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My thoughts on the nade delay

Posted: 2006-05-17 20:48
by Armand61685
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.

Posted: 2006-05-17 20:54
by Eden
I dont mind it, useing two grenades is usualy a waste anyway. HOWEVER I really need to use those two smoke grenades sometimes, one just doesnt give enough cover most of the time.

Posted: 2006-05-17 20:59
by Top_Cat_AxJnAt
And smokes last for to tiome atall. I woulld like to see them last for atlest anouther 5 seconds , that 5 secs woulld really help but would not clog the battlefield up to much.

Posted: 2006-05-17 21:05
by SiN|ScarFace
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.

Posted: 2006-05-17 21:08
by eggman
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 :p

egg

Posted: 2006-05-17 21:10
by Eden
'[R-DEV wrote:eggman']

I am totally LOVING popping smoke as a medic to do revives :p

egg
Me loves that to, it really does help a lot. it also give the medic a more vital role in provideing cover for team mate rather then just being there to heal.

Posted: 2006-05-17 21:12
by luizinhuu
Top _Cat the great wrote:And smokes last for to tiome atall. I woulld like to see them last for atlest anouther 5 seconds , that 5 secs woulld really help but would not clog the battlefield up to much.
yea, the smoke vanishs too fast!

Posted: 2006-05-17 21:23
by Top_Cat_AxJnAt
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?????

Posted: 2006-05-17 21:36
by Braddock096
I used to play support all the time for the cover fire ability, but now I mostly play other classes. On the one hand I like having to rely on my teammates for ammo but on the other hand running out of ammo [which happens a lot] and having no one as assault to resup me sucks. A lot.

Posted: 2006-05-17 21:39
by Top_Cat_AxJnAt
i feared this, cos i love laying down fire in a general direction. I hope the support has at leat 3 mags. That is only like 300 rounds, personally 400 or 500 would be alot better.
I will be extremely depressed if it is 200.

Posted: 2006-05-17 21:54
by SiN|ScarFace
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.

Posted: 2006-05-17 22:04
by Malik
200 is fine. There a very few occasions when you'd need to pop that many rounds without being near a major battle. And when you're near a major battle you're near team mates. And when you're near tames mates you're near an assault class member, which means you've got ammo.

Posted: 2006-05-17 22:56
by Armand61685
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.
I hide

Posted: 2006-05-17 23:57
by six7
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.

Posted: 2006-05-18 01:50
by twisted
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.

Posted: 2006-05-18 18:46
by hachichin
It does? You have to be in the backseats though.

Posted: 2006-05-18 19:26
by the.ultimate.maverick
Ye - it would be hard to drive and pick up ammo! Or me unleashing MG death + pick up mags!

Posted: 2006-05-20 08:10
by Skullening.Chris
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.
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.)

Posted: 2006-05-20 10:27
by Scott01
I'm sure i read somewhere that the nade delay was because you are in effect reaching into your pack to gather another grenade and preparing it, they just dont have the animations in to simulate this yet.