If there was 15k-20k players this game would drown in maps. As the player number is now you will get a good chance to most of the community will know your map. If you know what I mean.
I'm not interested in map making, I only like to play them.
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Revives would be more tolerable if head shot kills = no revives as standard.
Even as a sniper or DM, you land tons of cross map head shots and a few minutes later, the same guy kills you.
Nothing more "realistic" than firing a high power rifle round into someone's brain and having them come back into the fight.
Same goes everything really. Like nero said a nade is just as bad. I am fine with revives 1 and hs revive 1 for standard for pub. Just wanted to mention these people wanting to make open space maps or that are asking for them are gonna have trouble making it work with revives.
I'd be perfectly fine with a perfectly placed nade = no revive as well. Just that the area for such an event would have to be very small. Again, such a throw would take skill (or luck) as opposed to many grenades that land 10 meters away and kill you.
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I'd be perfectly fine with a perfectly placed nade = no revive as well. Just that the area for such an event would have to be very small. Again, such a throw would take skill (or luck) as opposed to many grenades that land 10 meters away and kill you.
My point was you can't be more dead than dead.
My original nick is -Ner0-
It's now banned after the
latest update.
I'd be perfectly fine with a perfectly placed nade = no revive as well. Just that the area for such an event would have to be very small. Again, such a throw would take skill (or luck) as opposed to many grenades that land 10 meters away and kill you.
My point was you can't be more dead than dead.
Yeah, but unfortunately in AAPG, dead doesn't equal dead until you're out of the round.
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I wouldn't say without them, but at least limiting them. Maybe just the team/squad leader. This way it can be used for tactics too, like clearing extraction point....some key points.
I wouldn't say without them, but at least limiting them. Maybe just the team/squad leader. This way it can be used for tactics too, like clearing extraction point....some key points.
The thing is you can literally nade on intercept where ever you want. It's one of the easiest if not the most easiest maps to spam nade/nade on because everything is open. Limiting would help sure but having 0 would make the map so much more skillful and make people have to rely on their shot a whole lot more. Nades are just too powerful on that map they stop assault rushes pretty much every route assault can go is spam naded. Then on top of that if you are lucky and make into an area before the spam nade goes off like barn or tunnel. (Barn: Its open on both sides has roof missing all over the place so its very easy to get naded and flashed. So you get to a decent spot like barn you've probably already took dmg from nades and might be blind you now have to do a 1v1 or more with who ever goes barn for defense side or you might have to dodge another nade in 12v12 I have had to dodge 4 nades and the 4th one finally killed me. So alls this told me was I needed to sit back in my spawn and wait. When I am on Assault and I am suppose to be Attacking.) (Tunnel: pretty useless spot and is corner camped and camped pretty much always by defense. So rushing and dodging nades to get to their is pretty useless.) Same goes for other routes like mid and south. Basically if the defense is nading properly you are most definitely stuck sitting back on assault and if the defense is smart enough and knows this they can trap you in spawn pretty easily. All these spots would be much better off if it was purely relying on your aim/shot/ability to outsmart your opponent. That's why I feel the map would be better with no nades and IMO become the best map in the game by far.
Officially, an M67 is lethal at 5m and "casualty-producing" at up to 15m (according to FM 3-23.30 App. A) with a warning that fragments could go as far as 230m. Average soldier is supposed to be able to throw one 35m. In-game, you'll hit 30-31m.
In my original post on this, I cited the game's grenade damage radii, but I don't have current numbers for that and I know the Devs looked at changing the damage ranges during opt-ins. I don't believe the throw distances were ever altered.
Since I think grenades should have a place in the game, what would happen if the throw distance was a lot less? How heavy is a real grenade, anyway?
It would probably be better if maps had spots where the buildings were way too tall to get a grenade over. However I do not know the distance maybe it can be changed I don't know. I feel like it's an ok distance atm. You just have to think about "spam nades" when designing a map and where you are ok with players spam nading because right now I don't think there is one official map that truly does this. Sure you can still play the game and have fun but other games make it harder to spam nade. They block off parts of map with tall buildings so you can't get grenades over etc... I think this is a good idea and would really add to maps overall feel. Being able to nade anywhere on intercept I want/feel like is not really fun.
I think the biggest cause of spam nades is the fixed spawn and objective points. On intercept, you know where assault spawns, so you know 9/10 times, someone will come through the middle towards lower stables, so an over-the-wall nade into that area will get them, even though you could never see them arrive.
If there was some randomness to where assault spawned, say sometimes NE, sometimes SE, there would be some unknown as to whether assault will come the same way in the same timeframe.
This is why I liked some of the AA2 SF maps like Extraction, because each round, both teams spawned in different corners (obviously when they spawned SW and SE it was a bit stupid).
Similarly with Courtyard, the variable objectives (that weren't always visible to defence) meant you couldn't pre-empt with spam.
Didn’t there used to be a time where there was an invisible barrier to throw height? or am I thinking of a different game? man, it's been sooo long..
I don't recall this. I mean I guess in theory someone could put a blocking volume in the sky. I think you can set it to block all projectiles and such. I just don't know if that would cause grenades to just bounce off the invisible sky or disappear into nothingness. I think it'd be the former, in which case you'd open up more problems.
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Even as a sniper or DM, you land tons of cross map head shots and a few minutes later, the same guy kills you.
Nothing more "realistic" than firing a high power rifle round into someone's brain and having them come back into the fight.
I'm not interested in map making, I only like to play them.
It's now banned after the
latest update.
It's now banned after the
latest update.
Same goes everything really. Like nero said a nade is just as bad. I am fine with revives 1 and hs revive 1 for standard for pub. Just wanted to mention these people wanting to make open space maps or that are asking for them are gonna have trouble making it work with revives.
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My point was you can't be more dead than dead.
It's now banned after the
latest update.
Yeah, but unfortunately in AAPG, dead doesn't equal dead until you're out of the round.
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latest update.
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In my original post on this, I cited the game's grenade damage radii, but I don't have current numbers for that and I know the Devs looked at changing the damage ranges during opt-ins. I don't believe the throw distances were ever altered.
It would probably be better if maps had spots where the buildings were way too tall to get a grenade over. However I do not know the distance maybe it can be changed I don't know. I feel like it's an ok distance atm. You just have to think about "spam nades" when designing a map and where you are ok with players spam nading because right now I don't think there is one official map that truly does this. Sure you can still play the game and have fun but other games make it harder to spam nade. They block off parts of map with tall buildings so you can't get grenades over etc... I think this is a good idea and would really add to maps overall feel. Being able to nade anywhere on intercept I want/feel like is not really fun.
If there was some randomness to where assault spawned, say sometimes NE, sometimes SE, there would be some unknown as to whether assault will come the same way in the same timeframe.
This is why I liked some of the AA2 SF maps like Extraction, because each round, both teams spawned in different corners (obviously when they spawned SW and SE it was a bit stupid).
Similarly with Courtyard, the variable objectives (that weren't always visible to defence) meant you couldn't pre-empt with spam.
I don't recall this. I mean I guess in theory someone could put a blocking volume in the sky. I think you can set it to block all projectiles and such. I just don't know if that would cause grenades to just bounce off the invisible sky or disappear into nothingness. I think it'd be the former, in which case you'd open up more problems.