diomedes 66 Posted June 22, 2018 Share Posted June 22, 2018 Still unbalanced, overpowered annoyances as they were when they were first implemented. Only a handful of players would complain about their removal (those who always take footguard to use nades to increase their kills). Even adding a fuse did not balance them as sometimes you cant see where they land. I am sure they didn't work as mobile artillery historically like in game. Link to comment Share on other sites More sharing options...
Chinese_Propaganda 46 Posted June 22, 2018 Share Posted June 22, 2018 2 hours ago, diomedes said: Still unbalanced, overpowered annoyances as they were when they were first implemented. Only a handful of players would complain about their removal (those who always take footguard to use nades to increase their kills). Even adding a fuse did not balance them as sometimes you cant see where they land. I am sure they didn't work as mobile artillery historically like in game. Grenades are the best thing about NRP Link to comment Share on other sites More sharing options...
diomedes 66 Posted June 22, 2018 Author Share Posted June 22, 2018 well this was a failure Link to comment Share on other sites More sharing options...
Wilhelm_II 56 Posted June 22, 2018 Share Posted June 22, 2018 If you don't want to be killed by grenades, just have game sound on, as long as you are aware of what is going on it is not difficult to avoid being boom boomed. But Chinese is still a big gay for always picking foot guard. Link to comment Share on other sites More sharing options...
Isaac 45 Posted June 22, 2018 Share Posted June 22, 2018 5 hours ago, diomedes said: well this was a failure Grenades are really shitty, but can also be fun to have when your in the right place and have a big cluster fuck of retarded Whales running into the middle of it and getting like 10 kills like a nuke just went of beside them, But at the same time it's annoying when your team gets wiped out because they clearly can not see where the grenade had landed. What about instead of removing it we limit it to only like 1 or 2 people can be that unit or even give them only 1 grenade so it's less autistic . Link to comment Share on other sites More sharing options...
The Tax Collector 9 Posted June 23, 2018 Share Posted June 23, 2018 It's always tough to control thyself when you and everyone next to you dies to a grenade slinging mongoloid that may or may not have ramboed away from his line to take out abunch of guys, but even as someone who goes officer most of the time and is the most affected by having lines damaged by grenades, I think they need to stay in and shouldnt be limited from its current version. First off grenades fix a problem that has long plagued NRP for years and thats the problem of camping. We used to have entire rounds sometimes that started with two teams holding two defensive positions with none charging until given the all charge order after 10 minutes of sitting around, or one team holding off against the other starting from the beginning of the round. Teams are now more aware that if they and other lines of infantry stand and camp in a single position that normally would be enough to hold off against the enemy team of equal or greater number, they can no longer do so because of enemy grenadiers being apart of the assault. Forcing the defenders to instead break off into multiple units to combat this threat or target the grenadiers specifically, turning the game more into correct battle rp with more tactical decisions being used. Secondly it develops the right mindset for NRP players, forcing them to take into account when to spread out, cluster together, listen to their officer and environment for grenades or other such dangers that normally wouldn't be a thing in any other server. This again provides a more dangerous but tactical style of play, killing off anyone who doesnt pay attention or works with their team, thereby forcing loners to participate in rp's correctly. Link to comment Share on other sites More sharing options...
Chinese_Propaganda 46 Posted June 23, 2018 Share Posted June 23, 2018 Basically what Tax said. The grenades can prevent one team from camping all game and encourages people who pick footguard to be more aggressive often meaning that the rest of the team will charge with them. I've seen instances where a footguard officer and two rankers charge across the bridge on floodplains and in a matter of seconds, the rest of the team is on their heels. Link to comment Share on other sites More sharing options...
Dimitry 49 Posted June 23, 2018 Share Posted June 23, 2018 3 minutes ago, Chinese_Propaganda said: Basically what Tax said. The grenades can prevent one team from camping all game and encourages people who pick footguard to be more aggressive often meaning that the rest of the team will charge with them. I've seen instances where a footguard officer and two rankers charge across the bridge on floodplains and in a matter of seconds, the rest of the team is on their heels. That is because he is holding a completely overpowered and broken weapon. It's much more poetic to see a person charging the enemy, knowing that he's going to die and the others desperately running behind him to help him, than a person charging the enemy because he has a weapon that can obliterate everything on his path. Sure, my recent NRP experience is confined to the 2 hour regimental event, but that was more than enough to see how broken the nade system is. In the event, our only choice was to band together so we face the almost double numbers of the enemy only for them to spam a good 10 nade in the fort and the fight to be over. Normally the tool to root out campers is arty. Using artillery requires a lot of skill so when you die from a cannonball you can atleast admit that the canonner deserved to get that kill. This doesn't apply to nades because the only thing you have to do is being lucky to get foot guard then spam right click on the general direction of the enemy. My suggestion? Removing nades isn't really the best choice. What about nerfing them? Decrease their accuracy so they can only be used effectively en mass, like in real life, and decrease the damage to 1/2 or 1/3 of the health of the player. This way they can still be invaluable in a charge, to weaken the enemy, stun them and create a smoke screen, without being able to just one shot everything. Link to comment Share on other sites More sharing options...
