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In Arena Mode: What are your thoughts on Grenades and how much damage the deal?

Keep grenade damage and amount the way it is (No Change)
Up the damage by a little bit (More Powerful)
Reset grenades to original damage (Really Powerful)
Change damages for only some grenades
Remove Grenades (NO NADES!)
Add more Grenades and keep them how they are (Just let 'em have more)
Give fewer grenades and increase damage (More power, careful using)
Other

Author Topic: Grenades in Arena mode  (Read 3329 times)

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Offline twodayudie

Re: Grenades in Arena mode
« Reply #10 on: November 09, 2017, 07:40:29 AM HST »
As a Cs_arena main player, My opinion is 1 powerful nade. People will be less inclined to spam them and will use them more tactically when for exemple clearing a room. The current Firecrackers are barely a viable solution. I don't even use them most of the time cause they feel like water balloons. Just my opinion which has been the same for a couple of years now.

Having nade damage would be a horrible idea on some maps and good on certain maps. If i take Italy, the map is mostly made of 1 layer of thickness blocks and having nade damage would completly break the map. allowing glitch spots to be legal somehow. On a map like cs _assault, it would be usefull to create a new entrance to green base or exit depending on which side you are.
Maps like militia and Nuke would suffer a lot from nade damage since ppl would nade off the stairs. my opinion? Not worth the risk too many problems would be created with that.

I never liked nades much cause they feel too much random based. You can nuke across the map on De_dust and get 4 kills or get none. It doesn't make the player want to be better cause they can always rely on nades to eliminate half the enemy team in one blow.
3 Current Nades with their bullshit damage are somewhat balanced but i still would rather only 1 More powerful Nade.

-Twoday

«English: What Doesn't Kills Me Makes Me Stronger»
«French: Ce Qui Ne Me Tue Pas Me Rend Plus Fort»
«Confidential name»: Qc.HACKER!!
Qc.Twodayudie : yea, i'm using the brand new hack called skills

Offline TheRealStrikerJannersYT

Re: Grenades in Arena mode
« Reply #11 on: November 09, 2017, 11:58:23 AM HST »
Increasing grenade damage while  having fewer grenades is good in CQC because it's mostly hallways, building floors, etc. and you have to be careful in using them because you might damage yourself.
1 or 2 grenades would be fine. CS:GO nades dont do shit. In Black Ops your legs would be blown off.

Offline Irongears

Re: Grenades in Arena mode
« Reply #12 on: November 09, 2017, 04:47:51 PM HST »
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when playing a last night I was on the receiving-end of some grenades (3 to be exact) and the first two landed DIRECTLY on me (I thought I was going to die) but I survived with 20+hp

that's a result of lag or your client not showing the nade's precise location

Well I know I have {LAG} in my name, but I get an average of 75ms ping. I'm sorry, but if someone with 75ms is having problems with where nades are (thinking they are well timed, etc.).. just sayin. I agree more with twoday that nades should be more powerful but you don't get as many.

One other advantage I like with more powerful nades is that many times it comes down to a lot of people to 1 person, and if that person was smart with a grenade, they might even the odds a bit.

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I can see some making the point that this game-mode is for shooting only, but I'd say it is more about strategy, teamwork, skill, and winning.

weaker nades require more teamwork

weaker nades don't really require more teamwork, it requires having more team members alive (because they'll be more greens/blues coming in swarms). Big difference.

Anywho, I know that probably nothing will happen in the way of changing nades because many think nothing is wrong, I just wanted to post this because I was getting tired of grenades being useless. :)

Offline atrain1298

Re: Grenades in Arena mode
« Reply #13 on: November 09, 2017, 05:15:25 PM HST »
Well, I'd say the majority of staff aren't on board, there go the chances of fixing grenade damage.
Like seriously, nades have become useless, I use them still because it's become automatic, but still useless.

Offline MuffinTastic

Re: Grenades in Arena mode
« Reply #14 on: November 09, 2017, 05:23:52 PM HST »
As a Cs_arena main player, My opinion is 1 powerful nade.
[...]
3 Current Nades with their bullshit damage are somewhat balanced but i still would rather only 1 More powerful Nade.

sorry to say, but you can't reduce the amount of grenades a player has. it's just not possible with the game's netcode :(

Offline atrain1298

Re: Grenades in Arena mode
« Reply #15 on: November 09, 2017, 06:00:53 PM HST »
As a Cs_arena main player, My opinion is 1 powerful nade.
[...]
3 Current Nades with their bullshit damage are somewhat balanced but i still would rather only 1 More powerful Nade.

sorry to say, but you can't reduce the amount of grenades a player has. it's just not possible with the game's netcode :(
What about increasing the damage from 25% to 50%?
I've been doing some testing tonight and 5 blocks away lost 18 hp, 3 blocks away 36 hp, and only standing on it was I able to be killed by it, ridiculous!
For comparison, I always tested the same amount of blocks away on babel, 5 blocks away 71 hp, 3 blocks away dead, much better than arena.
« Last Edit: November 09, 2017, 06:03:28 PM HST by atrain1298 »

Offline Apocalyptic

Re: Grenades in Arena mode
« Reply #16 on: November 09, 2017, 08:58:01 PM HST »
From the old AoS Wiki on default nade damage
600dmg if 0 blocks away
400dmg if 1 block away
200dmg if 2 blocks away
100dmg if 3 blocks away

Current Arena damage (assuming 25% like in the past)
150dmg if 0 blocks away
100dmg if 1 block away
50dmg if 2 blocks away
25dmg if 3 blocks away

I can understand not wanting insta-nadekills for a 3 block radius, but the damage dropoff from reducing damage to something like 25% is too high.
 


< 2 hours of humans vs zombies.

Offline topo

Re: Grenades in Arena mode
« Reply #17 on: November 09, 2017, 09:02:33 PM HST »
here's a graph of how much damage you actually take from an explosion a given number of blocks away from you (as long as you're within 16 blocks of it in any given direction) currently. dark = default, light = arena



if the image on the old wiki is the one i made for it ages ago and it gives you those values it's probably because i'm dumb, i'm pretty sure the above graph is correct

Offline Apocalyptic

Re: Grenades in Arena mode
« Reply #18 on: November 09, 2017, 09:32:30 PM HST »
What is the x axis?
 


< 2 hours of humans vs zombies.

Offline topo

Re: Grenades in Arena mode
« Reply #19 on: November 09, 2017, 09:35:41 PM HST »
distance from the grenade in blocks. if you're more than 16 blocks away along any of the world axes then you take no damage, but if you're just under 16 blocks away along each axis you can take damage from up to √(16² + 16² + 16²) ≈ 27.1 blocks away
« Last Edit: November 09, 2017, 09:54:18 PM HST by topo »