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Assist => Feedback & Suggestions => Topic started by: Pipez0r on Sunday, June 07, 2015, 04:36:16 AM
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Is it possible to return the nades so, that they would fly further and blow up better, like it used to be in earlier versions? Or at least the first one. I think it was much more funny back then, and many people complained when original aa devs changed that.
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I'm not sure what exactly you're referring to.
By nades you mean 203s or frag grenades?
How can a nade 'blow up better'?
I don't remember a time with different nade dynamics (203s or frags), but I was quite young 10 years ago when I started playing this game so I might not have gotten it.
In any case, the nade dynamics haven't been changed in so long I truly don't see the reason to do so now.
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He means, nades used to have a bigger impact and used to fly further (from what he told me)
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Still... 203s or frags?
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frags teddy
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Still... 203s or frags?
frags teddy
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Yes, frag grenades. I dont remember the exact version when it changed, maybe 2.1 or 2.3. For example I could throw a nade from pipeline main pump room basement floor to cp, and nort outside plus main nadings I could kill 3 or 4 people max. Nowadays 0-1, even if they are near.
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I am not sure if we still want this now, and how much this is possible, since we can not really change game code itself.
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I am not sure if we still want this now, and how much this is possible, since we can not really change game code itself.
Well, since it was possible to change the duration of flashes (for example), I don't see why it shouldn't be possible to change their effective range.
But the question still remains: "Do we want this?". I don't think I do, but I might not be the majority.
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I dont know either what majority thinks. At least back in time ppl disliked the change to this. And with that nade ballistics thing the change isnt even big, but significant. Its like one metre more or even less than one metre.
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I dont know either what majority thinks. At least back in time ppl disliked the change to this. And with that nade ballistics thing the change isnt even big, but significant. Its like one metre more or even less than one metre.
The fact is, people generally dislike change. No matter which way it goes. They disliked it then, and they would dislike it now. Not necessarily because they like it better one way or the other, but because they are used to how it works.
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The fact is, people generally dislike change. No matter which way it goes. They disliked it then, and they would dislike it now. Not necessarily because they like it better one way or the other, but because they are used to how it works.
Thats true also. But for me, Im still against the change those devs made years ago, and I know there are players who miss those old gameplay details like I do.
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How about making adjustable throw power which will have negative impact on acuracy?
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How about making adjustable throw power which will have negative impact on acuracy?
Step on up, start writing the code :)
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That accually sounds good but now we just need someone to code it. :)
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Yes, frag grenades. I dont remember the exact version when it changed, maybe 2.1 or 2.3. For example I could throw a nade from pipeline main pump room basement floor to cp, and nort outside plus main nadings I could kill 3 or 4 people max. Nowadays 0-1, even if they are near.
im pretty sure it was 2.3 and after that they didnt fly that far.
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The M67 Grenade kill radius was reduced from 10 meters in the version 2.4 patch to "a more realistic 5 meters" in the version 2.5 patch. I remember when the devs nerfed the frags. It was a sad day for all of us MOUT whores. Alpha campers were even more shielded from our attacks, encouraging further camping...lol.
Scroll down to "GAMEPLAY ENHANCEMENTS" here: http://manual.americasarmy.com/index.php/America%27s_Army:_Special_Forces_%28Direct_Action%29_Release_Notes_%28Version_2.5.0%29 (http://manual.americasarmy.com/index.php/America%27s_Army:_Special_Forces_%28Direct_Action%29_Release_Notes_%28Version_2.5.0%29)
"Grenade kill damage has been dropped to a more realistic 5 meters (from 10) with fragment damage causing a gun down stun effect allowing room clearing assaults to still be successful. "
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https://en.wikipedia.org/wiki/M67_grenade
The M67 hand grenade has an effective casualty radius of about 15 meters (49 feet).