Chinese_Propaganda 46 Posted June 23, 2018 Share Posted June 23, 2018 8 minutes ago, Dimitry said: That is because he is holding a completely overpowered and broken weapon. It's much more poetic to see a person charging the enemy, knowing that he's going to die and the others desperately running behind him to help him, than a person charging the enemy because he has a weapon that can obliterate everything on his path. Sure, my recent NRP experience is confined to the 2 hour regimental event, but that was more than enough to see how broken the nade system is. In the event, our only choice was to band together so we face the almost double numbers of the enemy only for them to spam a good 10 nade in the fort and the fight to be over. Normally the tool to root out campers is arty. Using artillery requires a lot of skill so when you die from a cannonball you can atleast admit that the canonner deserved to get that kill. This doesn't apply to nades because the only thing you have to do is being lucky to get foot guard then spam right click on the general direction of the enemy. My suggestion? Removing nades isn't really the best choice. What about nerfing them? Decrease their accuracy so they can only be used effectively en mass, like in real life, and decrease the damage to 1/2 or 1/3 of the health of the player. This way they can still be invaluable in a charge, to weaken the enemy, stun them and create a smoke screen, without being able to just one shot everything. I do agree that they are overpowered and that I don't think that the splash damage should be as high. Personally make its that u need to be basically on top of a nade to kill you however it deals damage to all around. I think that the accuracy is fine, however. Link to comment Share on other sites More sharing options...
Gay_ningaja 29 Posted June 23, 2018 Share Posted June 23, 2018 Are you guys seriously discussing this? If grenades get removed, i'll pay minisiege to ddos nrp 1 Link to comment Share on other sites More sharing options...
SacrificialLamb 8 Posted June 23, 2018 Share Posted June 23, 2018 2 hours ago, Dimitry said: That is because he is holding a completely overpowered and broken weapon. It's much more poetic to see a person charging the enemy, knowing that he's going to die and the others desperately running behind him to help him, than a person charging the enemy because he has a weapon that can obliterate everything on his path. Sure, my recent NRP experience is confined to the 2 hour regimental event, but that was more than enough to see how broken the nade system is. In the event, our only choice was to band together so we face the almost double numbers of the enemy only for them to spam a good 10 nade in the fort and the fight to be over. Normally the tool to root out campers is arty. Using artillery requires a lot of skill so when you die from a cannonball you can atleast admit that the canonner deserved to get that kill. This doesn't apply to nades because the only thing you have to do is being lucky to get foot guard then spam right click on the general direction of the enemy. My suggestion? Removing nades isn't really the best choice. What about nerfing them? Decrease their accuracy so they can only be used effectively en mass, like in real life, and decrease the damage to 1/2 or 1/3 of the health of the player. This way they can still be invaluable in a charge, to weaken the enemy, stun them and create a smoke screen, without being able to just one shot everything. Your experience is unique I think in that you were forced to camp a defensive position due to being outnumbered. That's the situation against which nades work best. It is quite literally a naders wet dream to see 80 people all camped together tightly in a fort. When I realised you were basically forced to do this due to the numbers, I turned nades off after the first map. In normal battle, the numbers are even so its your fault if you want to all camp in a fort. I'm for keeping nades what they are because they are already very inaccurate. I assume you think they're somewhat like the holy hand grenade in their accuracy, but the aim circle is massive if you try to throw the nade while moving and theres a ton of 'grenade drop' so unless you're really close its a massive guess as to where they land. Because of this, again like you suggested, it is pretty much only effective when used en mass, outside certain situations (camping inside a building). They also only insta kill you if you're right in the middle of the blast. People easily survive hits all the time. The biggest issue people seem to have with nades is that they're either new so aren't yet informed on how to counter them or simply refuse to acknowledge they're a legit tactical aspect of Battle rp. They're then somehow surprised when nades rekt their line that has been tightly packed together. If a rifles unit gets caught in the open alone against cav, theres pretty much nothing they can do but die. So too, if a large line that hasn't spread out comes up against nades. Its on the officer in both these cases for getting their unit into this bad position. Yet somehow there's an nonacceptance in the second instance because cav are from the base gameplay and nades are from unique NRP scripts. I've heard officers say stuff to me like 'you know how hard it is to get people to spread out? They just don't listen,' but imo you just gotta think ahead. You see a unit of nades up ahead and command a large line? Turn around, go somewhere else. If they follow you, ask for some help from your cav or rifles / lights. Get them to charge / skirkmish the nades first. Its not unlike a rifles officer having to think miles ahead so as to not get caught alone against cav. And if other units refuse to coordinate then that's down to bad officers and you should take your anger out on them, not nades. Nades can easily be neutralised and render useless. Against an enemy charge when they're spread out for example, nades will never get you more than 1 or 2 kills. That's not that different to if the nader was just shooting normally. My last point is nades plays a large part in the aspect of Battle rp which I like best, 'combine arms combat.' Its beautiful to see mulitple units complement each other in a fight. During one of the rounds in waterloo during the event for example, I saw the 19th +65th do a mass charge against some NRP infantry and naders. Your infantry hit them from the front, then your cav came in from the sides. They had nades here but they did barely any damage because you weren't clump up / were constantly moving and cav was forcing the naders into melee. NRP's cav was somewhere else so it was a glorious slaughter. Cav + inf are so powerful here. (I actually wanted to try to get flying boats into certain Battle rp maps just to increase this aspect but perhaps thats too ambitious) The tactical aspect behind all this makes Battle rp so interesting and varied, and I'd hate to take away from that. tl;dr I like nades and if you get rekt by them, its on the officer. Link to comment Share on other sites More sharing options...
