51

Re: Grenadelauncher overpowered?

Cart wrote:
d(-_-)b wrote:
d(-_-)b wrote:

If grenade explodes by touch is useless, then how about grenade which has 3 lives?

It gives quite useful defense for shotgun, while tee with grenadelauncher has an upperhand on keeping distance and map control i.e. Is it kind of abusive to take advantage of respawn time and distance in DM? A losing tee often has to fight fresh while a winning tee has a lot of options including scrapping all the resource.

Please comment on my idea instead of some well-known facts =_=

Would be interesting to see it in action though I think it would need changes for other weapons as well. Maybe someone who can do it is interested in making a mod just to test it. BEAR PLEASE

Here some assumptions:

Shotgun: It can pretty easily defy grenade spam but it would make shotgun even stronger and Teeworlds would lose the depth of Grenade as zoning tool. --> Interesting but I do not really like shotgun to be even stronger.

Pistol: It would be stronger way beyond the power it should have as a default weapon. You can easily kill grenades making it nearly useless. --> Probably too strong for a default weapon.

Grenade: Well it's demise can also be useful as you try to use it to block damage which would be especially good for Laser or if you run away as attacker blocking some pistol spam. --> Interesting as well for me.

Laser: NERF IT'S ARMOR PEN. SERIOUSLY.

Hammer: ???

Conclusion:  I think attackers would have too easy of a time as they can prevent the zoning from grenade on the way to flag while blocking damage on the way to capture it.

Nice, you noticed that grenade with hp can act as shield(grenade shield), which I am not fully aware of. That's why I doubt that the change makes attacker stronger and strengthen other weapons, I think it makes the game overall interesting. A mod is seriously required for experiments, grenade shield may tune up to 5hp each.

Pistol alone is not stronger: Tee with grenadelauncher has advantage on map control and "distance control". In mid to long distance, pistol is THE WEAPON to inflict damage. In other words, tee with grenadelauncher wants to watch or avoid pistol to preserve health. With grenade shield, 3hp each, I guess it would be pretty good to get an average of 5 pistols to destroy a grenade. But Pistol also has to charge, if I shield with 2 grenades, how many pistols would you shoot to destroy them? 6, 10 or 12? I think it is quite a fair trade for tee with grenadelauncher to preserve health, and it means attacking would not be easier or maybe even harder than before.

Shotgun will shine: First of all, shotgun is not impressive for me. Laser can bounce, grenade can jump. Even pistol (and grenade) can be used strategically to clean or block path(s) because of its limited speed and long range. On the other hand, to use a shotgun is to aim and shoot toward the center of tee the best you can, that's all. That's why mid-level players spam grenades, because they depended on this weapon, it is not just grenade jump and grenade spam. When it comes to close range, grenade can knock back and has +1 damage, an offensive strategy if health/death doesn't matter. In all, it is (too) convenient for those who cant switch weapon well. If we have grenade shield, then shotgun becomes THE WEAPON to defend yourself with. I think it would be really nice.

Pistol+shotgun maybe too strong: A few pistols followed by shotgun, not only it can destroy a grenade easily in mid-range but also possible to destroy 2 grenade at the same time. Here is where the 5hp shield comes in. I can't comment more unless there is some action.

Laser maybe adjusted:  Laser is THE WEAPON to fight off players with grenadelauncher, players with better movement (only) cannot abuse the game too much. So, for grenade to become a shield at all, I guess it is necessary for laser to be able to shoot through the grenade regardless how many grenades it shoots. But it is too early to say, hope to see some action.

Hammer: :3

Some other topic:
Why is ninja the worst balanced weapon ever? You could tune down it's damage shorten it's range and give it some charges and make it switchable. Would be a super neat offensive tool which fills a unfilled role and give attackers a little bit to come through the grenade spam without having to buff/nerf the other weapons. It really seems like it could be some nice playmaking weapon that is practically there but either useless(so easily kiteable) or op(too much damage and movement) and therefore disabled at pro scene.

Agree.

52

Re: Grenadelauncher overpowered?

hook + shotgun is the choice of the professionals

Wes.Mp3 - Now Playing: Celine Teeon - "I'm hooking into you"
Endurance[USA] - CTF5

53

Re: Grenadelauncher overpowered?

