What I mean by grenades with a load-time is that it would take about a second or two until you can throw another grenade. (you could customize the time in custom games) There could be a circle around the grenade symbol, and until it loads, you can’t throw another grenade. This would be able to prevent grenade-spamming. I find it much better to skillfully place a grenade than spamming them, hoping that one hits.
I agree. The amount of times I’ve been pinned down by somebody with like 8 grenades just spamming my base… A few seconds between throws would stop the spamming, and make people use them more wisely.
Can anyone that voted no give me a reason for why it shouldn’t be in the game? I can’t see a flaw in it, and I need to see it if you think there is a flaw in it.
> If people want to spam grenades its their fault if they waste them, I don’t need a random timer that will tell me when I can use a weapon
I hate having to stand in a hallway because somebody’s bombarding the doorway with grenades while their shields recharge. Grenade spamming slows the game down.
> If people want to spam grenades its their fault if they waste them, I don’t need a random timer that will tell me when I can use a weapon
People can easily just spam a hallway with grenades just to recover their shields. That gives them a second chance, when they should of died the first time. Also, spamming grenades just reduces the skill of them. It’s much easier to hit someone with a grenade if you spam them. Heretic is damn NIGHTMARE.
> Can anyone that voted no give me a reason for why it shouldn’t be in the game? I can’t see a flaw in it, and I need to see it if you think there is a flaw in it.
I can think of a flaw. Sort of.
Say you’re in the scenario when you need to throw a grendade because you’re forced against multiple enemies in one direction, you throw you grenade. Timer initiates. Instantly after you are again approached from another direction from multiple enemies and like before you’re best option to survive, escape or hinder is to throw another grenade but you can’t.
It is an uncommon situation but just an suggestion.
> > Can anyone that voted no give me a reason for why it shouldn’t be in the game? I can’t see a flaw in it, and I need to see it if you think there is a flaw in it.
>
> I can think of a flaw. Sort of.
>
> Say you’re in the scenario when you need to throw a grendade because you’re forced against multiple enemies in one direction, you throw you grenade. Timer initiates. Instantly after you are again approached from another direction from multiple enemies and like before you’re best option to survive, escape or hinder is to throw another grenade but you can’t.
>
> It is an uncommon situation but just an suggestion.
-Rely on teamwork.
-Don’t get in that situation.
-Die.
IMO those should be your three options. I mean, technically armourlock would get you out of that situation too, but that doesn’t justify it’s existence.
> > If people want to spam grenades its their fault if they waste them, I don’t need a random timer that will tell me when I can use a weapon
>
> Grenades aren’t a weapon, they’re a utility. It’s only unfair to the dumb*** spammer, so…
This timer would make the skill gap larger since it would be harder for the grenade spammer to actually hit someone with a grenade. What if you’re crouching somewhere recharging your shields, and here comes 3 grenades? That’s going to kill you, unless you’re in some lucky spot. If this timer was implemented, then they’d actually have to aim, and would only have one chance.
> > Can anyone that voted no give me a reason for why it shouldn’t be in the game? I can’t see a flaw in it, and I need to see it if you think there is a flaw in it.
>
> I can think of a flaw. Sort of.
>
> Say you’re in the scenario when you need to throw a grendade because you’re forced against multiple enemies in one direction, you throw you grenade. Timer initiates. Instantly after you are again approached from another direction from multiple enemies and like before you’re best option to survive, escape or hinder is to throw another grenade but you can’t.
>
> It is an uncommon situation but just an suggestion.
You can try your best to avoid that situation but sometimes it will happen.
The only option there would be is to try to escape. It seems right now though that there are more pros than there are cons. Thank you for your logical argument.
> > What’s wrong with grenade spam?
>
> It lets people without any grenade skill to get a hit on someone else. If a grenade load-time is implemented, then they would actually have to aim.
Hm… I think you’re misinterpreting the grenades intended place in the sandbox. Getting pinned down in your base by nade spam, and being denied access to a doorway via nade spam is part of the weapon’s function–nade spam is an integral part of the game. Here’s a post I made in another grenade thread:
> Player A pushes sniper hallway on Reflection whilst the opposing team has top control. Player A dies by grenades.
>
> Player A: “-Yoink!- nade spam! They should nerf the grenades to kingdom come!”
>
> That’s the situation I imagine every player is in that complains about grenade spam. If you don’t push at stupid times you wouldn’t find yourself standing right next to 3 grenades.
>
> Here’s a thought: what if making the grenades more powerful actually makes the game more skillful? OP, you’re only looking at one aspect of the grenade’s use. That being, an assist weapon to kill. The grenade is also used as a suppression tool. Grenade spam is used to deter your opponent from taking routes–the ability to spam gives you the ability to control map flow, but this spamming can only be effective when grenades have a large blast radius, are powerful, and a player has more than a couple.
>
> Think back to Halo 3. If someone was nade spamming the rocket spawn on the Pit you just waited till it ceased, because you knew he only has 2 nades, 4 at max. Nade spam in Halo 3 isn’t very effective at changing a map’s flow because nades were so weak and in short supply. It’s certainly possible if the whole team pitches in, but if the whole team’s in a position to be hucking nades at one spot they’re doin’ it wrong.
