miss them so much.
2.) Make it cost 2 - 3 p-res for one grenade at the armory. (Max 1 possible. After firing it, it detaches itself!)
3.) ????
4.) Profit.
Empires still is. Ammo box infront of you, lob granades till you die. Respawn, Repeat.
Anyway, they've tried reviving it a bit recently: http://www.empiresmod.com/
Why would you need an old school fps for that?
--> Metro 64 noobtube heaven!
The issue I see is that 24+ player servers with lots of people dying means lots of people with nades. In the small, enclosed maps that make up NS2, even a few nades can make it unplayable spam. Just look at all the complaints regarding people GLing at their teammates feet.
As a skulk, I have enough problems.
Welp that's something I fear as a skulk
Guise
Hey guys
What if, what if aliens got grenades?
It would be like some goo grenade that obstructed marine vision. It would be a 2nd hive upgrade for lerks. They would basically fly over you and drop these goo grenades, almost like a WW2 bomber plane. It would take a huge amount of energy though for a grenade.
Do agree no replenishment unless respawned.
LOL... if UWE plans on modifying all game mechanics based on 24+ player servers, I think I'll have to find a new game to play.