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Stop the nade spam.
Posted: 2007-03-18 18:04
by Guerra
This is a serious problem. Too many vanilla players are joining and ruining the mod with Grenadier nade spam. With some maps, especially long hilly maps, its just a fragfest. Thats it. I can't remember the exact map, but a hilly Chinese map where the British have to rush uphill to capture three flags. Rather impossible when everyone on the Chinese team is just launching grenades randomly.
Either limit the amount of players that can go grenadier, severely lower the rate of fire and slow up the reload time, or just give grenadiers a single 40mm grenade.
If anyone else has a suggestion on how to curb the grenade spam, please feel free.
Posted: 2007-03-18 18:06
by MrD
If too many are going grenadier, not enough of them are other just as useful classes and their team faces a loss.
Posted: 2007-03-18 18:06
by r3st
no

Posted: 2007-03-18 18:09
by Cyber-Couch
'[R-PUB wrote:MrD']If too many are going grenadier, not enough of them are other just as useful classes and their team faces a loss.
Ever heard of a squad of grenadiers? Pretty deadly, usually ends up in the enemy team getting killed... a lot.

Posted: 2007-03-18 18:17
by Jonathan_Archer_nx01
I don't understand why people complain about light ATs used against infatry. That's nothing compared to overpowered Grenade launchers. The day before yesterday I played Ghost train working with my squad and using tactics. I died 9 times 8 of which were done by grenade launchers.
Can't you just kill me anyhow else than with GL?
Posted: 2007-03-18 18:18
by Jonathan_Archer_nx01
Oh and I forgot...
In 0.6 they are getting scope = 90% of team playing as grenadier = disaster.
Posted: 2007-03-18 18:26
by Wasteland
I've never really found this to be much of a problem.
Posted: 2007-03-18 18:27
by eggman
hehe
We're making some changes in v0.6 that I think will put a lot of people off the mod. That's intentional.
Right now we have a dichotomous player population .. folks who like the old school PR and the "PROS" type server settings .. and "n00 skewl" folks who like the intensity of PR and the fast paced action of some of the short spawn servers. The delta between those two is not healthy for a small gaming community.
A difference I have noticed is that the old school folks will rely on realistic tactics and will incrementally adapt those tactics as new elements are introduced into the game. The n00 skewl folks will discover the most effective tactics, often unrealistic an unintended by the developers, and "exploit" those tactics to be effective.
But the player population we regard as our core community are the "old school" folks. And we'll continue to make realism and teamplay driven changes to make the mod more appealing to the old school folks. v0.6 will be a continuation of that effort.
I think a lot of the casual player interest in PR is because BF2's fundamental concept is a really great game. There's a dearth of other mods and similar games available, so we have atypical folks playing PR right now. We're going to focus on our core player community with changes we are making and continue to mitigate gheymeyness. Additionally other mods will be releasing some great product that are probably better suited to the more casual players.
We'll likely shed some player population with other mods releasing and some of the changes we have planned. But the core community that built PR is the one we need to remain faithful to. We don't intend to shift the game toward a new community. Rather we'll continue to pursue our goals and have the community shift back on course with us.
As always .. we've never wanted to be the most popular mod .. to think that we would be is ludicrous .. we just want a quality realism and teamplay game with few smacktards and lots of cool stuff for the more hard core "milsim" gamers out there.
Posted: 2007-03-18 18:28
by DirtyHarry88
I find it a nightmare on Helmand sometimes. Puts me off it.
Posted: 2007-03-18 18:40
by [T]Terranova7
I've only seen excessive amounts of grenaiders on PLA maps for the most part. Only once did I see a whole squad of them actually bombard a flag. And I can imagine that upcoming G3 W/Optics and a GL would definately intensify this issue. I'm guessing the only way to go would be limiting the kit, or nerfing it. But I guess the first option would be preferable. As it stands, the only kits I'd love to see limited are Medics, Spec Ops, Light AT and I guess Grenaider in this case.
Posted: 2007-03-18 18:46
by 00SoldierofFortune00
I really think the SL should of gotten the GL. It would make it so that not everyone goes SL because the gun isn't "that uber", and it would allow for the SL to have regular smoke grenades as well, which I really miss as a SL.
The SL would also be more effective while still being able to stay back a little behind the squad because his nades will actually be able to reach the enemy.
Make the kit only available to the SLs, then replace it with a regular kit like a modified AP Rifleman or something o hte short for the regular players.
Just something to think about.
Posted: 2007-03-18 18:47
by Michael_Denmark
Cyber-Couch wrote:Ever heard of a squad of grenadiers? Pretty deadly, usually ends up in the enemy team getting killed... a lot.
Yeah in 0.4, in the age of M4 whoring, on certain maps the grenadier squad (The Pounder squad) did some real damage to enemy teams. I mostly used 5 grenadier kits if on non-US teams with 1 rifle kit for ammo.
Think it was on (Karkand 2?) that you could use the pounder squad at the river with real success. Just before a river crossing everybody just pound a designated area with 2 shells each. Then you initiate the crossing. And if any enemies still show up you always leave 2 guys in the rear, (until the forward element of the squad has crossed) to pin down those enemies with shells.
Always got plenty of kills with those squad types. Even when not targeting any spotted enemy!

