#Explosion Update

1 messages · Page 1 of 1 (latest)

hybrid steeple
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I feel as if a cap on the amount players you can kill with an explosion shouldn't be capped, since the main problem would be in the base area it could be altered within just the base area instead

jade yew
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isn't the whole point of explosives to clear bunched up enemies in the first place either way? the change is absolutely awful

hybrid steeple
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Yeah I think it should be capped because it was said to stop mainly spawn killing in a way (bases), so I feel as if the spawn area with explosives could be changed in that area rather than explosives as a whole

quartz flower
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I agree
Around team spawns, sure seems cool
Entire game, hell no

A good way to prevent spawnkilling instead of changing explosions would be just like how Battlefield did it in Metro.
They made the back part of the map only accessible to the opposing team and prevented spawn killing by preventing players from being in that area for a extended period of time, otherwise they would have been killed by the game.

runic tusk
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There are so many better ways to prevent spawn camping than neutering your explosive damage output in such a dumb and unintuitive way. I cant sit here and name the best way to stop people from spawn camping, I am also not a game dev to tell anyone what is the easiest solution to implement, but I can say I believe this solution still allows players to spam grenades and spawn camp while simultaneously taking all of the fun out of legitimately good grenades/explosives.

Why are they jumped straight to this choice is very confusing, and I think it could lead to other unintended consequences.

celest pier
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the sad part for me is that dev spending his time to do such pointless fixes while there is other issues that begs for fix

snow roost
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Didn't even see this update, how dumb. There must be a better way to stop spawn camping, if a large group of players are all bunched up in small space you kinda deserve to get blown up

onyx iris
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Its not just base camping that this helps with, this is also some balance. Ive seen grenades wipe 10+ people, with no anti-grenade system in the game, nor an indicator, it is impossible to locate and hide from a grenade in a crowded area or in smoke. Crowded areas happen a lot because its 127vs127 on small battlefield sized maps. Objs cause a lot of grouping. It happens more often than you would think.

Also because this game does go up to 127vs127, there are way more explosives active at any given moment than nearly all shooter games. So unless we want to cut back on access to explosives, this sounds like a fair balance.

hybrid steeple
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The flow of the game as well is better off without capping it, maybe an ADS added would also be a cool equipment item and fix if so

solemn turret
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two ideas they could've tried first before making a fairly unintuitive change to explosives:

  • Remove explosives from medic class (most popular class, # of explosives get reduced drastically or force people to swap to less sustainable classes so camping is harder)

  • Make it so only engineer/assault can resupply explosives. Further the unique identity of engineer = anti armor and assault = aggro pusher

sinful spire
# solemn turret two ideas they could've tried first before making a fairly unintuitive change to...

I find your propositions very sound, but I would argue that taking away medic c4 would limit this class in movement option, becouse destroying walls is really nice thing. It could be made only for assault/engi maybe support, or devs could implement "breaching charge" that would do full c4 dmg to walls, half to inf and softskin vehicles and no to armored vehicles, and make it avalibe to medic/recon/leader/ assault

solemn turret
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wouldnt hate the idea of a breaching charge acting as a replacement to c4 for particular classes, but also medic just has everything going for it right now and i think this would be a perfect 2 bird 1 stone situation: reduce # of explosives which reduces the ability one team has of holding another back in chokes, while also simultaneously taking away at least one major tool from medic which currently has basically every tool except for long-range sniping.

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then these explosive changes can be reverted and everyone is having a great day

sinful spire
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Well, it funny that it went form explosioves nerf to medic but yeah, medic can do everything except resupplying and sniping. And is go to run and gun class, which should be the role of assault.

hybrid steeple
# sinful spire Well, it funny that it went form explosioves nerf to medic but yeah, medic can d...

Medics fine in my opinion, as other classes like support could be tweaked for people to play by allowing other weapons to be used in the class, but my main focus in this suggestion was the explosion nerf being a horrible choice for what was intended (stop the base spawn killing with explosives). Getting multi kills with explosives to push would is what makes these game tons of fun as well, also an ADS system for support can also fix grenade and c4 spam if implemented either way games still tons of fun and can’t wait

sinful spire
hybrid steeple
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Well when I read the explosion update it was saying within the update from oki: (focus on the part toward the bottom) “It seems the update about the explosion nerf has confused about their effectiveness.

All explosions have same radius, same effectiveness, same damage as same as before, none of them has changed.
Only difference is, now there is limit how many people you can kill per/explosion (4.5 players).

You can stack 3x C4 and kill 13-15 people still. Or, you can still throw 2 grenades and kill up to 9-10 players.
The limit is per explosion.

||Before there were no limit, you could wipe entire team with a single grenade if they are pushed back enough to their BASE and no option but push though a bridge or small area.||

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I read it as the very back main base spawn

sinful spire
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Well, I can clearly see explosives being abused on maps with choke points near bases ( at least that's how i would interprate that), but tbh they shouldn't be there in first place. Choke points are nice and fun, but putting them close to spawns seems like fundamental problem.

snow roost
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"you could wipe entire team with a single grenade if they are pushed back enough to their BASE and no option but push though a bridge or small area."

Seems like a map design issue

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also, as a 50/50 medic engy user. Medic needs a nerf - not sure how though

sinful spire
fleet sentinel
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Splash damage should still do a little bit of damage to everyone. In case you meet a huge group of campers who refuse to move

split locust
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Grenade spam in chokes is an issue but I doubt this is the fix

errant quarry
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I agree, choke points just need to be intentional placed out on the map. I mean, sometimes you want to go somewhere but shouldn't. So if the choke point is setup right, then it will make players move to another spot to engage with a better advantage.

subtle arch
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explosions exist for the express purpose of taking out many targets, this is why explosives are usually limited in supply

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medics probably shouldn't have access to assault rifles as well as everything else they can do

sonic terrace
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hi

errant quarry
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Maybe the grenades shouldn't be a part of the ammo kit from the Support class. So that there's a higher scarcity.

Could also make it so that non-Support class can only carry 1 grenade but if they select another type of thrown (smoke/flash) then they could carry 2+.

C4 really isn't a huge issue from my perspective, since the enemy has to run and plant it.

subtle arch
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it's great that c4 is on every class tbh

errant quarry
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If anything I think the classes should be even more specialized/limited between the kit they can bring.

A push towards making each class more unique in how they impact the battlefield would help even out class makeup on each team.