My thoughts on the nade delay
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Armand61685
- Posts: 427
- Joined: 2005-05-06 09:14
My thoughts on the nade delay
I think it's done for balancing, balancing that never needed any kind of attention. I honestly have never been witness to any type of nade spamming. And if it can be thrown fast in real life, why not allow for it in the game? It's not like one faction can throw faster than the other.
Why was this "problem" "fixed" when it was never broken?
I hope this mod doesnt turn into "Project Let's be fair and balanced."
I mean, the progress is going great, but stuff like this kind of detracts from the original intention of the mod. And I remember a year back, the original intention of the mod wasn't to bring a cookie cutter "lets be fair" type of gameplay to bf2. It was about REALISM, project REALITY.
Please don't take any offense, just voicing my opinion. I love the mod and its the only tactical FPS I play; it's fun AND relatively realistic.
Why was this "problem" "fixed" when it was never broken?
I hope this mod doesnt turn into "Project Let's be fair and balanced."
I mean, the progress is going great, but stuff like this kind of detracts from the original intention of the mod. And I remember a year back, the original intention of the mod wasn't to bring a cookie cutter "lets be fair" type of gameplay to bf2. It was about REALISM, project REALITY.
Please don't take any offense, just voicing my opinion. I love the mod and its the only tactical FPS I play; it's fun AND relatively realistic.
My PR ingame name is Pvt.Nouri.
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
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SiN|ScarFace
- Posts: 5818
- Joined: 2005-09-08 19:59
I have seen nade spam and it can be very bad. support class in .25 could just drop some ammo bags around and then toss nades until the cows came home.
Its not a big deal, you shouldnt be throwing nades as a panic tactic anyway, and if you are thinking before using them, the delay is a non issue imo.
Its not a big deal, you shouldnt be throwing nades as a panic tactic anyway, and if you are thinking before using them, the delay is a non issue imo.

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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
initial delay will be shortened slightly, second nade delay will be shortened to a more realistic match to what it would take to grab a second grenade.
I also noticed that the smoke nades are not causing much of a performance hit so we'll probably boost up the time they take to fade away as well.
I am totally LOVING popping smoke as a medic to do revives
egg
I also noticed that the smoke nades are not causing much of a performance hit so we'll probably boost up the time they take to fade away as well.
I am totally LOVING popping smoke as a medic to do revives
egg
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
ps. how does support work these days with no re-filles. Do you peeps feel limited when it comes to laying down fire with only like 2 mags (i think). I also lot of stories of assult not realising they got the "power", so generally does the fact that support aint got the ability ot give ammo make gameplay better?????
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Braddock096
- Posts: 370
- Joined: 2006-02-06 20:04
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
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SiN|ScarFace
- Posts: 5818
- Joined: 2005-09-08 19:59
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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Armand61685
- Posts: 427
- Joined: 2005-05-06 09:14
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six7
- Posts: 1784
- Joined: 2006-03-06 03:17
I would like the ammo counts increased for support a bit and maybe by one mag for medic and AT as well. IRL an automatic rifleman will carry 800+ rounds and a regular rifleman will carry up to 330.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
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twisted
- Posts: 127
- Joined: 2005-09-15 02:27
about that comment of covering fire - i must beg to differ.
becuase the weapons in prmm are so much more dangerous to other players - i find that people do take cover when fired on. the increasing spawn penalty for dying encourages that - but i would like to see the peenalty increased a bit.
a silly question - but shouldn't going into a HMMV or the MEC car slowly resupply infantry with ammo.
becuase the weapons in prmm are so much more dangerous to other players - i find that people do take cover when fired on. the increasing spawn penalty for dying encourages that - but i would like to see the peenalty increased a bit.
a silly question - but shouldn't going into a HMMV or the MEC car slowly resupply infantry with ammo.
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
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Skullening.Chris
- Posts: 1407
- Joined: 2006-02-03 03:34
Yeah, sad but true. Times when covering fire should really count are the times I get killed the most. Like trying to keep snipers from popping up and pwning my teammates. Instead they just pop up over and over very fast (like whack-a-mole) while firing and, sadly, they usually win (ESPECIALLY if it's the SPR or SVD.)SiN|ScarFace wrote:you get 1 +2 if I remember. And again, teamwork. Get an assault guy to hook you up. Covering fire in PR is pointless really, people dont hide when fired at for the most part. 300 rounds is plenty.