>
> You see, being able to suppress your opponent’s movement possibilities allows for deeper thinking in how you play a map. It requires more thought, more skill. More map awareness too. With bountiful and powerful nades players need to constantly be aware of “nade hotspots” and “nading points”. Nade spam also deters camping, for you wouldn’t want to hunker down in a room with a shotty if you knew that room could be filled with deadly little balls that go BOOM!.
>
> Yes, I’m in support of player’s being able to carry at least 8 nades again, CE style.
Grenades aren’t meant to take an immense amount of skill because the game’s not solely about throwing nades. We could make movement take far more skill than it currently does by incorporating a QWORP style running mechanic (google “QWOP” if you don’t know what it is), but it’d be silly to. What it comes down to is a couple of players complaining they ran into a grenade. It’s your fault, and yours only.
> > > What’s wrong with grenade spam?
> >
> > It lets people without any grenade skill to get a hit on someone else. If a grenade load-time is implemented, then they would actually have to aim.
>
> Hm… I think you’re misinterpreting the grenades intended place in the sandbox. Getting pinned down in your base by nade spam, and being denied access to a doorway via nade spam is part of the weapon’s function–nade spam is an integral part of the game. Here’s a post I made in another grenade thread:
>
>
> > Player A pushes sniper hallway on Reflection whilst the opposing team has top control. Player A dies by grenades.
> >
> > Player A: “-Yoink!- nade spam! They should nerf the grenades to kingdom come!”
> >
> > That’s the situation I imagine every player is in that complains about grenade spam. If you don’t push at stupid times you wouldn’t find yourself standing right next to 3 grenades.
> >
> > Here’s a thought: what if making the grenades more powerful actually makes the game more skillful? OP, you’re only looking at one aspect of the grenade’s use. That being, an assist weapon to kill. The grenade is also used as a suppression tool. Grenade spam is used to deter your opponent from taking routes–the ability to spam gives you the ability to control map flow, but this spamming can only be effective when grenades have a large blast radius, are powerful, and a player has more than a couple.
> >
> > Think back to Halo 3. If someone was nade spamming the rocket spawn on the Pit you just waited till it ceased, because you knew he only has 2 nades, 4 at max. Nade spam in Halo 3 isn’t very effective at changing a map’s flow because nades were so weak and in short supply. It’s certainly possible if the whole team pitches in, but if the whole team’s in a position to be hucking nades at one spot they’re doin’ it wrong.
> >
> > You see, being able to suppress your opponent’s movement possibilities allows for deeper thinking in how you play a map. It requires more thought, more skill. More map awareness too. With bountiful and powerful nades players need to constantly be aware of “nade hotspots” and “nading points”. Nade spam also deters camping, for you wouldn’t want to hunker down in a room with a shotty if you knew that room could be filled with deadly little balls that go BOOM!.
> >
> > Yes, I’m in support of player’s being able to carry at least 8 nades again, CE style.
>
> Grenades aren’t meant to take an immense amount of skill because the game’s not solely about throwing nades. We could make movement take far more skill than it currently does by incorporating a QWORP style running mechanic (google “QWOP” if you don’t know what it is), but it’d be silly to. What it comes down to is a couple of players complaining they ran into a grenade. It’s your fault, and yours only.
Okay, you beat me, for team games. Don’t really understand team games since I can’t really communicate with people.
I understand that a QWOP style movement would be silly, but this doesn’t seem silly at all. Also grenades are a huge part of Halo. You pretty much destroyed me though so yeah…
> Player A pushes sniper hallway on Reflection whilst the opposing team has top control. Player A dies by grenades.
>
> Player A: “-Yoink!- nade spam! They should nerf the grenades to kingdom come!”
>
> That’s the situation I imagine every player is in that complains about grenade spam. If you don’t push at stupid times you wouldn’t find yourself standing right next to 3 grenades.
Then consider this situation:
Player A takes out player B’s shields.
Player B immediatly turns a corner and throws every grenade he has at the doorway, denying access while his shields recharge. Player B is no longer punished by death for being a bad shot.
Tell me, what was skillfull about what player B did? all he did was turn a corner, look at the wall and spam LT for his life.
Go throw a grenade now in Reach and then instantly try and throw anothero one. How long did it take for the second one to be thrown. .5 -.8 seconds is my guess. There is no need to add a timer to this. The argument that someone can go around a doorway and chunk nades at the opening to stay alive is bad because that is what you are supposed to do. That to me sounds more like someone understands how the game works. If i get shot from somewhere behind me and I know that turning around and shooting is most likely going to end up in me dieing anyways, I am going to go around the closes corner and throw grenads at the wall. That way when the derp follows me he is one shot and i can kill him. If he doesn’t follow then good He is smart and should call out to a teammate that I am weak.
The entire concept of Grenade spam is rediculous. Lets put this into perspective. Say you are playing a DMR game on CountDown. You see an enemy around the flag spawn and you are around the big door side. He is walking toward the next room (Jetpack spawn on MLG). What do you do? Shoot at him knowing you can’t kill him before he makes it out of site and then keep following him around the corner? No, most of the time this leads to you walking right into a grenade or his teamates. Do you throw a grenade at his feet and then shoot him in the head? Yes, IMO this is the best method. You might not get that last shot off but he is now full shields. If you dont have any grenades, you do one of two things Shoot him as musch as you can and then either wait there a second and tell you rteam where he is or you drop down by health pack and flank, and also tell your team where he is. If you follow him in and die well then that is not him spamming that is him predicting where you will be and out playing you.