Good deffers with shotgun are scary. :<

[21:15:20] Tom-d1ed: das ist ja mal so
[21:15:21] Tom-d1ed: extrem schlecht

54 (edited by HMH 2014-02-11 20:36:48)

Re: Grenadelauncher overpowered?

Some time ago I made a mod to configure Teeworlds in nearly everything, which is possible. Because of this thread I decided to update it and to add some settings requested in the posts above.

Downloads:

Linux

Macintosh

Windows

Also not everything new in this mod is made by me, I got most inspiration from here.

Try these settings:

sv_grenade_damage 3
sv_ninja_duration -1 
sv_ninja_switch 1
sv_ninja_speed 50
sv_ninja_flytime 200
sv_ninja_ammo 10
sv_ninja_reload 350
sv_ninja_damage 5
sv_grenade_shield 1
sv_grenade_hitbox 22

P.S. hope there are no bugs left ^^

Luck is allowed

55

Re: Grenadelauncher overpowered?

To comment on the ninja really quickly, perhaps the reason why it's not very useful is because of the short duration. Sure, it's powerful but it's confined to the area near where it spawns because it doesn't last long enough to go anywhere useful. Fixing the movement was a great start and I still think people should reconsider turning it on. However, perhaps having it work like other weapons (switchable), and limiting the number of times you could use it to say 5 would make it a more strategic and useful weapon. One thing people seem to ignore is the fact that with ninja you can actually do a lot of unique movement, just like the grenade. You can dodge enemies, reach areas where you couldn't before, get places more quickly, etc. If nothing else that alone should make a compelling argument for turning it on.

56

Re: Grenadelauncher overpowered?

it's the reload time combined with not being able to use other weapons that make it weak in pro games.

decrease reload or make it switchable to make it viable.

57 (edited by Pathos 2014-03-20 20:29:50)

Re: Grenadelauncher overpowered?

Zgokee wrote:

@JinAndJuice

http://eviltwc.freeforums.org/wars-f46.html
http://aeon.teewars.com/forums/viewforum.php?id=7

Think you need to make an account to view them btw. Look through the wars that have stats on them. They show the ratio at which a user killed or was killed by each weapon.

Can you just take a screenshot and post the stats? Copy/paste?

Nilaya wrote:

In case you don't feel like making an account, statistics show the majority of kills coming from grenades with the exception of games on ctf3 on which the shotgun sometimes has a higher amount. On some maps such as ctf1 grenades account for over 50% of all players' kills.

Thanks. Can you clarify on the numbers? Even a screenshot would be nice.

58

Re: Grenadelauncher overpowered?

How about you not be lazy and just register dude? It isn't very time consuming and you are the one asking for the information and wondering. lol. And why would I dig through my folder when the endless data is there where i told you and there is more than what i would have alone? The world is not your servant. Here is another clan with wars posted: http://rinju-tw.tk

59

Re: Grenadelauncher overpowered?

Pathos wrote:
Zgokee wrote:

@JinAndJuice

http://eviltwc.freeforums.org/wars-f46.html
http://aeon.teewars.com/forums/viewforum.php?id=7

Think you need to make an account to view them btw. Look through the wars that have stats on them. They show the ratio at which a user killed or was killed by each weapon.

Can you just take a screenshot and post the stats? Copy/paste?

Here you go:
http://imgur.com/a/Wn4um

60

Re: Grenadelauncher overpowered?

heinrich5991 wrote:
Pathos wrote:
Zgokee wrote:

@JinAndJuice

http://eviltwc.freeforums.org/wars-f46.html
http://aeon.teewars.com/forums/viewforum.php?id=7

Think you need to make an account to view them btw. Look through the wars that have stats on them. They show the ratio at which a user killed or was killed by each weapon.

Can you just take a screenshot and post the stats? Copy/paste?

Here you go:
http://imgur.com/a/Wn4um

Excellent! Can you explain some jargons/abbreviations for me here?

Frags, FPM, and the two numbers for weapons--thanks.

I'll run some numbers. If there's more data, please provide more. It would be great if they are avail in CSV, DTA, or even Excel formats, but screenshots would be fine as well.

61

Re: Grenadelauncher overpowered?

frags = kills
fpm = fraps per minute = kills per minute
the first number if for the kills you made with the weapon and the seconds is how often you got killed by this weapon

62 (edited by 2014-03-21 23:41:04)

Re: Grenadelauncher overpowered?

Thanks. Can you clarify whether suicides are by pressing respawn bind, suicide by grenade, or both?

