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nades...

Started by Test-Subject, March 05, 2008, 01:50:48 AM

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Test-Subject

 This is something that I think will improve the game even if it changes abit gameplay. I think the spies as for the merc should reload their nades... I would some realism to the game and part of the greatness of the SplinterCell series is the some-how realism...

Farley4Fan

No.  I'll tell you why.

In Splinter Cell, you need to be smart and conservative.  If you just spam nades all day what would be the drawback?  You could just refill.  Strategy is a key aspect to SvM.  You need to be smart when and where to use your gadgets.  This would also render the backpack useless.  There's a reason why you have a limit to gadgets, by giving infinite nades it takes it away.  By being able to go back and back for infinite nades you actually take away some realism.  I understand you didn't say infinite, but having more than 4 nades and a backpack is a little much don't you think? 

Xris

He did not say infinite nades, hes said SPYS should have to reload like MERCS after they FIRE a nade.  I captilized the words you got confused on.  ;)

PS this could work it would totaly get rid of double or triple nading also.

marinex10

Quote from: Papa Skull on March 05, 2008, 02:22:22 AM
No.  I'll tell you why.

In Splinter Cell, you need to be smart and conservative.  If you just spam nades all day what would be the drawback?  You could just refill.  Strategy is a key aspect to SvM.  You need to be smart when and where to use your gadgets.  This would also render the backpack useless.  There's a reason why you have a limit to gadgets, by giving infinite nades it takes it away.  By being able to go back and back for infinite nades you actually take away some realism.  I understand you didn't say infinite, but having more than 4 nades and a backpack is a little much don't you think? 

first of all, he means reloading the nade after it is fired... not reloading the supply of nades

which is actually a good idea imo

Farley4Fan

Ah, I see.  But it was a really really unclear message. 

QuoteI think the spies as for the merc should reload their nades

Makes very little sense.

As for the idea, meh, not totally needed.  Why not just have a delay between shots for a cooldown period? 

sniperbr0

a delay between shots could be a reload... it could be implemented depending on how realistic it will be, like of course its impossible to fit so many nades inside that gun, so realistically he should reload, even if its a fast reload, just to prevent triple nading

although that reload if its too fast would be quicker than the delay on CT when you are throwing the same type of nade... now i dont know if its a good idea, we already have a good delay for nades of the same type...

the delay/reload could also be skipped by throwing a nade with the gun and the other at your feet...

well... i think we should leave it the way it is...

Vega

Test-Subject, you're basically saying there should be a delay between firing nades, which is what I think the team was already planning on doing.  I believe their reasonings for delaying the nades were to balance aggro spies.  However, I see no reason to add a delay when it comes to grenades for spies. 

Tripple nading is a great tool and not imbalanced, why are we changing that?  For some petty realism and an attempt to further degrade aggressive spies?  The reason behind the mercenaries delay is because their nades cause damage, unlike the spies.  If a mercenary could spam nades like a spy, then it would change the gameplay quite a bit; for the worst.

Westfall

Quote from: Vega on March 05, 2008, 06:54:40 AM
Test-Subject, you're basically saying there should be a delay between firing nades, which is what I think the team was already planning on doing.  I believe their reasonings for delaying the nades were to balance aggro spies.  However, I see no reason to add a delay when it comes to grenades for spies. 

Tripple nading is a great tool and not imbalanced, why are we changing that?  For some petty realism and an attempt to further degrade aggressive spies?  The reason behind the mercenaries delay is because their nades cause damage, unlike the spies.  If a mercenary could spam nades like a spy, then it would change the gameplay quite a bit; for the worst.

Vega for president.

Cyntrox

Meh, tripple nades already have enough drawback - it uses up your nades.

Xris

Quote from: Vega on March 05, 2008, 06:54:40 AM
Test-Subject, you're basically saying there should be a delay between firing nades, which is what I think the team was already planning on doing.  I believe their reasonings for delaying the nades were to balance aggro spies.  However, I see no reason to add a delay when it comes to grenades for spies. 

Tripple nading is a great tool and not imbalanced, why are we changing that?  For some petty realism and an attempt to further degrade aggressive spies?  The reason behind the mercenaries delay is because their nades cause damage, unlike the spies.  If a mercenary could spam nades like a spy, then it would change the gameplay quite a bit; for the worst.

Quote from: Cyntrox on March 05, 2008, 12:55:06 PM
Meh, tripple nades already have enough drawback - it uses up your nades.

QFT/QFE


Gawain

if the flash effect works in its full strength triple nades are really op in ct. but with nerfed smoke nades and no hostgrab bs triple nading won't be that op any more.
i really can't see the point of adding a delay, in fact i think one should be able to even spam nades more quickly as spamming nades is only op with smoke and that's because smoke is op on its own.
another balance problem regarding nade spam is that you get too many of them when you die constantly, but too less when you stay alive for a longer time which enforces aggro which is bullshit.

Spekkio

Triple nading may or may not be imbalanced in PS, we just don't know. A lot of times in CT the merc gets out of aggro by using some stupid bug, namely the funny punch.

Gawain

yeah we really can't know, but i suggest implementing the delay only after triple nading turns out op.

Gui Brazil

I really can't see how triple nades are imbalanced...They're fine the way they are. oO

InvisibleMan999

So long as you let people activate the gas mask while they're shocked, I don't see a problem with triple nading.