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Idea Changing Grenade Mechanics

Discussion in 'MC-WarZ' started by StrikerSly, Aug 6, 2017.

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  1. StrikerSly

    StrikerSly Well-Known Member

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    Right now, you can have a stack of nades and chuck them non-stop anywhere you please, within range. I think this promotes an un-creative/strategic style of play that allows players to rely on holding right click on the grenades when fighting campers. This as opposed to strategically flushing players away from a point in the building ruins the purpose of camping since boosters greatly increase grenade drop-chance and vote rewards offer them cheap. I have a few ideas that can help balance nades - maintaining their purpose yet still balancing the game for players who prefer to camp in tight places.

    1.) My first idea involves a higher delay. Every player can survive a nade or two, but nade after nade keeps on reducing the players health faster than they can regenerate even with pasta/dew. Perhaps doubling the delay on nade throwing can help players camping have a chance to spam food and survive (with low health, and still being flushed out of an area). The damage can remain the same, but players rushing will now have to find another way to finish off the job if the players successfully heal.

    2.) My second idea involves a cooldown on a fixed amount of nades. Perhaps the speed/damage can remain the same for the nades, but for every 4-5 nades thrown within 20 seconds, there's a cooldown for maybe 5 seconds. This sounds a little complicated, but I've personally spammed about 30 nades to kill a team once. It was just a cheap way to get the kill and the campers had a very unfair disadvantage, considering there was less of them as well. A cooldown on bunches of nades being thrown can help reduce the spam and give players a "last-stand" chance to heal up within the cooldown period and brace for more impact, if any. Also, players who utilize the cooldown can rush immediately after their 4-5 nades have been thrown to finish off the job. This just increases strategic play and players camping still have a chance to quickly heal and kill the player rushing. It balances things a little more as opposed to having the fight sway in one direction or the other.

    3.) My third (and final) idea involves a reduction in grenades in general in the spawn pools. When boosters are purchased, grenades can be found usually in 1/25 chests (from personal experience, I don't know the actual drop rate) in groups of 2, and they can also be purchased in the vote store. Maybe increase the price of vote tokens per 2 nades or decreasing the chance/amount of grenades per chest will help reduce the overall amount of grenades in the game (I have 2 stacks on every server. That is enough to completely rush every single snow building without "rushing" it). Reducing the amount of nades will help to make use of them more strategically, flushing players away from a point in the building at the perfect time or damaging them at crucial rushing moments to make the job a little easier.

    The fights at snow go two ways: either the rushing team has no nades, and therefore no way to actually win. Gapples since the nerf have been extremely dated, and they end up just sitting in the echest. They are so easy to combat that it takes 1-5 pieces of barb and a spas to take care of a gappling rusher. So nades are the only option for rushers to secure a win without risk.
    - Rushing team has no nades, camping team wins.
    - Rushing team has nades; most likely wins while camping team has a very little chance to win.

    Balancing these rushing/camping techniques will help create more strategic gameplay and make fights a little more skill-based rather than one-sided.
     
  2. Usp45

    Usp45 Well-Known Member

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    if grenades are nerfed, camping also needs to be nerfed because of how necessary grenades are to combat campers
     
  3. Sn4x5

    Sn4x5 Ex WarZ Mod

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    Camping is the only way for some people to actually win a fight because they either are being outnumbered or highly outskilled so they run for the buildings to outplay them in a different way (for example by camping) Camping as well as rushing takes almost equally the amount of skill so nerfing one utility Item wouldn't mean we'd have to nerf the reasoning behind it. If we'd nerf camping and nades at the same time we'd be at the same level again.
     
    • Agree Agree x 1
  4. Arabis

    Arabis Banned

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    Nades should do less damage and thats all thats needed. Gapples are still available
     
    • Funny Funny x 1
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