For anyone that's interested, here's the data if you wish to run some stats:

https://docs.google.com/spreadsheet/ccc … sp=sharing

I excluded an image or two because of variable mismatch.

Source:
http://i.imgur.com/iNVlDML.png
http://i.imgur.com/mVgWkbn.png
http://i.imgur.com/9TT5m8r.png
http://i.imgur.com/QiUVpJC.png
http://i.imgur.com/SMBSuIr.png
http://i.imgur.com/04RQOMZ.png
http://i.imgur.com/ieuvLZL.png
http://i.imgur.com/mKYE0cn.png
http://i.imgur.com/EYJIbR0.png
http://i.imgur.com/fYVqtYX.png
http://i.imgur.com/gQNsatq.png
http://i.imgur.com/niCkBnw.png
http://i.imgur.com/abOfmQg.png

I've ran some numbers in the most basic way because of very loose control for the variables and less than a sample of 30 games, but so far (and far from conclusively), it seems that both shotgun and laser kills are on-par with grenade kills at the moment.

Please note:
The problem is that the data is only collected as kills and not damage dealt during a game and another separate variable distinguishing how much damage was overdealt for the overkills (if opponent has 1HP, for example, killed with laser dealing more than 1 damage). I'd also love to see the suicide variable more in-depth, separated whether the user suicided by using respawn bind or by their own grenade.

Anyway, normally, I wouldn't publish anything until good data is acquired, but since this is just for fun for Teeworlds, here are some interesting, loose findings I came up with so far:

* Flag runners (or offense) are better off not using a shotgun and avoid opponents with shotgun.

* People who suicide more are better at getting best killing sprees higher, but not necessarily higher kills in general.

* Players who are good at hammers really distinguish themselves apart by those who are not so good at hammer, and die much less by hammer. Also, they are good at killing flag runners.

* Players who are good at killing seem to be well-practiced with hammers.

* Shotgun kills seem to be highest correlated to shotgun deaths compared to grenade vs. grenade and laser vs. laser.

It would be interesting to see if I still find some these to be more/less true with more and better samples, hopefully, with minimized confirmation bias. Some of these findings are obviously flawed, but if I continue to come up with same conclusions, then searching for a reason would be an interesting game of its own.

63 (edited by Jambi* 2014-03-22 11:07:22)

Re: Grenadelauncher overpowered?

no one would ever use the kill bind in a serious ctf game the respawn time it too long and what you wrote

* Flag runners (or offense) are better off not using a shotgun and avoid opponents with shotgun.
^ meh its just easier to atk with rocket and laser because they are ranged

* People who suicide more are better at getting best killing sprees higher, but not necessarily higher kills in general.
^ wat..?
* Players who are good at hammers really distinguish themselves apart by those who are not so good at hammer, and die much less by hammer. Also, they are good at killing flag runners.
^ n
* Players who are good at killing seem to be well-practiced with hammers.
^ n
* Shotgun kills seem to be highest correlated to shotgun deaths compared to grenade vs. grenade and laser vs. laser.
^ could be


here another 1000 screenshots i made since august ( also some weired in sorry for this big_smile) http://www.file-upload.net/download-873 … ts.7z.html

64

Re: Grenadelauncher overpowered?

Nilaya wrote:

To comment on the ninja really quickly, perhaps the reason why it's not very useful is because of the short duration. Sure, it's powerful but it's confined to the area near where it spawns because it doesn't last long enough to go anywhere useful. Fixing the movement was a great start and I still think people should reconsider turning it on. However, perhaps having it work like other weapons (switchable), and limiting the number of times you could use it to say 5 would make it a more strategic and useful weapon. One thing people seem to ignore is the fact that with ninja you can actually do a lot of unique movement, just like the grenade. You can dodge enemies, reach areas where you couldn't before, get places more quickly, etc. If nothing else that alone should make a compelling argument for turning it on.

Yes indeed.
Ninja should be toned down a bit, by doing like 6/5 damage instead of 9, and you could increase the duration of ninja
TeeMedia City mod has 'Ninja Fly' later on, making you able to move very fast.
Back to the grenade: I don't really like the 'grenade shield' idea, it's making the grenade too complex and special. I think laser is WAY too overpowered, especially combined with lag tongue . I like the grenade how it is now, only the knockback could be toned down neutral

nya~ :3c
r.i.p. Teeworlds