, but just pounding an specific area with 5 shells pr. Fire. It sometimes resulted in enemy snipers getting nervous in the service when 5 shells just boomed up around without any warning.
Other times, a pounder squad can be useful as a barrage squad pining the enemy down in an area that another squad is attacking. If for example on EJOD, you play MEC and have a pounder squad positioned in south part of Gardens area, then another MEC squad move from west side of gardens to west side of west city flag, wile your squad pound the west flag area: The flag ground zone and the roofs. It usually works, and of course requires coordination.
Even if you don’t kill anyone you will normaly disorganize the defenders.
Posted: 2007-03-18 18:50
by bosco_
Good to hear that eggman.
Posted: 2007-03-18 19:18
by Soulja
I gota get my fraps working lol. Nothing like having my entire squad as Insurgents be special forces except one who carries ammo. Think this. 5 GL's + Ammo + Lotta enemies = PAIN. I's basically mobile short-range arty. Definitely needs some nerfing on the grenadier. I kinda like the idea of giving the Squadleader the 203 and maybe like 6 rounds. Would be a lot better then the standard Officer kit.
Posted: 2007-03-18 19:23
by trogdor1289
What is your rationale for limiting Spec Ops?
Posted: 2007-03-18 19:38
by causticbeat
Michael_Denmark wrote:Yeah in 0.4, in the age of M4 whoring, on certain maps the grenadier squad (The Pounder squad) did some real damage to enemy teams. I mostly used 5 grenadier kits if on non-US teams with 1 rifle kit for ammo.
Think it was on (Karkand 2?) that you could use the pounder squad at the river with real success. Just before a river crossing everybody just pound a designated area with 2 shells each. Then you initiate the crossing. And if any enemies still show up you always leave 2 guys in the rear, (until the forward element of the squad has crossed) to pin down those enemies with shells.
Always got plenty of kills with those squad types. Even when not targeting any spotted enemy!

, but just pounding an specific area with 5 shells pr. Fire. It sometimes resulted in enemy snipers getting nervous in the service when 5 shells just boomed up around without any warning.
Other times, a pounder squad can be useful as a barrage squad pining the enemy down in an area that another squad is attacking. If for example on EJOD, you play MEC and have a pounder squad positioned in south part of Gardens area, then another MEC squad move from west side of gardens to west side of west city flag, wile your squad pound the west flag area: The flag ground zone and the roofs. It usually works, and of course requires coordination.
Even if you don’t kill anyone you will normaly disorganize the defenders.
christ, you would have loved .32. Rifleman = ammo bag + GL = when youre in WAC and get a shitty map you all go grenadier and make an ARTY squad

Posted: 2007-03-18 19:39
by eggman
Soulja wrote:I gota get my fraps working lol. Nothing like having my entire squad as Insurgents be special forces except one who carries ammo. Think this. 5 GL's + Ammo + Lotta enemies = PAIN. I's basically mobile short-range arty.
Enjoy that while it lasts hehe.
Posted: 2007-03-18 19:42
by Michael_Denmark
causticbeat wrote:christ, you would have loved .32. Rifleman = ammo bag + GL = when youre in WAC and get a shitty map you all go grenadier and make an ARTY squad
Yes i think i would

Posted: 2007-03-18 19:44
by Soulja
TY EGG lol. I don't want it to last.
Posted: 2007-03-18 19:51
by Michael_Denmark
BTW, try this pounder squad out while we still can on a map like Hellman.
You should be able to get some good results.
2 Pounder squads on a target means 10 GL´s with 5 shells each. Enemy can either choose to stay and die or go and live...a while.
mmm pounding.