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Sweet! The Devs nerfed them UNREALISTICALLY !!! Bring back the realism! I miss my super nades! :D
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I am less and less happy with current nade situation. I throw a nade in the midst of 5 enemies, its well cooked and... nobody dies??? Only much calls for medic. Yeah right.. what I have understood, that if in real life I would be standing next to a frag nade which explodes, I would die but not be green bleeding or yellow (humor spiced finishing for my post :p )
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I am less and less happy with current nade situation. I throw a nade in the midst of 5 enemies, its well cooked and... nobody dies??? Only much calls for medic. Yeah right.. what I have understood, that if in real life I would be standing next to a frag nade which explodes, I would die but not be green bleeding or yellow (humor spiced finishing for my post :p )
and in real life you typically wouldn't take a bullet to the chest and still go on. This isn't real life, it's a game. Nades being more effective would create a bunch of nade spam and that's something that should be avoided.
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I used to like nade spam. For example, in Pipeline is in vain to spam nade out of main entrance nowadays.. those who rush main, could next round just avoid it by not rushing straight to main, like it was done in earlier versions (after those versions many players quit aa, including me, because things changed into what it is now)
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I used to like nade spam. For example, in Pipeline is in vain to spam nade out of main entrance nowadays.. those who rush main, could next round just avoid it by not rushing straight to main, like it was done in earlier versions (after those versions many players quit aa, including me, because things changed into what it is now)
No more easy kills for you then , better for assault ;)
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At the moment assault is often actually easier than def, because good players fill assault and assault wins def often every round.. if nades would just work as they used to, teams would maybe be more balanced. I have noticed that nowadays I get much more kills when Im playing in assault team, than when I play in def team. Still I play much in def because I like challenge more than nub owning ;)
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At the moment assault is often actually easier than def, because good players fill assault and assault wins def often every round.. if nades would just work as they used to, teams would maybe be more balanced. I have noticed that nowadays I get much more kills when Im playing in assault team, than when I play in def team. Still I play much in def because I like challenge more than nub owning ;)
You just like to sit and camp ;) I think defence is easier side, that's why I hate that map because so many times they just sit and wait. Or maybe I need to learn new gaming style, not running like headless chicken and die after 20secs of play :D
I don't know how the nades used to be, but the way they work now is fine. And speaking about realism, how many of you could actually throw a nade as far and with the same accuracy as you are throwing in game. Like throwing one from under the ladders to the top of them, come on..
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Still I play much in def because I like challenge more than nub owning ;)
Ye right defence on pipeline sf is one of the biggest challenges of this game :D
I srsly thought you were joking but apparently not. Reminds me of Lord-Of-War pretending tha defence is the hard side on bridge crossing aha.
And you do realize that if nades had a bigger impact, it would only take 2 nades in main pump (anywhere in main pump) to kill all the sitting ducks on defence, so it wouldn't really "balance" anything, exept you making more kills outside main with a nuclear nade ^^
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Back in the days you could throw nade from the Weapons cache window outside all the way to the S/R receiving :D
Now it gives you only a little bit damage or not even that.
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When I first started playing and I was an Urban Whore, I remember being able to throw a nade almost across the map! LOL!
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Ganja, def on pipeline/sf is generally easier than assault, but when all experienced players play in assault team, the game isnt balanced. I have seen often a situation when assault wins all or nearly all rounds. Then I prefer to stay on def, when assault is stronger or teams are anyway balanced. I often like to join the losing team, or if theres balance, I like often to play in def.
Nades.. nowadays you can just run nearby the nade without dying. Before you had to take cover. On pipeline def when I heard nade incoming, I either ran away or behind something. It needed more skill :p in assault you couldnt just rush directly to main always, you had to wait for incoming spamnade. It needed more tactics, now the game is like CS in some parts.
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Just throwing a spamnade that kills everyone within a mile is not really tactics IMHO.
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I mean its tactics to take cover from a nade :)
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I think Pipezor is right, I just tried the game after a long absence, and there is something strange about nades indeed.
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Now they hurt you right? It's definitely something changed for you.