Grenade Spam In Pub Games (combat)
ThorStryker
Join Date: 2003-01-08 Member: 12025Members
<div class="IPBDescription">A big reason for deadlocks</div> Almost every Combat game I have played recently has been one of those two-hour deadlock games due to Grenade Launcher spam. Since there only seems to be one server with Friendly Fire turned on, it happens every game now. When there are more than four marines With GLs, all they do is pump grenades at their feet, or at the CC. To explain this easier, I'll just tell the story of my last 7 games since they were all the same thing on different maps.
All the servers are over ten people btw.(3 Players spawn at a time.)
Once it gets to the point where most people are lvl 4 (The point at which you can get GL.) most marines will get the gl and continuously spam the base to get free kills for any alien that dares enter. Then, when they pump up the GL with Weapon damage, they are able to take out anything that even gets near the spawn or CC. Even with 75% of the marines dead, the next group that spawn has two GL's, and they get their rounds off before they die, they eliminate everything in the room with no consequence. How does this seem fair or even atmospheric. I've seen a whole alien team rush into a marine spawn and ALL die by two marines with GLs. And every time this creates deadlocks, marines sit in base and spam, a few rogue jetpackers try to get out and rush, but in the end, its just a base camp. My solution, since I havent seen much talk about this, is to have GL's due damage to structures if they explode on them or near them. When the spam is limited, marines are forced to go out and reach the alien base instead of get their jollys off shooting grenades in every direction. I think the damage the shooter recieves should be on par with the damage the grenade does, or more.
Grenades are the kill all toy, Webbing, Big Monsters, Small Monsters, Hives, theres no weakness in GLs if theres 6 of them. The only way to stop it is server enabled Friendly Fire Games, which are non-existant. Now as far as I see, these deadlocks are because marines have the ability to sit in base and hide behind walls of grenade spam. FORCE them to go out, makes them get armor upgrades, anything to stop them from base camp. PLEASE
All the servers are over ten people btw.(3 Players spawn at a time.)
Once it gets to the point where most people are lvl 4 (The point at which you can get GL.) most marines will get the gl and continuously spam the base to get free kills for any alien that dares enter. Then, when they pump up the GL with Weapon damage, they are able to take out anything that even gets near the spawn or CC. Even with 75% of the marines dead, the next group that spawn has two GL's, and they get their rounds off before they die, they eliminate everything in the room with no consequence. How does this seem fair or even atmospheric. I've seen a whole alien team rush into a marine spawn and ALL die by two marines with GLs. And every time this creates deadlocks, marines sit in base and spam, a few rogue jetpackers try to get out and rush, but in the end, its just a base camp. My solution, since I havent seen much talk about this, is to have GL's due damage to structures if they explode on them or near them. When the spam is limited, marines are forced to go out and reach the alien base instead of get their jollys off shooting grenades in every direction. I think the damage the shooter recieves should be on par with the damage the grenade does, or more.
Grenades are the kill all toy, Webbing, Big Monsters, Small Monsters, Hives, theres no weakness in GLs if theres 6 of them. The only way to stop it is server enabled Friendly Fire Games, which are non-existant. Now as far as I see, these deadlocks are because marines have the ability to sit in base and hide behind walls of grenade spam. FORCE them to go out, makes them get armor upgrades, anything to stop them from base camp. PLEASE
Comments
b. GLs have little, if anything, to do with stalemates. Trust me, your rushes would go down a whole lot faster if everyone on the team had an HMG. The reason there are hour+ stalemates is CC welding. GLers are pathetically easy to kill, and if you don't play on obscenely large servers killing them before hitting the CC is cake.
b. GLs have little, if anything, to do with stalemates. Trust me, your rushes would go down a whole lot faster if everyone on the team had an HMG. The reason there are hour+ stalemates is CC welding. GLers are pathetically easy to kill, and if you don't play on obscenely large servers killing them before hitting the CC is cake. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I agree with point a completely, 3 at a time spawning is too much to expect a reasonably short game.
I disagree with your second point. I have never seen a dead man get kills with an hmg. I have, however, seen a guy with a gl shoot it at his own feet, get owned by aliens, and the aliens still die. It is not unheard of to sneak attack a marine with an hmg and kill him before he can get a good bead on you. But if he has a gl he just fires at random and you are dead even if you kill him. And that is assuming the gl is alone, which he won't be since we are talking about a base camping situation. Add into this motion tracking, or maybe a marine with a brain, and that gl can keep half the skulks from even getting into the area.
You are right about welding being a bigger cause of stalemates, but thats a different thread.
I never find GL spam too much of a problem, 0wnz skulks but you wouldn't all still be skulks at level 4 would you?
It doesn't matter if the server is big or small, once there are 4-5 GL users in game, the khaara are faced with lockdowns and carpet bombings and it's extremely hard to push through a wall of explosions no matter what evolution you are in...
Fix it once and for all...add a limit on the number of GL, or something but fix it...
Quite possibly one of the funnier retorts i've read on these forums. Then again, it's 4 a.m.
Alright, any honest person will admit that nade spam in Combat is a bit of a problem. I believe I have a fairly straightforward solution. Double the damage that grenades do to the firer, and make them do the damage they do to the firer now to their teammates and structures.
In other words, grenades now do 40 dmg to the firer and none to teammates. Instead, they would do 80 to firer and 40 to all marines and marine structures. I realize this solution is limited. It would probably encourage people learning to aim wth the grenade launcher. There would, however, be those people who would end up killing more marines than aliens.
Comments?
oh aye that it is <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->