Isaac 45 Posted June 23, 2018 Share Posted June 23, 2018 2 hours ago, SacrificialLamb said: Your experience is unique I think in that you were forced to camp a defensive position due to being outnumbered. That's the situation against which nades work best. It is quite literally a naders wet dream to see 80 people all camped together tightly in a fort. When I realised you were basically forced to do this due to the numbers, I turned nades off after the first map. In normal battle, the numbers are even so its your fault if you want to all camp in a fort. I'm for keeping nades what they are because they are already very inaccurate. I assume you think they're somewhat like the holy hand grenade in their accuracy, but the aim circle is massive if you try to throw the nade while moving and theres a ton of 'grenade drop' so unless you're really close its a massive guess as to where they land. Because of this, again like you suggested, it is pretty much only effective when used en mass, outside certain situations (camping inside a building). They also only insta kill you if you're right in the middle of the blast. People easily survive hits all the time. The biggest issue people seem to have with nades is that they're either new so aren't yet informed on how to counter them or simply refuse to acknowledge they're a legit tactical aspect of Battle rp. They're then somehow surprised when nades rekt their line that has been tightly packed together. If a rifles unit gets caught in the open alone against cav, theres pretty much nothing they can do but die. So too, if a large line that hasn't spread out comes up against nades. Its on the officer in both these cases for getting their unit into this bad position. Yet somehow there's an nonacceptance in the second instance because cav are from the base gameplay and nades are from unique NRP scripts. I've heard officers say stuff to me like 'you know how hard it is to get people to spread out? They just don't listen,' but imo you just gotta think ahead. You see a unit of nades up ahead and command a large line? Turn around, go somewhere else. If they follow you, ask for some help from your cav or rifles / lights. Get them to charge / skirkmish the nades first. Its not unlike a rifles officer having to think miles ahead so as to not get caught alone against cav. And if other units refuse to coordinate then that's down to bad officers and you should take your anger out on them, not nades. Nades can easily be neutralised and render useless. Against an enemy charge when they're spread out for example, nades will never get you more than 1 or 2 kills. That's not that different to if the nader was just shooting normally. My last point is nades plays a large part in the aspect of Battle rp which I like best, 'combine arms combat.' Its beautiful to see mulitple units complement each other in a fight. During one of the rounds in waterloo during the event for example, I saw the 19th +65th do a mass charge against some NRP infantry and naders. Your infantry hit them from the front, then your cav came in from the sides. They had nades here but they did barely any damage because you weren't clump up / were constantly moving and cav was forcing the naders into melee. NRP's cav was somewhere else so it was a glorious slaughter. Cav + inf are so powerful here. (I actually wanted to try to get flying boats into certain Battle rp maps just to increase this aspect but perhaps thats too ambitious) The tactical aspect behind all this makes Battle rp so interesting and varied, and I'd hate to take away from that. tl;dr I like nades and if you get rekt by them, its on the officer. flying boats are you making it harder for people that want to melee to get kills and want the whole NRP that sit back and shoot be able to pick off people from the sky then fly away before people shoot them. Let alone people will be able to then waste even more time on NRP and even troll with them by knocking there team mates out of the boats. Big reason I'm against it is because the Modder on JB has it on his native server and it's really fucking annoying for people camping and shooting then flying away being a pussy. I Now find this the shittest idea I've ever heard of for NRP. Link to comment Share on other sites More sharing options...
SacrificialLamb 8 Posted June 23, 2018 Share Posted June 23, 2018 It d only be done for a few meme maps by voting + we d get a new rp called flying boats if it happened. For the meme battle maps, you d still be following an officer + it'd be one boat, the entire team cant get on it. Policing knocking people out of boats is easy, we do that for naval when there's way more boats (if you kick someone off it d show up as a teamkill). All charge would take care of delaying + it d be one boat per battle map, its meant for a meme rp. But doubt it d happen right now. Anyways, all the arguments against it imo are just similar arguments against naval or battle maps with boats on it, and yet we love them for its meme value. It'd be the same for this RP, tho I repeat, I doubt it'd happen. Link to comment Share on other sites More sharing options...
Pew Pew You're Dead 39 Posted June 24, 2018 Share Posted June 24, 2018 no reason: i paid £25 for them and medic and a few other things too when i first added NRP scripts Link to comment Share on other sites More sharing options...
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